Alright, more on the multiplayer front. I was told it may be the count_x100 values that were 0'd out so I tried changing those all to 100. Still only one person gets xp.
I tried it with and without setxp.
I noticed it's actually the party leader that gets xp each time while others get jack, so I tried unflagging 'only one party.' Without being grouped everyone gets xp for their kills normally. As soon as a party is formed, though, only leader gets xp again. If leadership is transferred, XP reception is transferred as well.
prc_xp_max_level_diff isn't set, however I made sure that everyone involved (including the skeletal summons) were all level 2. Besides, regardless of who gets the kill leader is always the only one to collect the xp.
I suppose I could remedy this by just awarding levels each time party leader levels, but that wouldn't make it any less broken. :(
I pulled this from prc_ondeath, but I can't make sense of it. It may be relevant so I'm including it here:
if(GetPRCSwitch(PRC_XP_USE_PNP_XP))
{
if(GetObjectType(oKiller) == OBJECT_TYPE_TRIGGER)
oKiller = GetTrapCreator(oKiller);
if(oKiller != oDead
&& GetIsObjectValid(oKiller)
&& !GetIsFriend(oKiller, oDead)
&& (GetIsObjectValid(GetFirstFactionMember(oKiller, TRUE))
|| GetPRCSwitch(PRC_XP_GIVE_XP_TO_NON_PC_FACTIONS)))
{
GiveXPRewardToParty(oKiller, oDead);
My ondeath script isn't set to prc_ondeath, but everytime I've mentioned it no one has seemed to think that was relevant. So I'm guessing it's not. I, quite frankly, don't understand the implications of changing those events.
If it's not using prc_ondeath then that will cause all sorts of issues. In fact you should use prc_ondeath and prc_ondying(sp) in REPLACEMENT of the bioware on death. The prc system will auto set the bioware xp slider to zero as soon as you enable the prc death/bleed.
I made a few changes when I replaced the death/bleed system, but also a few feats require the PRC death/bleed to operate at all.
I'll check the oc fix and mod installs correctly alter the death/dying scripts once I get time.