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Toolset - "No resting is allowed in this area"


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#1
Midevil Chaos

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Hi. I  am trying to remove "no resting is allowed in this area" script in Storm of Zehir.

I have modified these files:

F_X2.mod
G_X2.mod
M_X2.mod
N_X2.mod
O_X2.mod
S_X2.mod
T_X2.mod
X_X2.mod

Found in:
C:\\Program Files\\Atari\\Neverwinter Nights 2\\Modules

So, I  unchecked every single "No resting allowed" checkbox. Then, I compiled everything. Saved everything.
Yet, whenever I load a game it doesn't work. However, if I start a new game, it does.

So, is there any way of modifying the files so that I can do it with my saved game?

Modifié par Midevil Chaos, 27 octobre 2013 - 04:38 .


#2
I_Raps

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No guarantees, but try this. Pull out the edited mod file that you're currently in. Also, even if this works, all those that you have already gone through might have to be yanked as well. But even if they somehow load, I doubt they will have free resting because their status is already written into your saved game.  You will know them because in your saved game folder, you will have f_x2.z and f_x2.sav files, g_x2.z and g_x2.sav etc.

I think the most likely result is that you'll only be able to keep the edited modules you haven't been in already for this playthrough.

For those areas, you could fall back on this:  Stone of Many Alarms 

Modifié par I_Raps, 27 octobre 2013 - 04:11 .


#3
I_Raps

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By the way - I assumed your saved game wasn't loading, but looking back at your post, that might not be so.  You may simply be unable to rest at will.  If this is so, YOU COULD BE A GREAT NWN2 PIONEER even at this late date.

Check this thread:  Surgery for saved games  

You might be able to go in to your *.z files and (with a hex editor perhaps) change the value of those resting variables.  
BACK UP EVERYTHING FIRST.

Modifié par I_Raps, 27 octobre 2013 - 05:29 .


#4
Guest_Iveforgotmypassword_*

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When you are playing NWN2 it loads a module as you enter it and no matter what you do to that module it will stay in its original loaded state in your saved game. Paint all the houses pink turn all the npcs into rabbits it wont make a difference. The only thing that can do things instantly is the override or campaign folder.

So that's why nothing happens in your saved game areas but works on a fresh start which means you've done it correctly so what you could do until you start a fresh game is use the console and type in rs ga_force_rest(1) which is a bit of a hassle but it should work anywhere.

#5
Midevil Chaos

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I_Raps, yeah I could try that lol but what variables are we talking about? As you know, hex values are broken beyond belief.

Thanks for the tip Iveforgotmypassword. Sounds like a good alternative as well.


EDIT: Before getting a reply from I_Raps, I tried the force rest. It works fine, except that I  have to bring up the DebugMode 1 every time :/ meaning all the meshes appears (or at least the trigger ones). Not a good plan lol. It would be better if I could change the save file or start a new game.

Modifié par Midevil Chaos, 27 octobre 2013 - 03:48 .


#6
Guest_Iveforgotmypassword_*

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I know it's a hassle opening and closing the console and I think you're better off starting a new game with the updated areas from the start.

I've never played SoZ are there lots of areas where you can't rest ? Because if there are I might have to do what you've done before I give it a go.

#7
I_Raps

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Iveforgotmypassword wrote...

I know it's a hassle opening and closing the console and I think you're better off starting a new game with the updated areas from the start.

I've never played SoZ are there lots of areas where you can't rest ? Because if there are I might have to do what you've done before I give it a go.


You can't rest freely anywhere - except on the Overland Map.

But I wouldn't bother recompiling the areas - just use the Stone of Many Alarms above.  A fifteen second download, a three second extract, and a second or two to move it to Override.  And it has another advantage - you can console yourself one and use it in no-rest areas you want to thwart in any module/campaign.

#8
Midevil Chaos

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You cannot rest anywhere at all, except for the overland map. You either have to buy a type of stone (I forgot the name) which cost around 1,200 gold pieces and you can only use them once. Once inside a cave, the stone gives off a loud sonic boom, or whatever you wanna call it. And thus, deafens enemies or something along those lines. Or, your second choice is to stay at inns. Aside from the very first time where someone else pays for it, staying at the inn costs money

EDIT: I  disagree with I_Raps. Using the console is a pain and takes away from the game experience. I  don't mind cheating to make the gaming experience like it was in the previous games. But I_Raps suggestion goes beyond that lol.

There are some battle places where regardless of what you do, you can't get out of certain dungeons, unless you defeat the boss. So, at that point, you have to make sure you have a great team! Or one of the stones, or as I highly suggest you do, start a new game with resting allowed.

It will take you a while, so lemme upload it to 4shared. I'll edit this post letting you know whether or not it worked (I have enough space in my account, so it should work).

Oh, and you might wanna modify the module first. You know the place which contains the three modules and you can change some properties? Change the property that states that your characters can die. Resurrecting a character either costs 500 gold pieces or you need a special type of coin called Coin of Life, which costs around 1,200 gold pieces. Trust me, I've had trouble getting a lot of money so far, so 500 gold piece is a lot of money in this module.

EDIT: Seems Winrar compressed it from 1 gig to 256 mb. Sweet :) Lemme know if it works fine. Once you reach the first town, try resting there. Then, try resting in the inn. If it works, then it should work anywhere I assume.

http://www.4shared.c...-_improved.html

Modifié par Midevil Chaos, 27 octobre 2013 - 05:44 .


#9
I_Raps

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Midevil Chaos wrote...

You cannot rest anywhere at all, except for the overland map. You either have to buy a type of stone (I forgot the name) which cost around 1,200 gold pieces and you can only use them once.


There are actually a couple places you can rest normally.  I'll leave you to find them for yourself.

The stone is called a Stone of Alarm.  The link I provided above is the Stone of Many Alarms.  A variant that is infinitely reusable;  buy one, rest as many times as you like.

Midevil Chaos wrote...

Once inside a cave, the stone gives off a loud sonic boom, or whatever you wanna call it. And thus, deafens enemies or something along those lines.


Huh?!  I have no idea what you're talking about.  The only time I've even seen it mentioned as giving off a sound is when you find one on the overland map.  Of course, I've never actually tried using it in combat - going to sleep with enemies hacking at me hasn't ever seemed to be the best available tactic.


Midevil Chaos wrote...

EDIT: I  disagree with I_Raps. Using the console is a pain and takes away from the game experience. I  don't mind cheating to make the gaming experience like it was in the previous games. But I_Raps suggestion goes beyond that lol.


But redesigning the whole game to thwart the designers' original intent ain't cheatin'?  Time for me to lol :D

Modifié par I_Raps, 27 octobre 2013 - 05:45 .


#10
Midevil Chaos

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I_Raps wrote...

Midevil Chaos wrote...

You cannot rest anywhere at all, except for the overland map. You either have to buy a type of stone (I forgot the name) which cost around 1,200 gold pieces and you can only use them once.


There are actually a couple places you can rest normally.  I'll leave you to find them for yourself.

The stone is called a Stone of Alarm.  The link I provided above is the Stone of Many Alarms.  A variant that is infinitely reusable;  buy one, rest as many times as you like.

Midevil Chaos wrote...

Once inside a cave, the stone gives off a loud sonic boom, or whatever you wanna call it. And thus, deafens enemies or something along those lines.


Huh?!  I have no idea what you're talking about.  The only time I've even seen it mentioned as giving off a sound is when you find one on the overland map.  Of course, I've never actually tried using it in combat - going to sleep with enemies hacking at me hasn't ever seemed to be the best available tactic.

But redesigning the whole game to thwart the designers' original intent ain't cheatin'?  Time for me to lol



I prefer using the old style way of resting :)
EDIT:  Re-read what I said about reverting the module to the old gaming style. I  said, I diddn't mind cheating. But that you went beyond that lol.

As for the last part, lol, forget what I said ahahah. I really didn't know how to describe it ahah.




***********************
@ Iveforgotmypassword:

Don't forget to check my post above, for you.

Modifié par Midevil Chaos, 27 octobre 2013 - 05:51 .


#11
Tchos

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Just so you know, since you mentioned financial problems, if you progress through the main plot and ignore things like the bounty side quests, you'll be swimming in more gold than you can possibly spend shortly after you get to the Sword Coast.

You're calling the OC death and resting systems the "old style", but to me, the SoZ death and rest system is a lot closer to what I consider the "old style" of D&D games, because that's essentially the way it was done in games like the Baldur's Gate games, the Icewind Dale games, and Planescape: Torment. In those D&D games, death of a party member meant they were dead until you paid for a costly resurrection or scroll of Raise Dead (except for the main character, in the case of PS:T), and PS:T didn't allow resting anywhere except in special resting areas. The other games allowed resting, but with the chance of being awoken by wandering monsters (like on SoZ's overland map), and they didn't have any Stones of Alarm that would guarantee you a safe rest.

#12
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I'm going to remember this and will definitely be getting myself a stone before I start and sorting out the dying companions part too.. Thank you..

#13
Midevil Chaos

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@ Iveforgotmypassword: or you can download the modified modules I posted online :/

@Tchos. What does those games have to do with NWN? I understand what you mean, but NWN is a series in its own right, regardless that it borrows names and more from the other series.

#14
andysks

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Well they are all d&d, so I'd say these games share this :). There are ups and downs... I didn't like it in the OC that you were resting after each battle for 5 secs. It was ridiculous. I loved the MotB. And for some strange reason, planning battles and making strategies in the infinity engine was more fun than NWN. So it didn't bother me that I had to load so many times or pay for resurrect. But I guess the folks that made NWN did it this way for a reason. A bit easier if you will. But no matter what, I like playing a game as it was designed no matter the difficulties.

#15
Tchos

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They're all party-based, realtime-with-pause games using Dungeons and Dragons rules, set in the Forgotten Realms, that's all. You can draw series lines wherever you want, but I'd say those games have a lot stronger relation to NWN2 than the Neverwinter MMO does.

#16
Midevil Chaos

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All D&D matters little, as they are merely stories. And so, they each have their own battle system proper to themselves. I haven't played the D&D game itself, but I have played other games like Baldur's Gate.

Tchos, what does the NWN MMO have to do with the series? It's clearly just an MMO to play online. I think it was easier for them to just create an MMO than a third and fourth game perhaps. But, I wouldn't wanna play it. I am waiting to see if they will make an NWN 3.

#17
Tchos

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I don't think it has anything to do with the series, or with the family of the RPGs I mentioned in general, either, any more than Daggerdale does. I only mentioned it as an example of a game that shares the name, and is a D&D property set in the Forgotten Realms, yet doesn't fit in the same genre of game as NWN2, as the ones I mentioned do. I never said they were part of a series per se, as a series of movies might be. They are, however, clearly in the same genre, style, and family, and the game mechanics in SoZ are explicitly meant to recall the mechanics of those earlier games.

#18
Kaldor Silverwand

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The Verge of Morpheus in my Silverwand Sundries collection, available in the Vault, allows resting at any time and is compatible with SoZ.

Regards

#19
Dann-J

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The 'five-second squat' introduced in NWN was a travesty. I was glad to see the back of it with MotB and SoZ.

#20
Midevil Chaos

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@Kaldor Silverwand: Thanks. Will check it out after I'm done with SoZ.

@DannJ: I say this with ALL due respect, you're nuts! The NWN series is a series in its own right, so if you really didn't like the 5 second resting, that changes nothing to the fact that it was part of the series and STILL is. I truly hope it always will be.

Personally, I've preferred the original NWN with all its rules and everything it encompassed. Except for one thing: the companion system, which was later greatly improves with NWN2. As for the 5 seconds resting, that is awesome!

#21
Dann-J

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NWN and NWN2 are based on D&D 3.5 rules. Or at least, they were *supposed* to be.

The 'five second squat' made a mockery of any feat or item property that was supposed to have a certain number of charges per day. Poison, disease and physical damage became minor inconveniences. And don't get me started about spell casters. It took all the challenge out of playing as a caster when you could simply recharge all your spells multiple times per day, instead of the once per day that D&D 3.5 rules dictate.