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What if Orlen isn't there?


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#1
Jack McAlpin

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I dug up my old copy of NWN 2 for...nostalgic purposes. But I'm finding more and more glitches in the Matrix.

 

- Cut-scene doesn't trigger in the swamp ruins. (found the DebugMode code to fix this.)

 

- Orlen can't be found after you return from the said ruins.

 

- The game occasionally crashes. (annoying but not insurmountable) 

 

- Ally A.I. stops working around 75% through Act II; they just stand there.

 

- Etcetera

 

My primary gripe is: Where. Is. Orlen!?! Is there a DebugMode code to spawn him like the DM?

(Love that, by the way. Wish my old DM was that nice.) (-3



#2
kevL

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notes:
- update to v1.23
- install dx9
- install TonyK's Monster and Companion AI
- sacrifice to Apollo.

#3
Jack McAlpin

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What should I sacrifice to Apollo?

Is he still partial to red cattle?



#4
Jack McAlpin

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Kidding aside, does anyone know of a Debug to trigger a conversation with an Orlen who isn't there?


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#5
ColorsFade

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Kidding aside, does anyone know of a Debug to trigger a conversation with an Orlen who isn't there?

 

Doubtful there's a command for that. He has to be spawned in order for any conversation to work. 

 

Where is he located? I can probably write you a script to run from the debugger that would spawn him in. 



#6
Jack McAlpin

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He's supposed to be in West Harbor; between the wizard and the PC's fighter friend.



#7
ColorsFade

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Here, try this: https://www.dropbox....eScript.7z?dl=0

 

Extract the contents to the C:\Program Files (x86)\Atari\Neverwinter Nights 2\Campaigns\Neverwinter Nights 2 Campaign directory, or wherever your main OC campaign folder is. 

 

Open the debug console and do

 

1) debugmode 1

 

2) rs d_spawn_creature(npc_orlen)

 

3) debugmode 0 

 

It should spawn him next to you (so make sure you're in the right area before doing this). After that, I can't say what will happen. He appears to have one conversation only, so hopefully all local variables and such are setup properly for you to get the correct conversation node. 

 

Are you on version 1.23? Because that's a problem if you're not. 



#8
Jack McAlpin

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Hmm..."Virtual Machine reports unsuccessful execution of script rs d_spawn_creature for [PC Name]"

 

Am I doing something wrong on my end?



#9
ColorsFade

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Unsure. Can you post a screenshot of your debug window?



#10
Jack McAlpin

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I apologize the delay, I felt finals might possibly be more important than computer games. I also apologize that PrintScreen has failed me; all I get is a black picture.

 

What I can tell you is this:

 

- I have faithfully followed your instructions. (At least I think I have; how can I verify that I'm on the correct version?)

 

- "Virtual Machine reports unsuccessful execution of script d_spawn_creature for object Jack McAlpin" is exactly what NWN 2 tells me.

 

- Bevil, the fighter, disappeared until I restarted at an earlier point.

 

- I am sorry if my relative technical ineptitude is at fault.


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#11
Jack McAlpin

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Correction: Bevil, the fighter, disappears after I leave West Harbor the second time. This is unacceptable, as he, too, is recruit-able as a sergeant later.

 

Am I screwing this up? 



#12
Tchos

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The first time you reported the unsuccessful response, it included "rs" in it, which is why I would have liked to have seen a screenshot as well, because it would not have put the runscript command alongside the script name that it tried to run. 
 
Anyway, judging from what was written above, I think the problem is that the instructions say to write

rs d_spawn_creature(npc_orlen)

When it should probably say

rs d_spawn_creature("npc_orlen")

with quotes.
 
(Technically, it's not necessary to include the closing quote or closing parenthesis at the end of a console script command, but let's just try it this way for now.)


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#13
Jack McAlpin

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No, "I" included the rs by mistake by ctrl+c/ctrl+v.



#14
Jack McAlpin

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Roger...

 

Treied, rs d_spawn_creature("npc_orlen"), same result.


#15
Jack McAlpin

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*tried



#16
Tchos

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Okay, I don't know what's in the script, so that's all I can say for now.



#17
ColorsFade

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I'll take a look at the script tomorrow and run it in the game and see what happens. If I can get it working I'll post an update. 



#18
ColorsFade

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All right, the script works, so what you're typing on the console has to be incorrect. 

 

However, even if you happened to get the script to run, Orlen spawns hostile to the party. I had to add a line to the script to make him not hostile.

 

I've updated the zip file on my dropbox account. Download the script update and run it. 

 

https://www.dropbox....eScript.7z?dl=0

 

 

Enter this exactly in the debug window: 

 

rs d_spawn_creature("npc_orlen")



#19
ColorsFade

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- Ihow can I verify that I'm on the correct version?

 

 

25279992266_6088231980_b.jpg



#20
Jack McAlpin

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*sound of palm smacking forehead*

 

Well, there's my problem right there; I'm still on v1.10


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#21
ColorsFade

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*sound of palm smacking forehead*

 

Well, there's my problem right there; I'm still on v1.10

 

Yep, I'd guess that's it :)

 

At least now you know!

 

Get the sucker patched and I think you'll be fine. 



#22
Jack McAlpin

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All right, I beg your indulgences but once more:

 

I found the update at http://www.fileplane...h-v1.10---v1.32

 

But it comes without a ReadMe; I have little idea how to actually Use this patch. Where do I put these files? The Override?

 

(For the record, I'd be entertained to no limit by the irony should the Orlen situation be fixed in the

patch. In such event, I would also be quick to beg forgiveness for wasting your collective time.) (-3



#23
Tchos

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The patch you linked is for NWN1.  There is no 1.32 patch for NWN2.  You want 1.23.  All of the patches are here.  I haven't needed to use them, so I can't answer from experience how to use them.