Author Topic: Encounter issues..  (Read 611 times)

Legacy_Rio420

  • Full Member
  • ***
  • Posts: 112
  • Karma: +0/-0
Encounter issues..
« on: September 04, 2013, 02:29:01 am »


               All of the encounters in the module have stopped working, any ideas why this would happen?  The only thing we've really done at this point was added CEP 2.4 and MGSkaggs Desert City Tileset, removed a few factions through the faction editor, and added a routine to stop gog.com public CD keys from getting into the game.

 
               
               

               


                     Modifié par Rio420, 04 septembre 2013 - 03:12 .
                     
                  


            

Legacy_Lightfoot8

  • Hero Member
  • *****
  • Posts: 4797
  • Karma: +0/-0
Encounter issues..
« Reply #1 on: September 04, 2013, 04:28:49 am »


               Where your encounters in one of the factions you removed?  

Or is the faction of your encounters now friendly to the PC's
               
               

               
            

Legacy_Rio420

  • Full Member
  • ***
  • Posts: 112
  • Karma: +0/-0
Encounter issues..
« Reply #2 on: September 04, 2013, 04:41:13 am »


               Well the default faction for PCs is 'PC' and the encounters are hostile, so no, it's not that.. I think I know what it is.. It's CEP 2.4, they don't use the nwn encounter system, they use something different.. and it figures that I can't find any documentation on how to set up encounters using it.   I know we didn't break anything, all we did was remove the factions that we are no longer using since they are deprecated and we're not allowing open world pvp in the module.
               
               

               
            

Legacy_Rio420

  • Full Member
  • ***
  • Posts: 112
  • Karma: +0/-0
Encounter issues..
« Reply #3 on: September 04, 2013, 05:09:35 am »


               Meh.. anyone know if there is a way to turn off this friggin spawn system? Or is it rip out CEP and forget about it time?
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Encounter issues..
« Reply #4 on: September 04, 2013, 05:25:21 am »


               

Rio420 wrote...

Well the default faction for PCs is 'PC' and the encounters are hostile, so no, it's not that.. I think I know what it is.. It's CEP 2.4, they don't use the nwn encounter system, they use something different.. and it figures that I can't find any documentation on how to set up encounters using it.   I know we didn't break anything, all we did was remove the factions that we are no longer using since they are deprecated and we're not allowing open world pvp in the module.

Rio420 wrote...

Meh.. anyone know if there is a way to turn off this friggin spawn system? Or is it rip out CEP and forget about it time?


CEP's Sparky Spawner should not be messing with regular encounters.  It runs off a completely different system.  I actually use a mix of both it and regular encounters in my PW.

Sparky Documentation: Sparky Spawner: Tips, Tricks, & Troubles

My guess would be that it's something to do with your removal of factions.  Have you done a full "build" of the module since you took them out, after doing an "updated instances" on all of the encounters you may have updated in the pallete?  Not much, but it's the only advice I can offer on this topic.
               
               

               
            

Legacy_Rio420

  • Full Member
  • ***
  • Posts: 112
  • Karma: +0/-0
Encounter issues..
« Reply #5 on: September 04, 2013, 05:31:58 am »


               

CEP's Sparky Spawner should not be messing with regular encounters.  It runs off a completely different system.  I actually use a mix of both it and regular encounters in my PW.

Sparky Documentation: Sparky Spawner: Tips, Tricks, & Troubles

My guess would be that it's something to do with your removal of factions.  Have you done a full "build" of the module since you took them out, after doing an "updated instances" on all of the encounters you may have updated in the pallete?  Not much, but it's the only advice I can offer on this topic.


Actually, after spending countless hours today trying to figure it out, I finally opted to restore my module to an older revision.  It wasn't the CEP 2.4 encounter system causing the issues, it was the removal of the factions in general.   Correct me if I am wrong, but NwN sets players to the PC faction by default right?  And you use the faction sliders to indicate who is hostile and who is not?  Ironically, the module we're using as a base actually assigns a sub faction to the existing faction. When Jesse ripped out the factions and changed that code, it broke just about everything.   

I never did do another full build, didn't realize you had to if you changed the factions.  I did do an update tho, since it's forced after that change.  In any case, it's working again, lost 10 hours of hard work in the process, but lesson learned.
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Encounter issues..
« Reply #6 on: September 04, 2013, 05:41:58 am »


               Good to hear you're back up and running, sorry to hear you lost out on hours of work.

I very, very, very rarely do a full build.  My module's just so damn big it takes a hella long time (several hours, last time I did it).  I just mentioned it because it would catch things like issues buried deep in the palletes.

I recall the looooong delay anytime I wanted to make a faction alteration of even the tiniest sort.  Yuck.  Probably why I haven't made a faction change in at least a couple of years. Wish there was a quicker way to do that particular job with the toolset.

I think technically, each PC has its own faction upon logging in.  It's only when PCs are in the same party (or added to an existing faction through scripting) that they have the same faction.  It's how you can get all the members of a party (and their summons/familiars/henchmen) with the various "get faction" script functions.
               
               

               
            

Legacy_Rio420

  • Full Member
  • ***
  • Posts: 112
  • Karma: +0/-0
Encounter issues..
« Reply #7 on: September 04, 2013, 06:54:21 am »


               Unfortunately, you are very very correct on what you said about factional changes.. A good majority of our day revolved around waiting on the toolset to process those changes. However, now that we're back and have salvaged at least something, we're reapproaching things. Instead of removing the factions, we're going to look at the sub faction assignments and simply adjust them accordingly so that the PCs remain friendly with one another.  I'll eventually have to adjust the factions in the module again, but at least this time I have a backup ready and in the wings should things go horribly wrong like they did this morning. heh.
               
               

               


                     Modifié par Rio420, 04 septembre 2013 - 05:54 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Encounter issues..
« Reply #8 on: September 04, 2013, 07:58:06 am »


               

The Amethyst Dragon wrote...

I recall the looooong delay anytime I wanted to make a faction alteration of even the tiniest sort.  Yuck.  Probably why I haven't made a faction change in at least a couple of years. Wish there was a quicker way to do that particular job with the toolset.

Import the repute.fac file from your module into new clean module via nwhak.exe and then open the clean module, with just 1 area. Make the changes in factions, save, exit and import back.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Encounter issues..
« Reply #9 on: September 04, 2013, 02:24:10 pm »


               I concur with ShaDoOoW. That is the way to do it.

The repute.fac file is in the Temp folder when you open the module in the toolset.

So using the toolset open the module with the factions you want.
Retrieve repute.fac from NWN/module/Temp/
Close the module in the toolset
Open another module
Copy your repute.fac file to the Temp folder
Save the module