tag:blogger.com,1999:blog-7272872431029789665.post282259717833131500..comments2023-09-09T08:13:26.857-04:00Comments on Kamal's NWN2 blog: Fixing BugsKamalhttp://www.blogger.com/profile/17637115231105776944noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-7272872431029789665.post-17641521569765045372010-10-18T09:48:16.106-04:002010-10-18T09:48:16.106-04:00Hi Kamal,
I have decided to edit my own creatures...Hi Kamal,<br /><br />I have decided to edit my own creatures from the pack as required after the n_human issue.<br /><br />Lance.World of Altheahttp://worldofalthea.blogspot.com/noreply@blogger.comtag:blogger.com,1999:blog-7272872431029789665.post-17012034301698976562010-10-17T10:35:59.278-04:002010-10-17T10:35:59.278-04:00Hi Kamal,
Shaughn answered the only one I could a...Hi Kamal,<br /><br />Shaughn answered the only one I could answer (4). :) All the others would require closer script inspection or are beyond me.<br /><br />I have just recently added Pain's monster stuff, so I will be keeping my eye open for the bug you report. Thanks for the heads up there.<br /><br />Lance.Lance Botelle (Bard of Althéa)https://www.blogger.com/profile/16124192098553066324noreply@blogger.comtag:blogger.com,1999:blog-7272872431029789665.post-62685221089114129982010-10-14T23:22:27.388-04:002010-10-14T23:22:27.388-04:00#1 & #2: I haven't looked but what are you...#1 & #2: I haven't looked but what are you using for the module scripts? I believe I had to get the scripts out of SOZ originally. I believe kaerdrin's override included them as well. Just make sure they are associated with each module.<br /><br />#4. To destroy the objects use a while loop.<br />get first object in area<br />while(object valid)<br />{<br /> if object tag == tag<br /> destroy object<br /> object = next object in area<br /><br />For the creations you can use the group function of a for loop may also work.Shaughnhttps://www.blogger.com/profile/11056849681678743620noreply@blogger.comtag:blogger.com,1999:blog-7272872431029789665.post-70705289813794117812010-10-14T12:33:16.036-04:002010-10-14T12:33:16.036-04:001 and 2 look like they do the trick (still need to...1 and 2 look like they do the trick (still need to test). Those things are not included in the x2_mod_load script that starting a new module in the toolset uses. Thanks a million gp.Kamalhttps://www.blogger.com/profile/17637115231105776944noreply@blogger.comtag:blogger.com,1999:blog-7272872431029789665.post-38747454922659740282010-10-14T06:58:15.355-04:002010-10-14T06:58:15.355-04:001 - Check that you have set the global variable th...1 - Check that you have set the global variable that enables area transitions with dead characters in your on module load script - VAR_GLOBAL_NX2_TRANSITIONS<br /><br />2 - Check global variable again in on mod load script. SoZ sets a variable so that force rest is used instead of action rest. Perhaps your unconcious companions cant use action rest because they are incapacitated - CAMPAIGN_SWITCH_REST_SYS_USE_FORCE_REST<br /><br />4 - Try the group functions in the include file ginc_group. The functions are commented well enough that you should be able to find the right ones.<br /><br />Not sure about the other problems, but hope these sugestions help. Good luck!<br /><br />- ElfinmadAnonymousnoreply@blogger.com