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Crafting UI Stopped Showing Up


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#1
Karma

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Something I did or didn't do has stopped the crafting UI from popping up when the herbalism/traps/poison skills are clicked on. What could cause this to happen?

This is the situation:
My party enters a fade area I created (all party members can access the crafting UIs at this point). The party talks to a demon who does some hocus pocus on the hero. (I confirmed that this hocus pocus does not affect the usage of the crafting UIs.) A cutscene plays, and afterward, a non-hero party member finds himself transported to a different part of the fade area and battling himself without the others who were previously in the party. (The non-hero can still use the crafting UIs at this stage.) The non-hero kills the ghostly version of himself and is automatically teleported back to the entrance with the other party members now in tow. (Now no one can use the crafting UIs.)  If I go back to camp and form a new party, party members who could not use the crafting skills in the fade now can (and companions who never entered the fade can as well); however, the hero still cannot use the crafting skills.

I'm guessing that it has something to do with setting party members active/available/unavailable because that's essentially the only thing I've done between transports. Does setting a party member/hero "unavailable" affect their usage of the crafting UIs if they go from "unavailable" directly to "active"? Are they still at least partially "unavailable"? It seems rather strange...

(I can post the relevant script bits if that would help.)

EDIT:
I've tested some more things... It's still not fixed of course, but at least the problem seems to be getting narrowed down.

1. Followers (including the hero) keep access to the crafting UI if they remain with the party when the non-hero is leading the party. So obviously removing them from the party or how they're added back is what's causing the loss of access to the crafting UI.
2. Access is restored for the non-hero followers as soon as the party picker is called. So whatever the partypicker does restores access. My mod causes the partypicker to set the creature object as active, set the follower state to active, set the local variable "CREATURE_REWARD_FLAGS" to 0, and jumps them to the location of the party leader in addition to whatever the partypicker naturally does.
3. I've tried changing the follower states to available, suspended, and unavailable during the non-hero leading phase, and none prevented the follower (or hero) from losing access to the crafting UIs.

What is the proper way to remove the hero and other followers from the party and add them back later?

Modifié par satans_karma, 30 novembre 2013 - 09:49 .


#2
Karma

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Fixed it.

Just in case someone else has this issue...

Set the hero/followers as "suspended" initially.

Do not use SetPartyLeader().

Turn the hero/followers back on by using the following:
[dascript]
WR_SetObjectActive(oFollower, TRUE);
WR_SetFollowerState(oFollower, FOLLOWER_STATE_ACTIVE, FALSE);
AddCommand(oFollower, CommandJumpToLocation(GetLocation(oNewLeader)));
[/dascript]

Still not sure why that works, but whatever...

#3
MerAnne

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Thanks Karma

It is not ours to question the vagaries of the toolset. We just have to figure out ways around it ;)