Is there a way to get around this and allow the rest to happen?
I did some hunting, and I cannot find the place where this hook happens. I looked in the Dialog.tlk file to find this reference, and it is 66234. I then did a grep on all the files in the Neverwinter directory, and with the exception of a few TGA and WAV files, that number only shows up once, in the nw_s0_sswordrestore.NSS file, which is a script in the OC. However, that script, when I read through it, seems to deal exclusively with the Silver Sword, and doesn't seem to do anything for normal resting.
I'm working on a "saferest" system for my campaign and I really want to override this check and ignore it when certain conditions arise.
What I have in my campaign now is this: you can lay down a trigger to encompass a room, and set a variable on the trigger called DOORTAG, which is the tag of the door to the room (so, some constraints by me: this has to be a room with a single door, and the door has to have a unique tag). The trigger has an enter script and a heartbeat script. It alerts the player when entering that "this looks like a safe room to rest in". If the entire party gathers in the room and closes the door, another message displays that says "it is safe to rest now". This turns off the Wandering Monster flag for the area, thus disabling wandering monsters from interrupting the rest, and also flags the party as being in a "Safe Room" (this helps bypass another check in the DoWholePartyRest() function of gui_rest file, which I've overwritten with my own copy.)
This all works wonderfully, and I can place multiple "safe rooms" into a dungeon and they all work. However, it still doesn't prevent the initial warning from cancelling the rest if a spawned monsters is nearby. I have several "respawning" wanderers in my dungeons. Once the creature dies, at a random interval later - usually less than 60 seconds - another copy respawns. I do this to keep parties moving through the dungeon, and for added fun factor.
So the problem is, some of these random waypoint-following respawning monsters come too close to the safe rooms, and when the user presses "R" to rest, that message, "You cannot rest while enemies are nearby" pops up, and the rest never initiates.
The only solution, right now, is to make sure I don't place wanderers too close to safe rooms. But I'd love to get around this particular issue.. if possible.





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