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Kamal Commoner AI (SOLVED)


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#1
Nasher_AOB

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 Hi guys,

I'm trying to use Kamal Commoner AI but it's not working. I know it works because of the example module, but when I try to use it in my modules or campaigns, the NPCs just stands there doing nothing.

I tried to create a new module and import it, just in cause something was messing with those scripts. But nope, it won't work on new or old modules. I tried to even recreate everything from the the example mod, using the same scripts and such, but it didn't work too.

Also, 90% of those scripts won't compile, and are showing the same error (example: sh_hbeat24_taunt.nss (250) ERROR: PARSING VARIABLE LIST.

Can anyone please help me out? 

Modifié par Nasher_AOB, 31 janvier 2014 - 12:01 .


#2
andysks

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Had the same trouble, exactly the same a while ago. Too bad I cannot remember of the top of my head why it happened, and since it works now I am a bit confused on why it happened. I will go through some notes of mine and if I find anything I will let you know.

But related on this, I had problems with the NPCs equipping the tools needed. I don't know how DannJ's fx work, but I guessed if they are called from the script, it's all that's needed. Someone correct me if this is wrong. However, the NPC assigned a shovelling hb, won't equip a shovel. I let it go, until I had time and motivation to look at kamal's scripts, but since you opened a thread, I thought I'd throw it in here B).

Modifié par andysks, 25 janvier 2014 - 09:19 .


#3
kamal_

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There is an include file (or several, don't remember off the top of my head). Did you compile those first?

#4
Nasher_AOB

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I tried to compile every single script that was imported, and just these ones compiles without error: sh_cai_altschedule_set, sh_npc_speak, sh_npc_randomizer, sh_npc_open_ob, sh_npc_oc_enter, sh_npc_include1, sh_npc_include_backup, sh_npc_include, sh_npc_display_time, sh_npc_bminc, sh_npc_bartender, sh_npc_barmaid, sh_npc_activinc_simple, sh_npc_activinc.

Then I baked, saved, and ran the module using those sh_hbeat24... on OnHb of the NPCs. And they still don't move.

#5
kamal_

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Hmmm, I am not able to recreate this. I downloaded the erf from the vault and imported it into a new empty module to test. Saved the module and then compile all scripts. Got a single compile failure in a script that is a backup. Fixed that (an object was defined twice). Compiled all again, success. I exported everything into a new 7z and just finished uploading to vault/nexus/vault2.0 under the same name.

#6
Nasher_AOB

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Thanks for the time investigating this, Kamal, but as you can see, It didn't work again (tried on a new module).

http://postimg.org/image/58a1z6q9b/

90% of the scripts don't compile. And when in-game, the npc does not moves.

I really don't know what it might be. Maybe my toolset/game installation is screwed up, but I doubt since many other scripts work. =/

I think I'll have to create my own commoner scripts.

#7
rjshae

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Don't mean to pile on here, but I also had some issues when I tried to download and use those scripts. At the time I thought it was just me (so I didn't mention it). Not sure what to suggest as a remedy, but I can give them another try when I have some spare time.

Modifié par rjshae, 27 janvier 2014 - 05:51 .


#8
kamal_

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Nasher_AOB wrote...

Thanks for the time investigating this, Kamal, but as you can see, It didn't work again (tried on a new module).

http://postimg.org/image/58a1z6q9b/

90% of the scripts don't compile. And when in-game, the npc does not moves.

I really don't know what it might be. Maybe my toolset/game installation is screwed up, but I doubt since many other scripts work. =/

I think I'll have to create my own commoner scripts.

Can you post a link to your test module? That way I can work with the same thing as you are.

#9
andysks

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I don't know how visible this pic is, but I tried recompiling the first script where you had an error. The sh_hb_generic_dancer.

Posted Image

It compiled without any issues. I remember these errors you have happening on a previous module of mine. I gave up on the package, but then I really needed it so I tried again. This time, I didn't import it. I opened it with the packer, and extracted the scripts to my campaign folder. Then one by one I compiled them. It worked. I didn't extract the ipoints or the scripts that use them, since the author himself said they might be trouble. I don't know why, but it worked. Maybe you should try it like that.

#10
Nasher_AOB

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Hey andy, which packer did you use?

Kamal, I'll try what andy did first.

rjshae, please do.

#11
kamal_

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Nasher_AOB wrote...

Hey andy, which packer did you use?

http://nwvault.ign.com/View.php?view=nwn2tools.detail&id=9 is the packer I personally use, though I didn't use it to package up things for this, I used the toolsets export as erf option.

#12
Dann-J

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andysks wrote...

But related on this, I had problems with the NPCs equipping the tools needed. I don't know how DannJ's fx work, but I guessed if they are called from the script, it's all that's needed. Someone correct me if this is wrong.


My Handy VFX don't currently include shovels. I've tried activating the shovel entry in baseitems.2da, but for some reason the game doesn't seem to like the shovel model as an equippable item (I get the black question-mark cube of doom). Hopefully the shovel model works better as a VFX.

Perhaps Kamal's AI scripts use the shovel quarterstaff variant introduced with Storm of Zehir? If you haven't got SoZ then they might not show up.

#13
andysks

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Nasher, I use the packer kamal linked. You just click open, choose the erf/hak whatever the file you want to look is, the select all, or manually select the files you want and export them to the desired destination.

Ah, Dann, so this is why. I didn't even think that there is no shovel included. I have SoZ, but I think kamal mentions in the documentation that for items not included in the handy vfx you need to equip the item yourself to the NPC. Which staff is this that, looking like a shovel?

#14
Dann-J

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The weapon in SoZ was called the Gardener's Spade.

You'd probably want to create a blueprint of your own using that quarterstaff variant though, with less gaudy tinting. Few commoners use spades with gold trim - although I suppose a +1 spade that grants +2 to constitution and can cast Cure Moderate Wounds would make farm work a lot easier. Although personally, I'd be selling it and giving up farming with the proceeds.

#15
Nasher_AOB

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Hey guys,

I tried to extract the scripts using the packer you mencioned, but again most of them didn't compiled.

I uploaded the module I'm testing it. Can you please take a look when you have time, Kamal? Thanks.

http://speedy.sh/edTba/npcs.mod

#16
kamal_

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Nasher_AOB wrote...

Hey guys,

I tried to extract the scripts using the packer you mencioned, but again most of them didn't compiled.

I uploaded the module I'm testing it. Can you please take a look when you have time, Kamal? Thanks.

http://speedy.sh/edTba/npcs.mod

I downloaded this and hit compile all, did not run into issues other than warnings about stuff in stock scripts.

One thing I can think of is I am using Skywing's advanced script compiler. Could you give that a try and see if the errors go away for you?
http://nwvault.ign.c...ns.Detail&id=99

#17
Dann-J

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Is your game fully patched up to version 1.23? There are some script functions that were only included in the later patches, although I don't know whether Kamal actually uses any of the more recent ones in his scripts.

#18
Nasher_AOB

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AMAZING! Just amazing!

It worked, Kamal!

So the default toolset script compiler isn't so powerful as one could think. In conclusion, Advanced Script Compiler is needed to make this work. Thanks!

PS: I think you should warning in the readme that this compiler is necessary to make it work without error.

#19
kamal_

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Great! I've added the advice about the script compiler to the description on the Vault and nexus. Never even had considered something like that.

rjshae, do you have the skywing script compiler?

#20
andysks

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I also use this compiler. Good call there.

#21
rjshae

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kamal_ wrote...

Great! I've added the advice about the script compiler to the description on the Vault and nexus. Never even had considered something like that.

rjshae, do you have the skywing script compiler?


I'll give it a shot. Thanks.