Neverwinter Nights 2

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JEMcKellar

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  1. GCoyote
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    In response to post #14390558. #14451868, #14463458 are all replies on the same post.
     

    More Info

    I saw the note you left Arkalezth on the vault and on a whim I ran the "pcsquad_clear" scrip. In the message window I got an overflow of the following:

    "Effect List Overflow: (1260 > 500) OID: ffffffff, Tag:"
    "Effect List Erased: (1261 > 1000) OID: ffffffff, Tag:"

    With slight variations.

    Still playing, I'll let you know if anything else interesting happens.
     


    Got a potential fix for this issue from kevL over on the new Vault. I haven't had a chance to test it but it makes sense.
     


    that's interesting, never run into it -- I'm curious about how many ?

     

    there's not a standard console command for it, but a script is fairly straightforward:

     

    // cleartargeteffects

    void main()

    {

        object oTarget = GetPlayerCurrentTarget(OBJECT_SELF);

        if (GetIsObjectValid(oTarget) && GetObjectType(oTarget) == OBJECT_TYPE_CREATURE)

        {

            int i;

            effect e = GetFirstEffect(oTarget);

            while (GetIsEffectValid(e))

            {

                ++i;

                RemoveEffect(oTarget, e);

                e = GetFirstEffect(oTarget); // sic

            }

            SendMessageToPC(OBJECT_SELF, "cleared effects : " + IntToString(i));

        }

        else SendMessageToPC(OBJECT_SELF, "target a creature");

    }

     

     

    It's conceivable that effects weren't removed before similar ones were (re)applied ... or more likely someone slipped up on a loop somewhere

     

     
  2. cerebus179
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    I like this module but it needs a walkthrough. The first quest was easy enough. But the arsenasl building is huge and nothing but guards walking around i couldnt find the quest target.
  3. deusy
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    Took a lot longer than I expected to finish this (that "real life" thing getting in the way), but was well worth it. Pretty much everything I didn't like in the first one (not that it was bad) was much better in the second. The quips are more numerous, the philosophical ramblings are less redundant and don't feel out of place anymore. The story focuses more on a few characters and much more on your own character, rather than spreading too little module too thin to develop characters that matter. The fights are bigger and better, the characters more interesting, the story feels smoother and less forced, and the constant losses are more worthwhile because there's actually a small victory once in a while. It's obvious a lot of effort went into designing the battlefields and making everything work "just right" (turn on debugmode and look at the massive fields of yellow), and this module feels like the first one should have. I think I had a single crash in the entire module, which is impressive for literally hundreds of area transitions. I finished the first kinda glad I was done with it (even if it was good), yet the second leaves you wanting more... I liked it enough and got thinking, and actually created a ranger build somewhat inspired by the combat in this module. It's well worth more endorsements than it's currently got.
    The trade system and all the other features are useful, simple, and interesting... also, being called "Snakebutt" is amusingly fitting for a Yuan-ti ranger. Only thing that felt a little out of place was WAY too much "adieu", but that's probably personal preference for variety.

    I only ran into two things that broke, and they were fairly minor:
    1) After freeing gnomes and stalling imps north of Wassau (Rhuazhang, Ruazhang, however it was spelled), got clipped up into a building at 130, 160, 6, during combat. Could move, couldn’t get out of the tiny square elevated area (which was walkable, probably for archer placement or something), had to dm_jumptopoint... don't know if it's relevant to anything or was just a fluke.
    2) Later on, trying to stall the imperials and golems on their way through the woods broke. I don't know if *I* broke it by fighting too well (eventually the after-battle report said I killed over 200 of the things before I had to flee, wasn't paying attention and perhaps I kept the two forces apart too long) or something went wrong on its own, but both the imperials and the golems stopped advancing. None of the militia moved to engage or were being killed by imperials, I couldn't lead one force to the other, reloading save or reloading game didn't help, neither did reentering the area from any direction. I got the quest to advance by directly killing the militia, but that made the whole faction permanently hostile (and I had to reload). I stealthed and let things go on their own for a good half an hour before enough minor AI wanderings caused enough damage to progress the quest... everything worked fine after that.
  4. GCoyote
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    Another odd thing.

    Once before, I've hit a bug wherein I'm unable to cast personal affecting spells and my bardic inspirations stop working on my PC. I am able to cast spells on NPCs and my animal companion, just no on my PC. I'm now getting ready to defend Beaufort and I've hit the same bug. In addition, I see that I'm not getting the defensive benefit from using cover. I'm in the fence line North of the creek and I should at least be getting a concealment bonus IIRC.

    Suggestions?
    1. JEMcKellar
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      My only guess is that somehow the effects on your PC have been maxed out. Maybe a rest will fix things, or maybe it's something with Kaedrin's. Do the other terrain effects show up? Is it just the concealment effect?
    2. GCoyote
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      A rest does not seem to fix it. None of the terrain effects appear to be working once the bug hits. Something appears to be "stuck".

      I went back to the last save I had where everything was working and played until it broke. Oddly enough my bardic inspirations stopped working in the gwailor hills after Vexed to Nightmare. The PC speaks to Pao, who is shown as added to "billet 4", and then to Desiree. First Pao disappears and then the effects of bardic inspirations. Very odd as there are no terrain effects in that area are there?
    3. GCoyote
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      More Info

      I saw the note you left Arkalezth on the vault and on a whim I ran the "pcsquad_clear" scrip. In the message window I got an overflow of the following:

      "Effect List Overflow: (1260 > 500) OID: ffffffff, Tag:"
      "Effect List Erased: (1261 > 1000) OID: ffffffff, Tag:"

      With slight variations.

      Still playing, I'll let you know if anything else interesting happens.
    4. JEMcKellar
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      Thanks, GC, that seems like a promising lead. I haven't had the time to open up the toolset and work through the scripts just yet, but I'll try to get to it before too long.
  5. Arkalezth
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    I've found a bug in the quest "Vexed to nightmare". After the battle, Pao Shifu is supposed to follow me in order to speak with the colonel at Beaufort, but he just stays there, without following me at all (I tried using the command items). If I try talking to the colonel myself, the conversation breaks at one point because Pao isn't around.

    I've done this three times and I always get the bug. Is there any way to fix this or move the journal forward?
    1. JEMcKellar
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      crosspost from the Vault:

      @Ark: It's the halt command that stops the squad members from crossing areas. If you use the widget again, your PC should say something like "follow me". Go through an area transition just to make sure Pao follows you. If that works, you need to set your quest_vexed back to 23, and then restart the conversation with Natjie in the Beaufort meeting house.

      To skip the convo altogether, you need to add quest_unvanquished 35, quest_vexed 30, quest_blood 1, and give yourself 250gp.
    2. Arkalezth
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      Thanks, I saw the reply there (and replied again). I posted it on both sites just in case you checked one more often than the other.
  6. GCoyote
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    Aftermath of the final battle.
    4275660-1376860616.jpg
  7. GCoyote
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    Odd bug.  Continuing from with my new PC from  
    I run into a similar situation.
     
    At the beginning of the Sojourner quest, I go out to speak with Lao Nupo and she isn't there.  I checked the saved game from the Kidnapped quest and when I finished that one she was sitting on her log, right were she was supposed to be.
     
    I was able to guess the correct journal entry to bump my game forward but that is now two bugs that have one thing in common, a missing gnome npc.  Thought I'd mention it in case it affects scripting in the new versions.
  8. JEMcKellar
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    I confess, I stole it all. I just hope W.B. Yeats would find some humor in the Shen Finn and ERA puns. Act titles were cribbed from 'The Unvanquished' by William Faulkner, and a bit else from 'The Long Roll', a bit of ACW pulp by Mary Johnston. What rough beast, indeed.
  9. GCoyote
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    The Second Coming by William Butler Yeats

    Turning and turning in the widening gyre
    The falcon cannot hear the falconer;
    Things fall apart; the centre cannot hold;
    Mere anarchy is loosed upon the world,
    The blood-dimmed tide is loosed, and everywhere
    The ceremony of innocence is drowned;
    The best lack all conviction, while the worst
    Are full of passionate intensity.

    Surely some revelation is at hand;
    Surely the Second Coming is at hand.
    The Second Coming! Hardly are those words out
    When a vast image out of Spiritus Mundi
    Troubles my sight: somewhere in sands of the desert
    A shape with lion body and the head of a man,
    A gaze blank and pitiless as the sun,
    Is moving its slow thighs, while all about it
    Reel shadows of the indignant desert birds.
    The darkness drops again; but now I know
    That twenty centuries of stony sleep
    Were vexed to nightmare by a rocking cradle,
    And what rough beast, its hour come round at last,
    Slouches towards Bethlehem to be born?


    http://en.wikipedia.org/wiki/The_Second_Coming_(poem)
  10. GCoyote
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    Just for grins I did a search on Dana'an and that lead me to this: http://en.wikipedia.org/wiki/Tuatha_D%C3%A9_Danann on wiki.


    Tuatha Dé Danann

    The Tuatha Dé Danann (peoples of the goddess Danu, Modern Irish pronunciation: [t̪ˠuːəhə dʲeː d̪ˠan̪ˠən̪ˠ], Old Irish: [t̪uːaθa d̪ʲeː d̪an̪an̪]) are a race of people in Irish mythology. In the invasions tradition which begins with the Lebor Gabála Érenn, they are the fifth group to settle Ireland, conquering the island from the Fir Bolg.