Transition between areas. Stuck in Harbor Loop district.
#1
Опубликовано 13 Февраль 2014 - 03:49
How do I get the characters from the Harbor Loop district to the Market Triangle district?
The characters are stuck in the Harbor Loop district. The transition on the screen
to the Market Triangle does not work. So, can you give me a command or script
that will move the characters from the Harbor Loop district to the Market Triangle district?
Or can you give me a script or command that will make the town map appear?
#2
Опубликовано 23 Ноябрь 2015 - 01:43
I know this thread is old, and the chance of getting an answer is very slim, but this and an identical topic of the author on another forum (also without real answer) are the only ones that mention this problem.
It is the exact same: The transition to Market Triangle does not work. You can click on it, walk into it, but nothing works, limiting the whole game of MoW to the miniature first area essentially.(three already open houses can still be entered + the small sewer section)
I have tried to resolve this first by going into the toolset and then trying to edit that transition point. It seems that MoW uses transition by click now, where earlier parts have only used the walk-into method. I tried to fix it, as I assume the "OpenMap()" function in the click method is actually broken for some reason, but sadly it didn't work out. My changes are for some reason not even reflected in the game.(tested by adjusting the tooltip name of the transition node, which did not show up ingame)
So the second measure I took was to search for a console command that would allow to go to world map. Since non-working transitions are a common problem in the whole Neverwinter thing (e.g.: Could not go back to dock district after dark alley episode in official campaign; or could not leave the sunken flaggon for an entire act without teleport command), you would think that there would be some sort of uniform teleport "switch-out" command already. But nope, there is none. The only way to do it would be writing down all potential target location codes, and then do "rs x y loc", which is too much, and would spoiler me a lot.
So I ask, is there any way in which this can be fixed humanly? I tried by myself, and I fixed many other issues I had before by myself, but with this here I am finally lost. The whole transition mechanic of this expansion is just not there. What can I possibly do?
#3
Опубликовано 23 Ноябрь 2015 - 05:45
Need more information, such as your current game version patch, and where you got it. GOG version should have the 2DA replacement already included that resolves certain problems caused by expansions, etc.
#4
Опубликовано 23 Ноябрь 2015 - 07:12
I own the GOG version (the only one apparently where you can open and edit an official module in the toolset), and the patch notes go up to 1.23 on May 27 2009, so I guess that is probably the most up to date, unless there is some tiny sub-patch/fix number involved.
I just thought that the problem maybe arose because I enabled some modification that edited the campaign files to allow up to level 30 characters, but upon testing with reversed vanilla file in a new game, I still couldn't get out of the area.
(Found out that I could make changes from toolset appear when I start a new game though. Kind of useless when problems appear later in game, but at least something. My changes in toolset accomplished nothing in solving the problem though.)
#5
Опубликовано 23 Ноябрь 2015 - 08:16
i think the best way to get out of a trap is by consoling a stock script, ga_load_mod(string sModule, string sWaypoint). Eg -
rs ga_load_mod("1000_Neverwinter_A1", "tag_of_destination")
sorta like so, you have to hunt up an appropriate waypoint that's safe to warp to ... but it ain't a foolproof way to play the game.
- Это нравится: GCoyote
#6
Опубликовано 23 Ноябрь 2015 - 10:22
Slightly more precise, but things that are in the campaign folder are not copied into the saved game, and changes to the campaign folder do show up in game.
Also, it's not the only version that can open any official campaigns. Only the Mysteries of Westgate campaign was ever encrypted. The GOG version decrypted it. The other campaigns could always be opened.
#7
Опубликовано 24 Ноябрь 2015 - 02:10
I would ask if there are any scripts in your override, but MoW looked rather thorough in making sure that it didn't use any of the vanilla scripts, using its own prefix in every instance I could see, so it's not likely that some mod is conflicting their area transition script and causing it not to work. You say you installed a MoW-specific mod, though, to increase the level cap. By any chance does that mod involve any scripts?
#8
Опубликовано 24 Ноябрь 2015 - 08:37
i think the best way to get out of a trap is by consoling a stock script, ga_load_mod(string sModule, string sWaypoint). Eg -
rs ga_load_mod("1000_Neverwinter_A1", "tag_of_destination")
sorta like so, you have to hunt up an appropriate waypoint that's safe to warp to ... but it ain't a foolproof way to play the game.
I tested this now with the Waypoint that is directly behind the entry from Harbor Loop in Market Triangle, which reads as this: rs ga_load_mod("Westgate_AR1600", "WP_1600_GATE_EAST")
The teleport worked out and I got there, and also got greeted with some unvoiced event where some building caught fire the moment I arrived.(...I guess that is supposed to happen?)
However, my fears that the transition function itself might be broken were confirmed, as the way back also didn't work, and likely none will.
How many areas are there though? Is it only those 4 modules, because that I could stem with just 4 codes. If it is more though, I would rather not like being spoilered too much by having to look at areas in toolset where I haven't been yet.
Slightly more precise, but things that are in the campaign folder are not copied into the saved game, and changes to the campaign folder do show up in game.
Also, it's not the only version that can open any official campaigns. Only the Mysteries of Westgate campaign was ever encrypted. The GOG version decrypted it. The other campaigns could always be opened.
Oh, well, I had just read before in some thread that people praised the GOG version because they allowed all modules to be opened. I guess it is also "all" if only one were missing.
I would ask if there are any scripts in your override, but MoW looked rather thorough in making sure that it didn't use any of the vanilla scripts, using its own prefix in every instance I could see, so it's not likely that some mod is conflicting their area transition script and causing it not to work. You say you installed a MoW-specific mod, though, to increase the level cap. By any chance does that mod involve any scripts?
Yes, I have two modifictions in there:
- A teleport ring mod that I needed to overcome an earlier bug in the vanilla campaign.(gives a ring that can teleport you locally on the same map to where you click)
- And I acquired the appearance changer mod in MoB when I needed to get rid of some ugly capes.(you can edit character files to no-helmet on your own, but there is no function that hides equipped capes, so I got this eventually)
I have played all other 3 campaigns with the teleport ring still in inventory, and only MoB with appearance changer, but if MoW uses new assets, then could those interfere?
-----
For further information I digged up the different scripts for map transitions.(I wish I could compress them in spoiler or OT tags or something, but let the pavement commence!)
Here is the original "walk-in" method that was (in a variant) used in all other campaigns as well:
// gtr_world_map_cl
/*
Transition to the world map
*/
// EPF
// EPF 2/2/06 -- modifying to have a default map for each act if no other map is specified.
// EPF 3/24/06 -- this is now an OnClicked event
// BMA-OEI 6/24/06 -- Added gather party check
// BMA-OEI 8/11/06 -- Autosave before transition
// ChazM 8/21/06 -- updated constant CAMPAIGN_SWITCH_REMOVE_DOMINATED_ON_TRANSITION
// BMA-OEI 8/22/06 -- Replaced auto save w/ AttemptSinglePlayerAutoSave()
// ChazM 4/26/07
// ChazM 6/11/07 -- autosave now in DoShowWorldMap() - removed include.
#include "ginc_worldmap"
#include "ginc_transition"
void main()
{
object oPC = GetClickingObject();
if ( GetIsPC( oPC ) == FALSE )
{
return;
}
string sMap = GetLocalString(OBJECT_SELF, "sMap");
string sOrigin = GetLocalString(OBJECT_SELF, "sOrigin");
// BMA-OEI 7/04/06 - Check if using remove dominated campaign flag
if ( GetGlobalInt(CAMPAIGN_SWITCH_REMOVE_DOMINATED_ON_TRANSITION) == TRUE )
{
int nRemoved = 0;
object oFM = GetFirstFactionMember( oPC, FALSE );
while ( GetIsObjectValid(oFM) == TRUE )
{
nRemoved = nRemoved + RemoveEffectsByType( oFM, EFFECT_TYPE_DOMINATED );
oFM = GetNextFactionMember( oPC, FALSE );
}
if ( nRemoved > 0 )
{
// Abort transition if dominated effect was found and removed
return;
}
}
// BMA-OEI 6/24/06
if ( GetGlobalInt( VAR_GLOBAL_GATHER_PARTY ) == 1 )
{
if ( IsPartyGathered( oPC ) == FALSE )
{
ReportPartyGather( oPC );
return;
}
}
DoShowWorldMap(sMap, oPC, sOrigin);
}
This is dormant in MoW only, and I had to find it by comparative search with what other campaigns used.
Now the new "on-click" script which they advertised in the beginning of the above:
// display the world map
#include "hf_in_map"
void main()
{
MapShow();
}
...Yepp, that's it. Seems awkwardly short. My coding knowledge is basically just a list of random sprinklers that hit me here and there, but "ShowWorldMap" from the first is at least a function, and I couldn't find anything in the Toolset that explained how this MapShow() was supposed to magically replace all of the former.
But then again, I really don't know much about this, so there might be a way.
Reintroducing the first script to make it walk-in didn't work by the way, - that had been what I tried before.
#9
Опубликовано 24 Ноябрь 2015 - 08:55
Just noticed, the first is not the right script for the walk-event. It just looked that way by naming and ending on first sight; - No wonder it didn't work out.
Well, it is strange though that this thing is dormant and unused when it is actually a on-click one (and maybe the right one too), because the transition nodes don't mention it. I will test what happens when I exchange both scripts for eachother.
Edit: Results - No difference. A deaf node.
#10
Опубликовано 24 Ноябрь 2015 - 12:42
#include "hf_in_map"
MapShow() will be in the file, 'hf_in_map.nss' ... in turn, that could lead to series of hunts for yet more pieces of the routine.
ps. switching an onEnter for an onClicked script/function might work, might not (usually not)
#11
Опубликовано 24 Ноябрь 2015 - 04:48
Here is the lengthy code of hf_in_map, which really does include that MapShow() function!:
// world map script resources
// .. destination waypoints must have the same name as the map pins
#include "ginc_transition"
#include "hf_in_travel"
const string sDefaultMapName = "wg_world_map";
const string sMapPinPrefix = "HF_MAP_VIS_";
// check if a map pin is visible
int MapPinCheckVisible(string sPin)
{
string sVar = sMapPinPrefix + sPin;
return(GetGlobalInt(sVar) != 0);
}
// displays a grey map pin
// .. you can't set a grey pin for something that is already visible
void MapPinSetGrey(object oPC, string sPin, int nState)
{
if (nState > 0)
{
if (!MapPinCheckVisible(sPin))
{
SetGUIObjectHidden(oPC, "SCREEN_WORLDMAP", sPin, TRUE);
}
}
else
{
SetGUIObjectHidden(oPC, "SCREEN_WORLDMAP", sPin, FALSE);
}
}
// set a map pin to visible or not
// .. this always removes the associated "visible" (grey) icon
void MapPinSetVisible(object oPC, string sPin, int nState)
{
string sVar = sMapPinPrefix + sPin;
SetGlobalInt(sVar, nState);
MapPinSetGrey(oPC, sPin, FALSE);
}
// travel to the selected map location
void MapTravel(string sModule, string sTarget)
{
object oPC = GetIsObjectValid(GetPCSpeaker()) ? GetPCSpeaker() : OBJECT_SELF;
object oTarget = GetObjectByTag(sTarget);
if(GetIsObjectValid(oTarget))
{
SinglePartyTransition(oPC, oTarget);
}
else
{
Travel(oPC, sModule, sTarget);
}
}
// display the world map when the player clicks on a door
void MapShow()
{
object oClicker = GetClickingObject();
if(GetIsPC(oClicker))
{
// find our current location
string sOrigin = GetLocalString(OBJECT_SELF, "HF_MAP_LOCATION");
MapPinSetVisible(oClicker, sOrigin, TRUE);
// make adjacent pins useable
string sAdjacent = GetLocalString(OBJECT_SELF, "HF_MAP_ADJACENT");
if (sAdjacent != "")
MapPinSetVisible(oClicker, sAdjacent, TRUE);
// remember the map name
string sMapName = GetLocalString(OBJECT_SELF, "HF_MAP_NAME");
if (sMapName == "")
sMapName = sDefaultMapName;
// display the map
ShowWorldMap(sMapName, oClicker, sOrigin);
}
}
...So from what I see here, it could be that sMapName or sOrigin doesn't get the data right. sMapName seems to have a failsafe, but who knows - might not work either.
Anyway, could it be possible to summon the ShowWorldMap function via console? That would at least be some universal switch-out in comparison to a list of locations for the rs thing, however I am concerned that the map then would be useless if those adjacent tiles never get switched on, like it seems to do in the script above.
Or must I go deeper to also these "hf_in_travel", or "ginc_transition" that I saw already in the other script?
#12
Опубликовано 24 Ноябрь 2015 - 04:54
Anyway, could it be possible to summon the ShowWorldMap function via console?
Well, at least one of the player menus available contains a command to show the world map. It may have been in Charlie's Appearance Changer. It's the little round start-menu-like thing with the eye on it. See if there's something like "World map" in it.
#13
Опубликовано 24 Ноябрь 2015 - 05:08
Ok, I looked into the game, and though the menu of the appearance changer has nothing to do with worldmap, it really rearranges this eye menu a bit, where one point would be "world map".(is greyed out of course) So that sounds like it could be a hint.
I tried to remove the appearance changer by extracting its files from override, but in game then there is still that gap in the eye menu, - just the button is gone, but the re-arrangement stays.
Any idea to how I might completely uninstall it to be sure?
#14
Опубликовано 24 Ноябрь 2015 - 06:29
If you're talking about a gap where a line of text should be, that can happen if the line has too many letters for the selected font size and the available width, and it spills out where you can't see it, but you should still be able to click on the gap, whatever it is. Don't know if that'll help, though.
#15
Опубликовано 25 Ноябрь 2015 - 03:10
MoW may have its own version somewhere. Or the Appearance Changer has its version. ... find it, back it up if necessary & make a copy to /Override, and edit with a texteditor; insert the following and adjust the y="" value(s) till it fills the gap.
<!-- World Map -->
<UIButton name="PM_MAP_IMAGE" x="19" y="132" width="24" height="24"
OnLeftClick='UIButton_Input_PlayerMenuChoice("SCREEN_WORLDMAP","SCREEN_PLAYERMENU_POPUP")'
DefaultToolTip="176425" OnToolTip='UIObject_Tooltip_DisplayObject(OBJECT_X,OBJECT_Y,SCREEN_TOOLTIP_2,ALIGN_NONE,ALIGN_NONE,0,0,ALIGN_LEFT)'
update="true" OnUpdate='UIButton_OnUpdate_UpdateWorldMapButton()' >
<UIFrame state="up" fill="b_map.tga" />
<UIFrame state="down" fill="b_map.tga" />
<UIFrame state="focused" fill="b_map.tga" />
<UIFrame state="hilited" fill="b_map.tga" />
<UIFrame state="hifocus" fill="b_map.tga" />
<UIFrame state="disabled" fill="b_map.tga" />
</UIButton>
<UIButton name="MAP_TOGGLE_BUTTON" x="44" y="132" strref="176425" DefaultToolTip="176425" style="PM_TOGGLE_BUTTON"
OnLeftClick='UIButton_Input_PlayerMenuChoice("SCREEN_WORLDMAP","SCREEN_PLAYERMENU_POPUP")'
update="true" OnUpdate='UIButton_OnUpdate_UpdateWorldMapButton()' />This should make the WorldMap selectable at any time. (you might even find the markup is already in the file but inactive)
#16
Опубликовано 25 Ноябрь 2015 - 07:04
Thank you for the code there. I tested this at first without y adjustment, so I know it works (because there was indeed already a world map button, but it was also active!). However, the button is still greyed out even with the replacement code:

Comparing this and the old code it also seems they are pretty much identical, except for a "</UIButton>" that is just a "/" in your version. You just thought it was missing altogether, right?
If you're talking about a gap where a line of text should be, that can happen if the line has too many letters for the selected font size and the available width, and it spills out where you can't see it, but you should still be able to click on the gap, whatever it is. Don't know if that'll help, though.
Well, the weird thing is, despite removing this playermenu_popup (or the whole mod in Override), the gap for the new button "change appearance" you see above is still there at the same place. Maybe there is a gap at that position in vanilla, but I don't believe that, and I must also doubt a random UI rearrangement generated this accidentally at the same place.
----
New hypothesis: Since the worldmap button was already there, but greyed out, and kevL expected it to be away, but then function with this re-introduction immediately, I must theorize that the worldmap function is broken itself. So the reason that the world map node there can't connect would then be the same that let's me not use it in the menu: It is disabled for some reason.
#17
Опубликовано 25 Ноябрь 2015 - 04:23
I'm a bit in the dark on the function of the world map myself, since in my own campaign I only used the SoZ overland map, but I imagine there must be some kind of setting on the area or some kind of function that can be triggered to allow or disllow use of the world map, which would result in the greyed out selection. If it were a case of a script just not working, then I'd expect it to allow you to select it, and just not do anything rather than greying out the option.
#18
Опубликовано 25 Ноябрь 2015 - 05:35
but I suggest searching around your system for potentially conflicting duplicates of that file, a full "My Computer" search. a few should pop up *cough, but just be sure there aren't two of them in /Override.
And, uh I'd guess MoW is deliberately disabling those [SetGUIObjectDisabled()]
maybe we should try debugging the event script that's the original issue. s, Can you compile ( bearing in mind that I don't have MoW and can't double-check stuff )
#19
Опубликовано 25 Ноябрь 2015 - 05:59
I tried to figure out whether there was some sort of trigger in the first area that I could have missed. In the other campaigns, there were at least closed gates, or some guards, or at least a textbox telling you not to go there, so it didn't seem too likely, but I tested anyway.
Well, negative result of course. There are only 5 locations open at start: tavern, harborman office, two shops, and the sewers. I talked to everyone and got every quest you can get at that point in the area (would take barely 15 minutes to do), but no change, and at least two of the quests directly expect you to go to Market Triangle. Then I took the companions with me in case that was the issue (/ I solo nwn as much as I can), but also no effect, even after talking about everything they had to say.
Then I started the game new a couple of times, choosing an official pre-created character every time, just to rule out the possibility that it was my import, but nope, same problem and no transition or map menu point.
So I doubt it is deliberately at that point. Definitely some mess up through either bad mod symbiosis, or original problems.
You weren't kidding with the "few". :-D Every campaign has their own. ..However, only one in override still, but when I remove that, I still have that gap! I looked in the playermenu_popup from original Westgate ui, and there is no such gap, as every menu point nicely follows in distances of 26 on the y axis. (also true for every other playermenu file I could find) Is it possible that this was saved in the savegame?
I guess I will try to start yet another new game with mods extracted. I mean, where would nwn possibly get the information from after that, right?
For the compiling: I don't know which even is the event script that is the original issue. Do you mean the whole apparatus of hf_in_map with all the includes? You and Tchos seemed to agree that it couldn't be a defective transition script alone, so do you instead mean the script that turned the buttons of? If I knew whatever did that though, I would probably also know how to fabricate philosopher's stone. ![]()
#20
Опубликовано 25 Ноябрь 2015 - 06:14
..Aaand, wouldn't you know it, it still happens:

Recap: 1. Empty override folder, 2. New game 3. Vanilla module file 4. No playermenu_popup.xml left that even mentions this structure
...How in the nine hells..
#21
Опубликовано 25 Ноябрь 2015 - 07:08
Is it possible that this was saved in the savegame?
no. Gui doesn't get saved
For the compiling: I don't know which even is the event script that is the original issue. Do you mean the whole apparatus of hf_in_map with all the includes? You and Tchos seemed to agree that it couldn't be a defective transition script alone, so do you instead mean the script that turned the buttons of? If I knew whatever did that though, I would probably also know how to fabricate philosopher's stone.
well (Lul) you've rummaged around the toolset. But I don't have a clue what technique the transition, that fails, uses -- if it's a click on a door, look at the door's Properties at the onClicked event script name. If it's a thing on the ground, look at the thing's onEnter event script name .... If it's a conversation, something else, etc.
I assume that's where you got the name of the scripts ( gtr_world_map_cl [default/ Mow-custom] ) from. If you confirm that this script:
// display the world map
#include "hf_in_map"
void main()
{
MapShow();
}is the script in the event that's in question i can put some debug messages in it, which you can compile in your /Override (and then run, by trying the transition). That can tell us if the event is firing *at all*Ps. Or is playerpopup the method that actually *should* be used for the transition, rather than a door or whatever?
#22
Опубликовано 25 Ноябрь 2015 - 08:03
You and Tchos seemed to agree that it couldn't be a defective transition script alone, so do you instead mean the script that turned the buttons of?
More like I'm keeping a very open mind on this, because I have so little idea of what could be going on. When I played MoW, which was also the GOG version, it didn't happen this way.
It's a mystery, all right, the gap appearing even with everything vanilla.
kevL, as I recall from playing it a year ago or so, the transitions in question use the big blue circle on the ground method, not through conversations or doors, etc.
One possible suggestion is to try installing this "fix" Ossian supplied (look on the page in the links near the bottom). GOG should have it included, but maybe it's worth a try anyway?
#23
Опубликовано 26 Ноябрь 2015 - 12:23
One possible suggestion is to try installing this "fix" Ossian supplied (look on the page in the links near the bottom). GOG should have it included, but maybe it's worth a try anyway?
The point goes do this! ...Well, at least indirectly. I had been on that site already, and though there is no fix to be found there, there is this level cap remover, which I actually did install before starting MoW, as I couldn't select my exported character (lv30 MotB veteran) at the beginning. Instead of simply changing the campaign files, this "fix" installs who knows what throughout your game files, for whatever reason. I forgot I even did that, because I also went into toolset to readjust the level and experience cap there directly.
To reverse whatever this corrupted, I had the whole game uninstalled twice. The first time it did nothing, and upon reinstall there was the same menu gap again. Then I secured my exported character and some essential saves, and uninstalled the game with "yes" to delete all personal data this time. If this did nothing, then the original game files must have been malicious or cursed or something.
So I started with a complete fresh install directly into MoW, and look there!:

Success! And also the map transition worked, showing me nice parchment with clickables.
Now, for an added bonus I tried step by step with checking every time if something went corrupt first raising level cap in the campaign file again, then reintroducing the override files, and finally even my old saves. Worked every time, and even my save in MoW now has a map.
So, yeah, this level cap removal executable from Ossian, which advertises itself as "[...] who are we to tell players how to play?", should rephrase itself to "Install this and don't play at all!", because that is indeed proven to having been the culprit now. ![]()
I myself now edited my base character from when he was only level 1, and gave him the exported bag of holdings with all the crazy loot and crafting results from MotB + all the attribute upgrades and most of the feats (especially History ones), so I can know the joy of leveling again without feeling to have lost all. Story point: After severing powerful Akachi from your soul, you found that most of your power was the growing manifestation of the old high priest, and anything that now was left was the memory of your conjoined past and your own pitiful level 1 self.(/ 8 in MoW) ...Or something like that that justifies making this character even more OP. ![]()
Thank you everyone for helping out over, what, a couple days?(our time zones interject poorly) I doubt the original creator of the topic will ever come to see the solution, but maybe some google fu monk will now know what the cause of this likely was. (Even better would be that Ossian took that Malware down already.
)
- Это нравится: Tchos





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