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Author Topic: few tiny Bugs + a help with endless nights  (Read 16662 times)

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June 03, 2010, 05:04:16 PM

Hello everyone;
first above all, thanks for your efforts to make the prc the best hak out there. While playing i noticed few bugs you may be interested in getting ride of:
(I got prc 3.3h rc2 btw)

**Favored soul: wanted to play a warmage/favored soul ... everything works fine with the warmage alone, but when i add the Favored soul, after resting, i get "too many many instrucations" error ..since both are Charisma spontanous-casters, i guess there's an issue (only Favored soul spells seems not to refresh after the rest)

*** druid Nymph (favored class) : when i play a  nypmh as a druid, her stun spell-like abilitie doesn't seem to increase it's DC no matter how much CHA modifier i had. strange enough it works perfectely with other classes

*** Dragonfire Adept: the fightful presence invocation seem to work randomely for me(due to friendly pvp options ?) or the few times it works, target me as well @@


Now about the main reason why i wanted to post:

***I know this question is out of subject, but i would really appreciate any help on the matter ; recently installed Endless nights IV with prc (prc 3.3h + cep 2.3 using the merge hak) , everything works fine, but when i kill monsters instead of leaving loot bags, they leave nothing (invisible loot bags actually) ... i can see their highlight shadow( means there's something there) but nothing to selector click on, anyone got a solution to propose ?

and a last question:
***few prc races got the Hide In Plain Sight ablitity, but it's not automatic, in order for it to work u gotta click on its own icon (like a spell/invocations), any chance this gonna change in the future ?

thanks for any help !!


June 03, 2010, 09:13:35 PM
Reply #1
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Quote from: marohair39

***I know this question is out of subject, but i would really appreciate any help on the matter ; recently installed Endless nights IV with prc (prc 3.3h + cep 2.3 using the merge hak) , everything works fine, but when i kill monsters instead of leaving loot bags, they leave nothing (invisible loot bags actually) ... i can see their highlight shadow( means there's something there) but nothing to selector click on, anyone got a solution to propose ?


Endless Nights IV has lootable corpses for many (but not all) of its monsters. Something in PRC (I guess) causes these corpses to disappear very quickly in many cases, and once they do you can no longer loot them. The safest thing to do is to click on the corpse as soon as possible after you kill it. With practice, using the pause button, you can often click on them before they even hit the ground. It's a bit tedious, but not too bad once you get used to; you get into a rhythm: kill, pause, loot, unpause, next kill, pause, ....


June 03, 2010, 09:39:20 PM
Reply #2

thanks for your reply !!
Yes that's what i've been doing for a while, but sometimes it's hard if not possible to click on the corpse (too far, monsters in the way or just knocked down etc...) it becomes frustrating after hard long battles to find out that you can't get that quest item from the boss simply cause he disappeared and have to redo it again and again till you can get it ...
so reason i'm posting here, wondering if there's anyway to deal with that :s like stoping the the corpse from turning into loot bags or making their decay time slower >.<


June 04, 2010, 08:01:34 AM
Reply #3

Quote from: marohair39

thanks for your reply !!
Yes that's what i've been doing for a while, but sometimes it's hard if not possible to click on the corpse (too far, monsters in the way or just knocked down etc...) it becomes frustrating after hard long battles to find out that you can't get that quest item from the boss simply cause he disappeared and have to redo it again and again till you can get it ...
so reason i'm posting here, wondering if there's anyway to deal with that :s like stoping the the corpse from turning into loot bags or making their decay time slower >.<


My guess it's something in Endless Night's OnDeath script, because in my experience the stock PRC obeys the corpse decay time set on the creature's Advanced tab in the editor.
« Last Edit: June 04, 2010, 08:02:08 AM by DM Heatstroke »
HEATSTROKE


June 04, 2010, 08:39:06 PM
Reply #4

Indeed, well will try to keep going the hard way xD
One last notice tho, i thought only Favored Soul class was having script errors once duelled, but it seems all caster classes once duelled (2 caster classes ... was it one with its own spell list or one just adding spell level -stack with old ones-) get that script error ...the 2nd one actually. My guess it got something to do with the new spell system in last prc !! good luck dealing with it B)


June 05, 2010, 01:06:40 PM
Reply #5
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Quote from: marohair39

thanks for your reply !!
Yes that's what i've been doing for a while, but sometimes it's hard if not possible to click on the corpse (too far, monsters in the way or just knocked down etc...) it becomes frustrating after hard long battles to find out that you can't get that quest item from the boss simply cause he disappeared and have to redo it again and again till you can get it ...
so reason i'm posting here, wondering if there's anyway to deal with that :s like stoping the the corpse from turning into loot bags or making their decay time slower >.<


The easiest solution for the moment is to use the older EN IV.  The last time Havlen posted an update (to CEP 2, I think), he left the earlier version file there as well.  With the earlier version, the CEP content is not as advanced, but it has the virtue of using loot bags instead of lootable corpses--the bags stick around for an ample time; the corspes, judging by the forum, don't work well for most people.  In any case, aside from using older CEP content, the old version works just fine.  Havlen didn't make any changes except CEP and the corpse thing, so there aren't too many reasons to avoid the earlier one.


June 08, 2010, 03:27:38 PM
Reply #6

Tried to do it the past days, but had few issues ; the patch to update cep, needed for merging, isn't on the vault .. not uploaded anymore; but you said gave me an idea, since you said that Havlen didn't change many things when he upgraded his module to work with cep 2, is it safe to assume that the scripts would be the same for both ? if that's the case, i could try to compare the ondeath scripts  for both the scripts of both the module and its upgrade .... and see the difference causing the loot bag not to spawn ?!  0.0


June 08, 2010, 03:53:59 PM
Reply #7
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Actually, Endless Nights IV is tricky anyway.  I usually haven't used the formal merge hak but have left the installer build its own merg and tlk--and the module still works properly.

Your idea is really good, though.  If you could pinpoint and fix the script problem, a lot of people would be thrilled.


June 12, 2010, 05:15:39 PM
Reply #8

that's what i usually do, i.e, Endless Nights Vi works normally (loot drops) with the default hak merge, so idk why it's so different with this EN IV.
Anyway, i tried comparing the scripts and didn't find any difference :o


December 22, 2011, 02:26:58 PM
Reply #9
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I also have problems with EN IV I can't find answers to anywhere.  Most of the creatures in the game fail to give me xp when I kill them.  Does anyone else have this problem?  Is this intentional?


December 23, 2011, 10:13:01 AM
Reply #10
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Years ago, I edited EN4 quite a bit, and it appears I fixed the disappearing corpse bug.  I did a diff on the original EN4 vs my edited EN4 recently so I could import my modified scripts on a blank slate, so I think I know what needs to be changed.  It's no_ai_dth.nss.

I changed this section:
Code: [Select]
    //float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
    //corpse decay deactivated for Murray module
    float fDieDelay = 10.0;

to this:
Code: [Select]
    SetLootable(OBJECT_SELF,TRUE);
    //float fDieDelay = GetLocalFloat( OBJECT_SELF, "#DECAYDELAY" );
    //corpse decay deactivated for Murray module
    float fDieDelay = 1.0;

If there's any interest, I could post my altered EN4, but the balance is different due to me reducing magic item drops to EN6 level or even weaker, I believe.  I also seem to have a vague memory of this corpse looting change causing some other problem(s?) that I needed to make a workaround for in other scripts, but it's been so long that I have no idea what that entailed or if it is even true.

As far as Siradein's problem of no XP, it is certainly based around the script en4_mobdeath.nss.  That is where EN4 performs its XP stuff.


December 23, 2011, 11:13:27 AM
Reply #11


If there's any interest, I could post my altered EN4, but the balance is different due to me reducing magic item drops to EN6 level or even weaker, I believe.  I also seem to have a vague memory of this corpse looting change causing some other problem(s?) that I needed to make a workaround for in other scripts, but it's been so long that I have no idea what that entailed or if it is even true.

As far as Siradein's problem of no XP, it is certainly based around the script en4_mobdeath.nss.  That is where EN4 performs its XP stuff.

Feel free to post it here if you'd like.
HEATSTROKE


December 25, 2011, 02:44:31 PM
Reply #12
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As far as Siradein's problem of no XP, it is certainly based around the script en4_mobdeath.nss.  That is where EN4 performs its XP stuff.

The problem there is that the PRC keeps EN4's custom experience scripts from firing.  You just need to add a script in the toolset, as Havlen explained on the vault forums.  Rather than putting in the link, I'll just paste his reply below:

Calirion, PRC 3.0x works fine, but requires the creation of a script. I have a post on it a little ways down, but basically you need to create the following script:

Script Name: prc_pwondeath

void main()
{
ExecuteScript("en4_mobdeath", OBJECT_SELF);
}


I just used this suggestion with the latest beta, and it still works fine.

Actually, the PRC causes any mod with a custom experience script not to work.  For most other mods, just adjust the experience slider in the toolset (for mods with custom experience scripts, the slider is normally set to zero to override the built-in experience routines.