Author Topic: Strange conversation problem  (Read 348 times)

Legacy_CaveGnome

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Strange conversation problem
« on: May 31, 2013, 06:49:48 pm »


               Hello all,

I am having a strange conversation updating problem with Nwn 1.69. Let me explain...

I am using a closed locked door with a script on the OnFailToOpen slot. This script has the simple task to launch a conversation to pretend the door is talking to the PC. No problem with launching the conv when the PC try opening the door. What is strange is... I have been substantially changing and upgrading the conversation, normally saving it, compiling the module and trying the new conv version (with the F9 key and in stand-alone module mode) . The game persists displaying the old conv with no text change!

And it gets better... Thinking this could be some weird cache bug, i saved the updated conv under a new name, deleted the precedent updated conv, changed the conv name in the door conv launching script to the new name, hoping the door will finaly use the better version dialogue and nope... The door persists to use something that does'nt exist! and when you load the conv. in the editor you can read the good updated text!

Is this a known problem? A corrupt Nwn install or??? I am baffled. Please help...

Thanks!

CG
               
               

               
            

Legacy_ffbj

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Strange conversation problem
« Reply #1 on: May 31, 2013, 07:00:23 pm »


               Delete the old script that was on the door and when it asks if you want to delete all references to the script answer yes.
               
               

               
            

Legacy__Guile

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Strange conversation problem
« Reply #2 on: June 01, 2013, 01:53:25 pm »


               That's a great tip ffbj, another problem I ran into was working on a module while it's being hosted on my server, it would fail to save the changes!  And a fair warning out there to all those NWN Builders, NEVER Cache your scripts, I guarantee you will run into problems.. (like scripts flat failing to run)...
               
               

               
            

Legacy_CaveGnome

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Strange conversation problem
« Reply #3 on: June 04, 2013, 07:53:55 pm »


               Problem solved.

It was a mix between the english conv version and another language... Somehow, a few conv lines where switched to "french" language slots instead of english and the "english" slot retained the old incorrect text. A surprising behaviour, as i am making a english only module... It seems the Nwn editor display the most up to date text mixing "english" and "french" conv lines. On the other side, the game engine uses only the old text version (english) ignoring the "french" entrys.

Just overwriting the "english" slots with the most recent text and saving the module cured it.