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SoZ Trading: Resource names not visible [SOLVED]


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23 réponses à ce sujet

#1
Jezla

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I'm not sure if this is a glitch or if I'm not playing the game right.

 

When trading on the sword coast overland map, the names of the resources (under the 'resources' tab) are not visible.  The only name I can see is for Salt.

 

I don't remember this being that way before.  My override folder is empty.

 

I also can't seem to buy any of the resources.  Is this a glitch, or do I have to 'discover' them before they're visible?



#2
Arkalezth

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I haven't played SOZ in ages, but I'm pretty sure it's normal. You should find more resources as you progress.



#3
kevL

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this is odd ...

i just loaded up an old Savegame, well progressed, Sword Coast,

And when I trade with Leilon it says I have a bunch of this and that, both Goods and Resources. But when I end trade and check out Party Goods via the caravan-icon on my Inventory sheet, the Goods tab says I have no trade-goods (like Ore & Timber), and only the Resources tab shows what trade-resources (like Cold Iron & Salt) my party is carrying

I reopened trade with Leilon several times, trading this and that trying to get my Goods to show up, but it didn't.


Is this what you're experiencing, Jezla? (or is it just my nightmare ;)


Because, if all you are carrying is Salt, then all that shows via the Inventory caravan would be Salt.



#4
Jezla

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I found some adamantine on the OL, and when I traded with a town, it showed on the resources tab that I had something, but the box that deisplays the resource name was empty.  The only name that shows up anywhere is Salt.  I was able to sell the adamantine, so there doesn't seem to be a problem with interactivity.  it's just hard to tell what you're buying when you can't see the name.

 

If it's normal, how do you get them to reveal?  as i said, i don't remember having this issue the last time I played SoZ.



#5
kevL

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I don't think that adamantine bars found on the OL, or in the character's inventory generally, are really considered "Trade Goods"

i could be wrong...

but I think only goods received by explicitly trading with towns actually show up as trading resources. That said,


--
well i Load a different save and my inventory's TradeScreen works again...

(the worldmap goes borkers instead -- i do a lot of self-editing.)

The point is i am looking at it. Initial foray: typo in
F:\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign_X2\UI\nx2_trade_inv.xml

- a stray "`" (apostrophe) on line 84. (note: these are fairly common because apostrophe is right above TAB, but i don't think this is the problem, since the xml-parser in NwN2 seems to ignore a little thing like that, although the script-compiler doesn't...)

I'm going to run it through Charlie's XML Conformer

 

 

note: that file ( nx2_trade_inv.xml ) is the gui that pops up when the caravan-icon in Inventory is clicked.
--

 

But, are you saying that even when talking/trading with a town, the exchange gui doesn't show any label but "Salt" ? And yet the grid lines are there, empty?

 

- sounds like a Dialog.Tlk issue .....


Modifié par kevL, 03 avril 2014 - 09:46 .


#6
kamal_

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http://nwvault.ign.c...s.Detail&id=409

 

You might try putting the files from there in your override, as a test to see if it remains in that state. It changes descriptions on things, but should not make any changes to the core trading stuff.



#7
I_Raps

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Here's something:  http://social.biowar...-5534622-1.html

 

Also, in that thread I mentioned a problem I ran into when SOZ first came out which was similar to yours (resources not appearing).  The offending file in that case was a fonts.xml residing not in Override but in UI.  (The file was put there by the Halloween Mod collection as part of a readable books plugin;  Lance Botelle was able to sort it out).



#8
kevL

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a fine pt.

i notice that XMLs in Campaign override XMLs in UI.
XMLs in Override override XMLs in Campaign,

So, XML priority :
- Override ( player folder )
- Campaign ( install folder )
- UI ( player folder )


/ymmv, I checked this only once and moved on (and it might depend on the XML, eg. 'fonts' is hugely important and may have its own priority..)



#9
Jezla

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@Kamal - Which files, specifically?  I put the campaign folder from that pack in my override and it really messed things up...the whole party showed up on the OL map, and I couldn't trade at all (the town convo quit when I sleected the Trade with... node.

 

@I_raps:  I don't have that mod installed.  The only UI adjustment I have installed it the DMFI, and I've had that for years, and this seems to be a new issue.  I'm beginning to think either I'm crazy and this is supposed to be this way and i'm not playing the game right, or it's graphics driver related.  I've had cases before where new drivers caused glitches in older games.

 

I re-installed SoZ last night, in case I corrupted any of the mods by openning them in the toolset.  I'm going to start a new game tonight and see if there's anything different.



#10
kevL

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if you can post a screenshot of what you think is wrong, it can help.

 

 ( I went through and sorted my issues, so have a rough handle on the system now )



#11
Tchos

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I recall when I played SoZ there were some strange things going on with the trading interface.  For instance, when I went to the warehouse at Crossroad Keep to manage my inventory, each time I opened the inventory the list of items doubled.  Only reloaded a save set them back to single copies of themselves.



#12
kevL

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SoZ scripting & gui :

 

lovely systems ( really ) but more buggy in little ways than the OC is in major ways. Still, lovely systems ...



#13
Jezla

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Okay, here's what I'm getting:

 

trading3_zps8a3e7fcb.jpg

 

On a previous session, the cargo numbers (that show how much of your capacity is used) were visible.  In this session, they are not. 

 

incidently, I know the top line is supposed to be cold Iron, since that I found 2 units right before this.   I'm assuming the 2nd is adamantine, and the 3rd is dark steel.  If the ordering is consistent, I can get by, but finding a fix would be preferable.



#14
Jezla

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This is the "goods" tab:

 

trading1_zpsc7b58711.jpg


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#15
kevL

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the good news: you're not crazy
the bad news: you're not crazy

my suspicion is that since your font is so large there, the larger labels like "cold iron" etc. don't fit inside the gridlines, and so gui-rendering 'gives up' and doesn't render the label at all,

----
ok, I replicated the problem

NWN2_SS_040414_162248_ed140404_zpsae2f22

it (the font) can be changed either in fontfamily.xml (global NwN2 file) or nx2_market.xml (SoZ campaign file)
the latter references the former.


suggested fix: go to folder:
<installation>\Campaigns\Neverwinter Nights 2 Campaign_X2\UI

find offending file:
nx2_market.xml

search for "TRADE_GOOD_NAME" & "RARE_RES_NAME" and change their 'fontfamily' and/or 'style' to something smaller:

<UIText name="TRADE_GOOD_NAME" text="INVALID" x="5" y="0" width="105" height="PARENT_HEIGHT" fontfamily="Special_Font_2" style="4" multiline="true" color="black" valign="middle" />

<UIText name="RARE_RES_NAME" text="INVALID" x="5" y="0" width="105" height="PARENT_HEIGHT" fontfamily="Special_Font_2" style="4" color="black" multiline="true" valign="middle" />

You can find the definitions for "Special_Font_2" and "Special_Font" ( etc ) in fontfamily.xml .... Or you could change the fontfamily def'ns themselves.

that's the idea, anyway

 

 

[edit] back up files before changing them..


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#16
Jezla

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Well it's good to know I'm not crazy. :P

 

How do I edit the xml files?

 

Any idea what caused this?



#17
kevL

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I'm sorta flying by the seat of my pants beyond what i said there ... but,

because it depends on your NwN2 system ( mods, mods-unknown, etc )

I suspect that at some point you've installed a mod for large-screens, which tend to increase font sizes. But unless the entire Gui is then changed to account, the above can happen.

so Here's how I work things ...

copy 'fontfamily.xml' from
<install>\UI\default
to
<documents>\ui\custom

Note that if there is a fontfamly.xml in a .Hak or \Override, those would take priority over these.

now you can tweak that file all you want, if you need specific pointers, pls ask specific questions :)


Or .. i could just post my fontfamily and see if you like it. Chuck it in <documents>\...\Override and take it for a test drive.

That'd mean you don't have to edit nx2_market.xml .. but all this really depends on whether you have a secretive fontfamily OR nx2_market .. somewhere.
 

How do I edit the xml files?


with a text editor ;)
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#18
Jezla

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Thanks, KevL!  I found a fontfanily.xml in the <documents>/ui/custom folder.  I'm not sure what it was from, as I don't remember installing any large font mods or anything like that (aside from the DMFI several years ago).

 

I'll cut it out of the folder and see what happens.  If I'm understanding you correctly, the game should then read the file in the installation folders, right?

 

Hopefully this doesn't cause problems elsewhere!



#19
Jezla

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Ha!  That did it!  Hopefully that file wasn't needed by any of my other modules.  I guess I'll find out eventually... :)   Thanks again!



#20
kevL

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ok !



#21
Jezla

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incidentally, it looks as if the offending fontfamily file was from clubok's readable books, which I'd added at some point and forgotten.  I can't think of any mods that require it, so I must have been toying with the idea of using it in one of my own projects.  Oh well, fixed it now.



#22
I_Raps

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*hack* *cough* *retch*  ahem.  (pardon me - got a piece of parchment caught in my throat)

 

Readable books, you say?  Whoddathunkit.


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#23
Jezla

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Heh.  Sorry I_Raps, just went back and re-read your post.  What threw me off was you called the file fonts.xml, rather than fontfamily.xml; that, and mentioning the Halloween pack.  Hmm, maybe I did install it at one time.  Oh well.

 

Thanks guys!



#24
DarkSpiral

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Praise you all for this thread.  This issue was driving me MAd, trying to figure out what resources I had available to upgrade the Company, and satisfy the Sensate.