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Messages - burin077

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1
Help / General Builder Question - Fixing Random Loot
« on: January 28, 2010, 12:32:21 AM »
Quote from: dsabrae

are you wanting no loot to spawn? some of your loot to spawn with the standard or your loot in place of the standard loot?


I'd prefer to customize the loot myself, but if there were a way to simply omit the campaign-specific material from the general loot template that would be much more preferred. I'm open to suggestions!

- Burin

2
Help / General Builder Question - Fixing Random Loot
« on: January 24, 2010, 11:56:11 PM »
I've tried asking this in the NWN Forums already, but I haven't found an efficient answer for this yet:

I am currently trying to fix the issue of NWN-specific loot spawning on enemies when they die (Books, Maps, etc.). I have a pseudo-method of getting this to work at least per area (junk chest script, put all junk chests in one inaccessible area and link them to each specific area), but I am hoping to see if there's some sort of method to get it to work throughout an entire module? Is this possible, or will I need to simply do this for each area individually? I'm trying to set this up so that I don't have to make multiple objects on the screen at one time.

- Burin

3
Help / PRC and CEP2
« on: December 09, 2009, 08:25:02 PM »
Got everything so far working aside from the doors, they're still not showing up.

If anyone has any ideas on how to get the CEP 2.2 doors visible again, please let me know. I'm still having a ton of trouble getting those to work since a number of the areas in my module really need specific door types.

EDIT: Disregard this message, managed to fix the bug myself! Doors are working properly!

- B

4
Help / PRC and CEP2
« on: November 24, 2009, 11:46:25 PM »
Quote from: xwarren

Check if you have the right tlk file. For CEP 2.2 it's 'cep22_v1.tlk' ;p


Okay, I'm probably doing something wrong here,

I went ahead and applied the cep22_v1.tlk file as recommended, but it didn't seem to do anything. I even did a rebuild on my module to try and see if it did anything. Still can't get the doors to appear in the toolset.

EDIT: Okay, something DID get fixed, the CEP graphics are now displaying, but the doors are still missing (Including the Area Transition No Door).

- B

5
Help / PRC and CEP2
« on: November 23, 2009, 09:58:58 PM »
Quote from: fluffyamoeba

CEP2.0 is not compatible with the 1.69 patch. The first version that was done for 1.69 was 2.1. The PRC requires the 1.69 patch to work. Also, as the CEP are up to 2.2 now, then I guess that's probably the version you should be using. Particularly as I think they moved the doors between 2.0 and 2.1 because Bioware added a load in the patch.


Alright, thank you for the update, I went ahead and upgraded CEP to 2.2 this evening.

It appears this has actually caused a slightly different problem, I am unsure how this occured though.

Now not only are the doors no longer appearing, but when I attempt to open the toolset, all of the custom content that came with CEP2.2 has now been blanked out. While it is still selectable, it no longer possesses its information as it did before.

I now have CEP 2.2 installed, is there anything else I am missing?

My guess is it's the order I have the hak paks in, but I want to be sure before I attempt anything.

- B

6
Help / PRC and CEP2
« on: November 21, 2009, 05:15:02 PM »
Quote from: xwarren

Could you give us some more info? Which version of PRC and CEP are you using? Do you use PRCCEP merge or some other haks?

AFAIK PRC does not include doortypes.2da file, and I'm not sure what could cause the problem you described.


Apologies, forgot to add that.

I am using CEP 2.0 and according to what I recall I downloaded the most recent PRC version available. CEP 2.0 came with door graphics (Steamworks door, wood jail door, etc.) that seemed to have been disabled when I installed PRC.

Note: I found a work-around with the no-appearance doors for now by having all those doors appear as an already-open Force Field door (Yes I still get the blue smoke effect, but I was able to cancel that by altering the area lighting).

Thanks for taking the time to address my issue here, the PRC has been a powerful tool for my module so far!

- Burin

7
Help / PRC and CEP2
« on: November 19, 2009, 08:03:14 PM »
Still having trouble with getting the door graphics to work again, I don't know if it was referenced in the previous posts unfortunately since another question was posted right after.

Definitely having trouble now as all my no-appearance doors as well have disappeared and has forced me to rebuild my area transitions in dungeons.

- B

8
Help / PRC and CEP2
« on: November 14, 2009, 10:02:53 AM »
Greetings, probably a fundamental question here, but I'm at a bit of a loss.

After fitting PRC into my module, I am now having difficulty getting the door graphics that were initially in the CEP to display properly in game and in the toolset. This includes the Steamworks door, remodded Wood Doors, and some of the jail doors.

Initially it had also disabled all the CEP creature graphics altogether, but I managed to work around that.

Any suggestions?

- Burin077
(World of Anestoril)

9
Help / 2DA Issue - Golem named prc_2da_cache
« on: September 06, 2009, 07:52:22 PM »
Quote from: Stratovarius

You've deleted the Limbo area if that's showing up. It's the PRC Cache golem, and without it, the PRC breaks. You cannot delete the areas that come with the PRC if you want the PRC to function.


Ahh, was wondering what that was about.

I'll re-establish that then, apologies.

EDIT: Just re-installed the PRC and updated my module, works fine now, thanks Stratovarius!

- B

10
Other Games / My Games
« on: September 06, 2009, 06:29:02 PM »
Quote from: DM Heatstroke

Besides NWN (currently playing thru Eye of the Beholder with a friend when I'm not working on AR), my favorite games are Dungeon Keeper 2, Alpha Centauri / Alien Crossfire, Unreal Tournament 2004, Planescape: Torment, Space Rangers 2, Sins of a Solar Empire, TES: Oblivion, (modded) Fallout Tactics. & Rise of Nations.

I'm also re-playing Final Fantasy 3/6 & 8 on my CFW enabled PSP


Ahh, another fan of Dungeon Keeper 2! I haven't played that in a while. I'm gonna end up getting nostalgic about it.

I still loved the little clips after every main game victory.

- B

11
News, Articles, and Website Management / How about a forum for builders?
« on: September 06, 2009, 06:24:32 PM »
Add one, I just showed up here, after much lurking.

Hello everybody.

- B

12
Help / 2DA Issue - Golem named prc_2da_cache
« on: September 06, 2009, 06:12:52 PM »
Greetings, just recently started attempting to use the PRC to build a module. The implementation went well aside from one conflict, but I used the FAQ given in the manual to remedy this issue.

However, another issue arose when I attempted to run a play test of my module. As soon as the game starts the character off, right at the starting area a Stone Golem named prc_2da_cache appears right next to me. I've gone back and reviewed the FAQs plenty of times to attempt to get this golem removed, and I can't even go directly into the Aurora Toolset to remove the Golem. (Likely as it's been implemented by the 2da files upon being started up.)

Can someone please assist me in removing this golem? I do want to utilize the benefits of PRC for my module, and this would be a great first step. Thanks.

- Burin

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