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Wicked Magic/Tome of Battle/Kaedrin's PRC combined hakpak breaking my crafting


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#1
Telmorial

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I recently re-installed NWN2 with all the expansions, patches etc. I thought I'd try a spell and class mod which combines 3 mods into 1;

http://neverwinterva...nd-kaedrins-prc

 

Now it all works fine but when I tried crafting (I tried the alchemy table and tried to make a weapon) nothing happens. It displays I'm using the item's special power but no item is crafted.

 

If I remove the mod, the crafting works fine. I also tried installing just Kaedrin's mod (http://www.nexusmods...&preview=&pUp=1), which is a slightly later version to the one in the combined mod and the crafting also works.

 

I really don't know anything about modding. I am going to post a comment on the Neverwintervault site for that mod (I'm waiting for my account to be approved) and hope the author sees it but does anyone have any other ideas re what I can do to fix this problem?



#2
rjshae

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It looks like the author Rasael goes by the moniker BartjeD on this site. You might try contacting via that name.


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#3
kevL

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Search in the Scripts directory for 'nw_s3_actitem01.NCS'

and delete it, rename it, generally get rid of it -- worked for me.
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#4
Telmorial

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Thanks for the name rjshae. And thanks kevL, that worked! I wonder what that script file does in the mod. IE. I wonder if something will break in the wicked magic combined mod now that I've renamed that script file. But anyway, everything seems OK so far, thanks again!



#5
kevL

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all i can say is, it's a version of the script that fires whenever an Item is Activated (like the smithhammer). Unfortunately there was no source-code with it
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#6
Telmorial

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all i can say is, it's a version of the script that fires whenever an Item is Activated (like the smithhammer). Unfortunately there was no source-code with it

 

I understand, thanks.

 

By the way, I'm having a blast playing the OC! It's been years since I played it. With all these graphical mods, plus the Companion/Monster AI, Wicked Magic, it really looks and plays great.

The only mod I'm unsure about trying is that crafting one (The Complete Craftsman). It seems great but I'd hate for it to conflict with the other mods. I guess that's the down side of mods, they're great but the temptation is there to keep installing more and more of them until the game goes splat. ;-)

 

EDIT: Oh, your Dragon mod looks great. Do you think it would work fine with that combined hakpak and the companion/monster AI?


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#7
kevL

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my understanding is that both "The Complete Craftsman" and "Dragons in the OC" would conflict, to greater or lesser extents.

TCC has its own 'Crafting.2da' and 'ginc_crafting' files, off the top of my head (there are likely more); different or fixed recipes, while Kaedrin's adds fletching, iirc. And my dragons use their own innate-ability scripts, which appear to conflict w/ Wicked Magic (notably, FireBreath, TailSwipe, WingBuffet, FearAura). However, those aren't the most important files in Dragons ... you could search for nw_s1_* in my mod, and get rid of those 12 files (each has 'drag' in its filename), to allow Wicked Magic (i assume it's Wicked Magic...) use its advanced framework. It might get a bit quirky but quirky can be fun, too.


Do you have a program that searches for duplicate files? Because that's the foremost thing to catch when adding mods - duplicate files.

#8
Telmorial

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my understanding is that both "The Complete Craftsman" and "Dragons in the OC" would conflict, to greater or lesser extents.

TCC has its own 'Crafting.2da' and 'ginc_crafting' files, off the top of my head (there are likely more); different or fixed recipes, while Kaedrin's adds fletching, iirc. And my dragons use their own innate-ability scripts, which appear to conflict w/ Wicked Magic (notably, FireBreath, TailSwipe, WingBuffet, FearAura). However, those aren't the most important files in Dragons ... you could search for nw_s1_* in my mod, and get rid of those 12 files (each has 'drag' in its filename), to allow Wicked Magic (i assume it's Wicked Magic...) use its advanced framework. It might get a bit quirky but quirky can be fun, too.


Do you have a program that searches for duplicate files? Because that's the foremost thing to catch when adding mods - duplicate files.

 

Cool, thanks again for the help and info. I think I'll do this play through with the current mods then replay with your mods and others.