Arnach wrote...
Cool-- Thanks for the suggestion on checking on the script; I've never used the scripting tool so it will take me some muddling to try and figure that out; I'll see what I can do.
yeah, well... I am a muddler myself. Here's an experiment you can try:
Make a small module (use a tiny 2x2 area) and place several usable containers on the area. Just make sure they all have the Usable box checked. Then insert each of the following script names into the OnOpen text box under the scripts tab. the "..." button will give you a list of all the available scripts but only if you choose the "All Resources" display in the lower left corner.
These are some of the most commonly used scripts I've found to try:
nw_o2_bookshelf.nss
nw_o2_boss.nss
nw_o2_classhig.nss
nw_o2_classlow.nss
nw_o2_classmed.nss
nw_o2_classweapon.nss
nw_o2_generalhig.nss
nw_o2_generallow.nss
nw_o2_generalmed.nss
(Each of these use the NW_O2_CONINCLUDE.nss include file. If THAT include is corrupt it may affect all the above ones from firing properly.)
Also, leave one container with its OnOpen script just blank.
Name each container with a related name like "BOOKSHELF", "GENHIGH", "BLANK", etc.
You'll need to paint a Start Location icon somewhere on the map wherever you want to have your PC spawn at.
Then save/compile the module and either use the Test Module action (under Build) or play it just like any other miscellaneous module. Try to open each container. I'd try opening the blank one first. If that crashes the game, the problem is probably deeper than the scripting, I'm guessing.
Hopefully, the toolset will behave for you so you can at least test this out. If you haven't fooled with the toolset yet consider this as your introduction.
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Maybe the pros from Dover will show up to help reduce all this muddling about, eh?