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Party Roster Not Available


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8 réponses à ce sujet

#1
GCoyote

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I'm about 2/3 of the way through a module and have reached the point where I get a couple of optional companions. Unfortunately, the Party Roster isn't appearing on the options menu. I've played this before so I know it's supposed to be there. 

 

I will have 2 - 5 different companions at various points and would rather not have to console each in and out several times.

 

Anyway I can jog the game engine into giving me the Party Roster edit screen back? 



#2
kevL

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If the party-roster is supposed to appear automatically on the PlayerMenu popup, it sorta sounds like there might be a rogue playermenu_popup.xml that's overriding the one that would otherwise take precedence. Search your player-folder ( they could be in \override or \ui ) for duplicates, check the module's Campaign folder, etc.
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#3
GCoyote

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Thanks kev, I'll check that out. Could be a moot point as I first convereted this from a mod file to a directory and then dropped in some new custom content I hadn't thoroughly tested. In all likelihood I broke something.

#4
kevL

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hey GC,
the Roster Menu is pretty stable imo. So it strikes me as conflicting .XMLs ...

personally i keep a custom PlayerMenu_popup in /Override with bells & whistles, and refrain from using things like access to the Roster if a mod doesn't want that. (Alternately it makes debugging and testing really handy.) If you want details, the first thing to do is find which playermenu_popup.xml is really the one being used ( there tends to be a lot of them floating around ), and decide which one you want and put it where. After that it's a simple copy-paste to get the Roster option, the tedious part being ... nudging y-pixels up and down to make the slot fit.

The long route would be to make a custom device that starts a conversation that calls a script that does whatever you'd want,

#5
GCoyote

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I got rid of an unneeded companion early on using the console. Then I started getting duplicate companions so I deleted them from the save game files. Now that I've finished a quest where companions were actually useful, they are still following my PC even though I've removed them from the roster, again using the console. So at this point it's probably my fault things are gummed up. I should have gotten this sorted out last week and eight levels ago.  :wacko:



#6
kevL

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ah sounds like a rogue variable in the save itself

#7
GCoyote

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I think so. BTW talkedit2 won't open the Roster.rst file. Can you recommend a free app that will?



#8
kevL

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apparently NwN1's Leto handles the .Rst

But I haven't tried it and don't have it installed because editors written for NwN1 could truncate strings for Nwn2 ( 16-char vs. 32-char )

But if so that would be true only when saving in Leto, eg. The .Rst could still be opened and perused safely (make a backup of the Rst first).


I tried hex-editting the Rst once, didn't work and i left it alone after that ... the solution, i figure, would be to figure out how the party-system works in the mod you're playing, then twiddle up some scripts that reset things correctly and let the engine rewrite Roster.Rst at the next save

Or,
*if there are no 32-char strings required* and *if Leto handles the Rst*

try an edit w/ Leto.


edit: here's the ref I used, http://www.rpgboard....22741435&page=1
edit2: and Leto, http://neverwinterva.../other/leto-169 ( i guess, never tried it... )

#9
GCoyote

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Thanks! I still have a lot to do IRL before I can get the game reinstalled (putting Win 10 on this box) and find time to play. Maybe next weekend.