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(SOLVED) My companions stay dead after fights. Why?


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#1
Nasher_AOB

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Hi guys. 

This is driving me crazy. When they die, my companions stay dead. I want them to groan, like they did in the NWNOC, and come back to life after fights. I tried every OnDeath script (there's like 4 versions of gb_comp_death), but none restores the knockout effect. I didn't changed those scripts: they are the same of the OC companions. I even created the companions by copying Bishop blueprint to avoid errors like this.

Anyone knows what it might be? Thanks in advance.

Modifié par Nasher_AOB, 22 janvier 2014 - 03:43 .


#2
andysks

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Are you using the death and dying script versions from the OC folder, or from the SoZ folder?

#3
Morbane

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look at the module onenter in the OC should look like kk_mod.... that is what you want - FYI it is in the install campaign folder

#4
Nasher_AOB

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Hi andysks and Morbane.

I have both expansions, and when I created this new module to test companions I didn't touch any scripts that came with the module. So I think the module is using the default scripts from SoZ, maybe?

Morbane, I copied the OnClientEnter script from the OC and the companions still does not groan or revive after fights. Should I try to copy every K_mod from the OC and import to my module's properties?

Modifié par Nasher_AOB, 22 janvier 2014 - 02:35 .


#5
Nasher_AOB

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Ok, I found what was causing that.

It seems that my toolset was "reseting" the gb_comp_death scripts every time I selected one different than the default one that comes with the companions. So I had to copy the gb_comp_death that came with the OC, put it in my campaign folder, rename it to "gb_comp_death1" or something, and compile again.

Now the toolset does not reset it to other gb_comp_death, and my companions groan and revive after fights again.

Modifié par Nasher_AOB, 22 janvier 2014 - 03:45 .