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Game Crashing following cutscene upon entry to Eyegouger Lair L3


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#1
Phuelish

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Hi!

 

I'm running NWN2 original campaign with MOB and SOZ installed.  I've patched the game to version 1.23 (1765). My system is windows 7 64-bit, 2.3GHz dual i7 processors, 8GB RAM, 708GB free memory, GeForce GT630M driver version 353.30.

 

my game crashes at the end of the cut scene dialogue that occurs upon entering Eyegouger Lair level 3, where we discover the human and orc bodies.  I get past the first two questions, indicating we should proceed on to see who is behind this.  Each of the NPCs the speak (Casavir, Elannee, Qara).  Upon Qara finishing her comment, the game stops.  Any help would be appreciated.

 

Thanks!

 

Frank



#2
kamal_

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You're not using the "NWN2 Plot Fixes" are you? (http://neverwinterva...nwn2-plot-fixes)



#3
Phuelish

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 No, I don't have anything installed other than the official game and patches released by Obsidian.

 

I used the toolset to look into the detail of the trigger and scripts.  After conversation 13_grave runs, it's supposed to run script 13a_zombie_poof.

// 13a_zombie_poof
/*
    Spawn undead after cutscene at beginning of Shadow Priest Lair.
*/
// JYL 2/10/05
// EPF 7/28/05 - changing ghoul blueprint -- global version has commoner, herbivore ghouls.
	
void main()
{
location lZomb1 = GetLocation(GetWaypointByTag("13wp_zombie1"));
location lZomb2 = GetLocation(GetWaypointByTag("13wp_zombie2"));
location lZomb3 = GetLocation(GetWaypointByTag("13wp_zombie3"));
location lZomb4 = GetLocation(GetWaypointByTag("13wp_zombie4"));
location lGhoul1 = GetLocation(GetWaypointByTag("13wp_ghoul1"));
location lGhoul2 = GetLocation(GetWaypointByTag("13wp_ghoul1"));

//object oWynn = GetObjectByTag("13_wynn");
//effect eDeath = EffectDeath();
//effect eDamage = EffectDamage(GetCurrentHitPoints(oWynn) - 1);
//AssignCommand(oWynn, ClearAllActions());
//AssignCommand(oWynn, SetIsDestroyable(FALSE, FALSE, TRUE));

//if we don't assign this, the console will blame the conversation owner, who's the PC in this case!
//AssignCommand(oWynn, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDeath, oWynn));

CreateObject(OBJECT_TYPE_CREATURE, "c_zombie", lZomb1);
CreateObject(OBJECT_TYPE_CREATURE, "c_zombie", lZomb2);
CreateObject(OBJECT_TYPE_CREATURE, "c_zombie", lZomb3);
CreateObject(OBJECT_TYPE_CREATURE, "c_zombie", lZomb4);
CreateObject(OBJECT_TYPE_CREATURE, "13_ghoul", lGhoul1);
CreateObject(OBJECT_TYPE_CREATURE, "13_ghoul", lGhoul2);
}

Module: 1300_Old_Owl_Well

Area: 1320_eyegougerl3



#4
kevL

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DirectX 9.0c installed?

although if it wasn't i figure things would have crashed long before Eyegouger Lair,

- will start having a look ... any additional info is helpful

#5
kevL

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I suggest bypassing it, by creating a textfile 13a_zombie_poof.nss in a subdirectory of your \Override, call the subdir "OC_fix_EyegougerLair" or something

Open the toolset after the file has been created, open it in the script editor and compile it with code like this:
 
void main()
{}
then run the dialog IG and see if it still crashes.

#6
Phuelish

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ok, haven't tried your suggestion yet, but I had tried deleting the script trigger and that stopped it.  I'm going to try your suggestion to see if its the trigger or the script that's causing the problem.



#7
Phuelish

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kevL - tried your suggested fix and it still crashed.  It looks like the issue is the end event, as the conversation worked fine when I removed the script tag.



#8
kevL

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as long as you can get past it and continue the game

#9
Phuelish

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I think your original question regarding DirectX was the way to go...I downloaded and installed it in order to get the toolset working.  Since then, I've had a directory crash and continue to get a message saying windows needs to restart. I'll try removing and reinstalling...hopefully that'll fix the root of the problem.  If not, I'll just bypass it.

 

Thanks for the help!



#10
Phuelish

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Starting to get frustrated here...

 

I deleted the version of 1300_Old_Owl_Well where I had deleted the end/abort conversation trigger to try out the 13a_zombie_poof idea.  Now that that idea hasn't worked, I'm trying to re-modify the 1300_Old_Owl_Well module to make the same change I had before.  So far, I've tried deleting the end/abort conversation trigger and deleting the 13_grave trigger. I've compiled and overwritten the game file (with an original version stashed in my mydocs folder under a different name just in case).

 

Despite essentially doing the same thing I had done the first time, the trigger is still firing when I run the game.  When I open the version I modified, it has all of the modifications I made.  Why the heck is it still running as if I hadn't modified the file?



#11
Tchos

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You need to go about your modding a different way.  First, you should not be saving over the original module files.  Instead you should make your changes in the override folder.

 

Second, you can't delete a trigger or anything else placed in an area in the toolset and see your changes in the game, if you've already loaded anything in that module in your game, because the saves contain a copy of the entire module.  That includes a copy of the trigger and the script associated with the trigger.

 

The way to do what you're trying to do is to instead create a blank script (like the one kevL posted) with the same filename as the script trigger, and put it in the override folder, compiled (extension will become .NCS when it's compiled.).  The game will attempt to use that script instead of the original one when you walk on the trigger, and nothing will happen because the script is blank.


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#12
Phuelish

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Perfect...did exactly what you said, and it worked!  Thanks Tchos'  I had stuck the .nss version in the override, not the compiled one.