Author Topic: Alignment change in conversation script not working in the OC  (Read 370 times)

Legacy_Dark_Ansem

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               I have a assigned the script x0_d1_didchaotny (SOU-made for) to a player responde (Action taken tab) in a dialogue of the OC. It did not work, so I re-opened the module and saved that nss so that the script now appears as a module resource. it continues not to work. what am I doing wrong?
               
               

               
            

Legacy_Fester Pot

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Alignment change in conversation script not working in the OC
« Reply #1 on: May 23, 2012, 09:52:20 pm »


               Post the script?

FP!
               
               

               
            

Legacy_Lightfoot8

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Alignment change in conversation script not working in the OC
« Reply #2 on: May 23, 2012, 10:28:18 pm »


               The script is short and to the point.

void main()
{
    AdjustAlignment(GetPCSpeaker(), ALIGNMENT_CHAOTIC, 1);
}


I see no porblem there.  I question if he is playing the he is editing or playing his saved game. 
               
               

               
            

Legacy_Dark_Ansem

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Alignment change in conversation script not working in the OC
« Reply #3 on: May 23, 2012, 10:42:49 pm »


               I am playing a new file, obviously, both by testing and by the game itself.
my bet is that the "GetPcSpeaker" fnction is not present in the original nwn campaign, it's a variable introduced by SOU. it's weird, however, that script is flagged as a core resource (that is, it appears when I choose "all resources" in the script window, unlike others who are module-only). that possibly implies that many of the expansions scripts would be broken in the oc, while I think that Hotu can reaasonably make all scripts work.
               
               

               
            

Legacy_Lightfoot8

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Alignment change in conversation script not working in the OC
« Reply #4 on: May 23, 2012, 11:08:36 pm »


               All the functions will work in the OC. That is not your problem.  

So you are saying that you are using the test function from the toolset and the script is not running.   

first verify that the game is getting saved into the modules folder.   

if it is and you are running the correct saved module, It should work.   Are you getting the feed back line in the text window that states your alinment has shifted?    
               
               

               
            

Legacy_Dark_Ansem

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Alignment change in conversation script not working in the OC
« Reply #5 on: May 23, 2012, 11:34:26 pm »


               no, that's why I am so irritated: I put the script in the "actions taken" tab, but it does not work. testing it again.
and yes, it's the onlu module with that name, so I am not wrong. also ticked off read only

EDIT: tried. does not work at all. no feedback line.
               
               

               


                     Modifié par Dark_Ansem, 23 mai 2012 - 10:44 .
                     
                  


            

Legacy_Lightfoot8

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Alignment change in conversation script not working in the OC
« Reply #6 on: May 23, 2012, 11:53:21 pm »


               Put a test line in the script to make sure it is firing something like
void main()
{
    AdjustAlignment(GetPCSpeaker(), ALIGNMENT_CHAOTIC, 1);
    SpeakString("Script is running");
}
recompile it.then  test again and see if you get the feedback message.
               
               

               
            

Legacy_Dark_Ansem

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Alignment change in conversation script not working in the OC
« Reply #7 on: May 24, 2012, 12:00:53 am »


               nope, not even the "script is running" yellow message. I wonder what is wrong, in SOU it works.
               
               

               
            

Legacy_Lightfoot8

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Alignment change in conversation script not working in the OC
« Reply #8 on: May 24, 2012, 12:05:22 am »


               Is this an already exsisting conversation in the module. Or a conversation that you have added?

Also is the module renamed to .mod in place of the .nwm

EDIT: if it is an already exsisting conversation, Let me know wich on it is and the node you are adding the script to.
               
               

               


                     Modifié par Lightfoot8, 23 mai 2012 - 11:07 .
                     
                  


            

Legacy_Dark_Ansem

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Alignment change in conversation script not working in the OC
« Reply #9 on: May 24, 2012, 12:13:28 am »


               it is an existing conversation, the very first one. I think the problem is there, I tried to alter a few lines and they don't show up at all. it's like it uses always the default conversation copy, rather than the custom one.

the module has been renamed prelude.mod

conversation name: m0q01a01pave
               
               

               
            

Legacy_Lightfoot8

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Alignment change in conversation script not working in the OC
« Reply #10 on: May 24, 2012, 12:29:15 am »


               Ok it just worked for me.   When I first tried to save the module however, I got an interesting warning message.  It said I could not save the game as prelude.mod because an official campaign already exsisted by that name and the saved version would never be able to be loaded.  So i saved it as preludee.mod and everything worked fine.
               
               

               
            

Legacy_Dark_Ansem

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Alignment change in conversation script not working in the OC
« Reply #11 on: May 24, 2012, 07:20:16 am »


               I did not get that warning message. did you try saving it back as "prelude" after deleting the one in the main folder?
               
               

               
            

Legacy_Dark_Ansem

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Alignment change in conversation script not working in the OC
« Reply #12 on: May 24, 2012, 08:38:53 am »


               renaming the module worked. now I only have to see if after that renaming it the original way would work.

EDIT: it works if overwriting the existing one. I guess the NWM folder is like an override '<img'>
well, at least I have learned that in order not to break a plot npcs must be imported in the palette and then updated from there..
               
               

               


                     Modifié par Dark_Ansem, 24 mai 2012 - 04:49 .