Lightfoot8 wrote...
If it is not the SoV script doing it. there must then be another script firing that is causing the effect. I can think of two possible places where it could have been triggered.
The first is the spell hook. If you have a spell hook set up in the standard nwn script set. There will be a var on the module ( X2_S_UD_SPELLSCRIPT ) that will name the script that is being ran. The var may be set in the module on load event or in the toolset.
Or someone may have placed the code into the On Spell Cast At event for the creatures.
If you do not find it searching out the two cases above. you can always turn on script logging in Nwnplayer.ini.
under [Script Options] set Enable Logging=1
You could then check your log file and see what scripts are running when SoV is being cast.
Ty vm for your help,Lightfoot
SOLVED
clientlog
- Object: "Infantry (Medic)", Running Script: NW_S0_StormVeng
Object: "rivia", Running Script: mod_hb
Object: "Infantry (Medic)", Running Script: x2_def_heartbeat
[1] Object: "Infantry (Medic)", Running Script: nw_c2_default1
Object: "Infantry (Medic)", Running Script: x2_def_spellcast
[1] Object: "Infantry (Medic)", Running Script: nw_c2_defaultb
Object: "Bug Bear" <-[THE PC], Running Script: x2_sig_state
x2_sig_state has been changed.
I did not remember to have changed,apart the line //SendForHelp ....but when I opened it again here is what I found
object oItem;
oItem = GetFirstItemInInventory();
while (GetIsObjectValid(oItem))
{
DestroyObject(oItem);
oItem = GetNextItemInInventory();
}
do not ask me why there was that code ...
maybe i have imported in the past some .erf that overwrite x2_sig_state.
Modifié par Cursed Eclipse, 28 novembre 2013 - 07:50 .