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Looking for a workaround for a glitch.


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5 réponses à ce sujet

#1
christesII

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I'm playing through SoZ, and I've gotten to the point where I am in the graveyard east of Port Llast.

 

I need to meet up with the ghostly visage of Adreum so that we can kick the Luskans out.

 

Unfortunately, he does not appear to be there!  

 

By this I mean, he is in on the map (he shows up under "PrintCreatures"), but he does not appear to have been unhidden by the script, even at night!

 

I've looked extensively around the map throughout the night.  He is not by the statue where he is supposed to be, and does not appear to be anywhere else either.  He's clearly not dead, since he shows up under "PrintCreatures". Even if he were dead, it looks like the script is supposed to spawn him back again!

 

Does anyone have a suggestion on how I can deal with this?  I have no qualms about using the console or toolset.  In fact, I already looked at all of this with the toolset to see if I could jury-rig a quick fix myself.



#2
kevL

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could this help?

// 'call_adreum'

void main()
{
    object oAdreum = GetNearestObjectByTag("s04_adreum");

    if (!GetIsObjectValid(oAdreum))
        SendMessageToPC(OBJECT_SELF, "adreum not in area");
    else
    {
        SendMessageToPC(OBJECT_SELF, "calling adreum");

        SetScriptHidden(oAdreum, FALSE);
        AssignCommand(oAdreum, ClearAllActions(TRUE));
        AssignCommand(oAdreum, ActionJumpToObject(OBJECT_SELF));
    }
}

Modifié par kevL, 23 juillet 2014 - 11:19 .


#3
christesII

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That script looks like it should work.

 

But now I have an even more basic question...

 

How do I run it from an already-existing saved game?  I'm not really clear on how things are structured.

 

Should I be editing the module? I experimented with that (I made back-ups, of course...) and it doesn't seem to have any effect on the game in progress. 

 

Or is there some external place that I can create the script and call it from inside the module?



#4
kevL

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That script looks like it should work.
 
But now I have an even more basic question...
 
How do I run it from an already-existing saved game?  I'm not really clear on how things are structured.
 
Should I be editing the module? I experimented with that (I made back-ups, of course...) and it doesn't seem to have any effect on the game in progress.
 
Or is there some external place that I can create the script and call it from inside the module?


editing the module won't make any difference to an already saved game. So copy the script to a textfile, call it "call_adreum.nss" and save it in your Docs\...\NwN2\Override folder. Open the toolset and compile it (.. check for errors, i didn't)

Then load the game and run it from console, in the Gothaladreum area, while controlling your main character.

`
debugmode 1
rs call_adreum
debugmode 0
`


if it works, delete both call_adreum.NSS & call_adreum.NCS  from \Override afterward

#5
christesII

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I worked great.  Thanks!

 

I didn't know about .nss/.ncs files, so this might be helpful in the future, too.



#6
kevL

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ko  :)