Player Resource Consortium

Neverwinter Nights => Help => Topic started by: SHO-VA on May 30, 2012, 03:12:33 PM

Title: Teleport quirks.
Post by: SHO-VA on May 30, 2012, 03:12:33 PM
I am having some issues with the teleport spells.
First, the radial menu only shows up after casting greater teleport.
Once it shows up, it only is usable until the character rests, then it disappears.
When I select mark location, I get the message that the location has been set, but when I cast the spell, no location can be found.

I probably have not configured the PRC properly, but after looking through all the pages of info, I have no idea how else to add the PRC to my mod, other than the auto installer, which I ran.

So far everything else works great, thanks for all the hard work!
Title: Re: Teleport quirks.
Post by: xwarren on May 30, 2012, 03:22:44 PM
Which PRC version do you use?

Every new character should have Teleport Options menu added at creation.
Saved locations are stored on a special token literally inside characters skin. Script conflicts may occur if you're using custom systems that alter characters skin.
Title: Re: Teleport quirks.
Post by: SHO-VA on May 30, 2012, 03:26:33 PM
I am using the PRC3.5 Q merge. As far as I know, the only skin is system is the Q 1.69 horse system.
Title: Re: Teleport quirks.
Post by: xwarren on May 30, 2012, 03:31:26 PM
PRC scripts work quite well with 1.69 horse system.

Are you playing in single player or multi player mode? Have you used PRC character creator to make your character?
Title: Re: Teleport quirks.
Post by: SHO-VA on May 30, 2012, 03:33:08 PM
tried in both single and multi- did not use the character creator.
Title: Re: Teleport quirks.
Post by: xwarren on May 30, 2012, 03:40:12 PM
tried in both single and multi- did not use the character creator.
So have you actually made new character, or you used old non-prc character?

Could you describe how did you installed PRC in your module.

Sorry, I have no clue what may be wrong - that's why I ask so many questions ;)
Title: Re: Teleport quirks.
Post by: SHO-VA on May 30, 2012, 04:06:21 PM
its an older non prc character,

I installed the prcq merge with the auto mod updater thingy.
 
I have since installed the character creator, and will try that.
Title: Re: Teleport quirks.
Post by: xwarren on May 30, 2012, 04:11:44 PM
its an older non prc character,
If you create new character in a module with PRC installed - your problem with disappearing teleport radial should be solved.

Title: Re: Teleport quirks.
Post by: SHO-VA on May 30, 2012, 04:47:13 PM
The problem still exists..

I just installed the PRC to a non haked mod, using the auto installer, it works fine, so it is not a corrupted hak download :).

However the I would love to fix this, as I have spent almost a year on this mod build.





















Title: Re: Teleport quirks.
Post by: xwarren on May 31, 2012, 11:14:58 AM
What other haks do you have in your module? What is the hak order?

If you make your character in a module with PRC installed (SP mode) and she doesn't have Teleport Options menu than probably PRC cls_feat*.2da was overriden by another file.
Title: Re: Teleport quirks.
Post by: SHO-VA on May 31, 2012, 11:09:02 PM
I am using the PRC, Q, and a few other haks, (Tile-sets, place-able's, clothing, heads, creature overrides and a few items. The order is the created top hak, which has the Baseitem 2da, and the clothing 2das, the items, heads, clothing, and creature override models, the prcq_armory, the PRC haks, the Q haks the tile-sets haks, the Q tile-set hak, and the my place-able's.

I have searched through my haks, and the class-feat 2da is not in them, so there should be no overwrite there. The problem must then be in the scripting for the mod itself, otherwise I am at a loss for where it could be. Of course the mod itself could be corrupt, just not enough to be unplayable or unloadable in the toolset.
Title: Re: Teleport quirks.
Post by: xwarren on June 01, 2012, 02:51:19 PM
NWN doesn't allow to add/remove feats through scripting. Teleport Options *should* be added at chacracter creation (only NWNX can remove it after that). It's really hard to guess what may be wrong. Do you have backup of your module (without PRC installed)? Could you try to install PRC/Q merge again?

Are you going to setup ConvoCC for this module?
Title: Re: Teleport quirks.
Post by: SHO-VA on June 02, 2012, 11:41:24 AM
I think I have this figured out.
The PRC works fine in SP mode, either by itself, or with Q and other haks.
It does not work with the standard NWN server MP mode. (Alone or with Q and my other haks.)
I can not get the NWNX2 PRC server to load up, it stops during the load up.

Thanks for your help

Title: Re: Teleport quirks.
Post by: DM Heatstroke on June 02, 2012, 12:15:09 PM
I can not get the NWNX2 PRC server to load up, it stops during the load up.

Check out the instructions on how to set up a NWNx server in the FAQS up above.
Title: Re: Teleport quirks.
Post by: SHO-VA on June 02, 2012, 12:29:40 PM
The FAQ does not cover what to do if it stops loading and crashes after the install. There is apparently something wrong somewhere, that is keeping it from loading properly. Is there some setting I should make in it to work?
Title: Re: Teleport quirks.
Post by: SHO-VA on June 06, 2012, 09:30:01 AM
I believe I sorted out the problem.
It appears that the PRC does not play well with Mad Rabbits player chat commands. http://nwvault.ign.com/View.php?view=Scripts.Detail&id=3599
Once I disabled the chat commands, the PRC teleportation started working properly.

I have not gotten the NWNX2 to load up the module yet. It appears to be a hardware issue with my router.
Title: Re: Teleport quirks.
Post by: DM Heatstroke on June 06, 2012, 11:04:38 AM
I believe I sorted out the problem.
It appears that the PRC does not play well with Mad Rabbits player chat commands. http://nwvault.ign.com/View.php?view=Scripts.Detail&id=3599
Once I disabled the chat commands, the PRC teleportation started working properly.

I have not gotten the NWNX2 to load up the module yet. It appears to be a hardware issue with my router.

NWNx2 doesn't care a whit about your router.