Logram Eyegouger bug *solved*
#51
Posté 11 octobre 2013 - 06:17
#52
Posté 11 octobre 2013 - 06:23
Winter90 wrote...
know how to fix that 0 damage bug that appears at times?
nope. a Lot of the combat stuff is unfortunately hardcoded. have never run into the 0-damage bug myself (i don't think); my pet peeve is "blank has resisted x damage" but it didn't.
#53
Posté 11 octobre 2013 - 06:24
Winter90 wrote...
Itd be nice if the armor was equipped before the conversation starts as well. For me he suddenly equipped the gear at the start of the conversation.. But itll do. Dont know if this is what happens with you guys?
He's had it on from the start both times for me. But my computer is a little slow ...
Next time (I'm still trying to shut down my trigger script) I intend to set my view to watch him as I walk in.
#54
Posté 11 octobre 2013 - 06:31
/slash
#55
Posté 11 octobre 2013 - 06:34
I_Raps wrote...
Winter90 wrote...
Itd be nice if the armor was equipped before the conversation starts as well. For me he suddenly equipped the gear at the start of the conversation.. But itll do. Dont know if this is what happens with you guys?
He's had it on from the start both times for me. But my computer is a little slow ...
Next time (I'm still trying to shut down my trigger script) I intend to set my view to watch him as I walk in.
Maybe its because I reloaded a save from where he already had been in line of sight? Ill try to reload a bit further back.
#56
Posté 11 octobre 2013 - 06:46
I got an idea, is there a way I can modify the visual effect of nightshield to be the same as the one for the resistance (+1 saving throws spell)? Manageri showed me how to remove it entirely, but I think itd be nicer with a slight visual effect..
Modifié par Winter90, 11 octobre 2013 - 06:49 .
#57
Posté 11 octobre 2013 - 07:04
I'll guess that when you saved the game, it copied the running script into the save file as part of the module. If that's the case, you can check to confirm by opening the save file.I_Raps wrote...
I [...] took out all my stuff - mainly 13a_luskan_atk which is the trigger script when you come upon the Interrogator, plus various backups. Note that those files are gone as far as the game is concerned; they're not in override, they're not in any NWN2 folder either in Documents or Program Files. At least that's what SHOULD be the case.
But when I loaded my save in the room well before the trigger and pushed ahead to meet Logram, the trigger ran my script complete with numerous feedbacks.
And after whipping Fully Functional Logram, I closed the game and went through all the folders just to be sure. Those files are good and truly gone. So I launched the game again, loaded the save and - it's still using my script.
#58
Posté 11 octobre 2013 - 07:06
You could look and see if there is an enter script for the level like kevL said and put his equipping Logram lines in that.
...
I did get my trigger script to stop - I made a clean copy of the original 13a_luskan_atk and put it in override. It seems the game will use whatever it has cached in memory unless directly told otherwise.
Modifié par I_Raps, 11 octobre 2013 - 07:08 .
#59
Posté 11 octobre 2013 - 07:11
Winter90 wrote...
Well I reloaded further back but he still did not equip his gear until the start of the conversation.. Any idea why this happens to me but not you? I_raps?
I got an idea, is there a way I can modify the visual effect of nightshield to be the same as the one for the resistance (+1 saving throws spell)? Manageri showed me how to remove it entirely, but I think itd be nicer with a slight visual effect..
Just open the resistance script and see what effect it uses, then put that into the nightshield script replacing the effect that's already there. You might want to jettison your already edited nightshield first and work with a copy of the original to avoid confusion.
p.s. You should edit the threat title to read "Logram Eyegouger bug - SOLVED"
Modifié par I_Raps, 11 octobre 2013 - 07:26 .
#60
Posté 11 octobre 2013 - 07:13
Tchos wrote...
I'll guess that when you saved the game, it copied the running script into the save file as part of the module. If that's the case, you can check to confirm by opening the save file.
I won't need to do that in this instance, but for reference - do you mean open the save as a module in the toolset?
#61
Posté 11 octobre 2013 - 07:32
No, that's not how I would check. I mean open the save folder, then open the compressed [module name].z file in a program like WinRAR, extract the "-" file, and then view its contents using NWN2packer. From there you can extract the script in question, and view the uncompressed version to see if it's your modified one.I_Raps wrote...
I won't need to do that in this instance, but for reference - do you mean open the save as a module in the toolset?Tchos wrote...
check to confirm by opening the save file.
Modifié par Tchos, 11 octobre 2013 - 07:32 .
#62
Posté 11 octobre 2013 - 07:41
Modifié par I_Raps, 11 octobre 2013 - 07:42 .
#63
Posté 11 octobre 2013 - 07:46
- Move it to your override folder.
- Open the toolset and click File -> open conversation/script, and search for the aforementioned script. Open the one located in the override folder. At this point make sure you don't see more than one of these scripts in the override folder, which is possible if some mod has changed it. If you do have one there in addition to the one you just moved, just ignore the previous steps and open that one.
- Correction to my previous post: the line to change is 57 (54 was for an older version of the script). In any case, it should read this: eLink = EffectLinkEffects(eLink, eVisual);
Simply add // to the front to comment it out, so it'll look like this: // eLink = EffectLinkEffects(eLink, eVisual);
- Hit "Save & Compile" at the top of the script page.
- You're done. The spell should no longer apply a visual effect.
Decided to just remove effect..
Ive followed manageris instructions but I only get an error saying: This file is not opened through a module and will not work in game.
Or something.
Whats happening?
#64
Posté 11 octobre 2013 - 08:04
Second, go to override and delete any nx2_s0_nightshield.nss and nx2_s0_nightshield.ncs files that are there.
Third, launch the toolset.
Fourth, click on File, then Open Conversation/Script. In the Filter Text box, type nights and wait a moment. You should see two versions, one in scripts_x1.zip and one in scripts_x2.zip. If there are any others, note their locations because you're going to go take them and put them aside or delete them.
Open the scripts_x2 version (this assumes you have SOZ; otherwise, you should only have the x1 version and will have to work with that (though that also assumes the final patch doesn't just give everyone scripts_x2.zip)).
Now do File/Open Conversation/Script again and type resis in the Filter Text box. From those choices, nw_s0_resis looks like a winner so open it; sure enough, it's the Resistance spell.
In your Nightshield window find the line that creates the visual effect (55 looks like a winner) and replace the constant there with the one from the Resistance script. Save and compile your Nightshield script, note where it was saved, and immediately copy it into override before closing the toolset.
p.s If you still get that same error, close all your open scripts, click on File/New then Module, then do everything again from step four.
Modifié par I_Raps, 11 octobre 2013 - 08:30 .
#65
Posté 11 octobre 2013 - 08:10
* if someone doesn't beat me to it, that is. (cough)
Modifié par I_Raps, 11 octobre 2013 - 08:12 .
#66
Posté 11 octobre 2013 - 10:50
I was wondering, the protection(circle) against alignment spell.. Does it really work? Because it doesnt increase the AC in the character window.. And does the deflection bonus to AC from the spell, stack with a ring of protection?
#67
Posté 11 octobre 2013 - 11:09
But the answer to your second question further bears this out - deflection bonuses don't stack, you only get the best. EXCEPT bonuses vs. a particular alignment or race seems to take priority against that alignment or race. A common example is the Ring of Caitlyn that you find in the Tomb of the Betrayers. It is a AC +2, +1 vs. Undead. But what was supposed to be a bonus is actually a penalty because against undead your AC is actually reduced one point (according to the combat feedback in the chat window).
This goes for attack/enhancement bonuses on weapons as well. If you're creating a weapon (in the toolset) that's supposed to be better vs. a certain type of enemy, the bonus vs. that enemy should be the TOTAL of the generic bonus plus the specific vs. bonus.
Modifié par I_Raps, 11 octobre 2013 - 11:12 .
#68
Posté 11 octobre 2013 - 11:17
Modifié par Winter90, 11 octobre 2013 - 11:18 .
#69
Posté 12 octobre 2013 - 04:36





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