Help with older content?
Knickalen
Member Posts: 8
Ok so trying to install:
https://neverwintervault.org/project/nwn1/script/curse-wolf-player-dm-controlled-lycanthropy-script
Ideally as an override so it would work across whatever I elected to play. Right now primarily the main campaign. I really wasn't that good with the toolset over a decade ago when I was playing this game all the time. Turns out I am less so now. Like newb level -50. I managed to get the player controlled widget into the main game. But I have no idea how to get the scripts to work along with said object outside of it's sample mod. Any help would be deeply appreciated, just please in advance, explain it like your talking to a 5th grader. Not even a particularly bright 5th grader. Really just very average. Thanks very much!
https://neverwintervault.org/project/nwn1/script/curse-wolf-player-dm-controlled-lycanthropy-script
Ideally as an override so it would work across whatever I elected to play. Right now primarily the main campaign. I really wasn't that good with the toolset over a decade ago when I was playing this game all the time. Turns out I am less so now. Like newb level -50. I managed to get the player controlled widget into the main game. But I have no idea how to get the scripts to work along with said object outside of it's sample mod. Any help would be deeply appreciated, just please in advance, explain it like your talking to a 5th grader. Not even a particularly bright 5th grader. Really just very average. Thanks very much!
Post edited by Knickalen on
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##DebugMode 1
##dm_spawnitem resref_of_the_controller_item
i downloaded it and checked it - it is not scripted with "tag-based" scripting in mind.
This would have to be reworked significally to work as override. (Or BeamDog has to give us the script which runs in every module - something I requested on an internal feature tracker)
Alternative would be to manually set the module's OnActivate event to the cotw_on_activate which will however disable the module's activate features (bad bad) or to merge it which needs a bit of scripting knowledge.
Maybe I can find a time and rework this into override, but no promises.
This can be done using scripting now under NWN:EE however we still lact the script that I requested which makes changing module events via scripting little difficult to do. There is still a workaround to that, but not very good one and you might overwrite existing functionality of module/other package like that.
The best option would be to follow the installation in the package readme, however installing this into singleplayer module was probably never intented and while possible, it is impractical because singleplayer modules are mostly detached into many parts and each part is different module so you would have to install it into all parts...
Anyway, when the readme says:
// Add the following line to somewhere at the top of the script
#include "cotw_include"
// Add the following line to somewhere in the void main function.
DelayCommand (6.0, COTWOnClientEnter (GetEnteringObject()));
what it means is that you open module of the singleplayer you want to install it, import the cotw_base_1_00 and then go into Edit - Module Properties - Events.
There you locate OnClientEnter and then you press edit button located right side of it. This will open script editor.
There you add line
#include "cotw_include"
above void main() line
and then you add
DelayCommand (6.0, COTWOnClientEnter (GetEnteringObject()));
right under the first bracket "{" under void main, then save and compile - it shouldn't throw an error.
you do this for other events and that should make it work properly - yes it is a lot of work something not really expected from a player, this is because the package was never intented for players but module builders instead as they possess this knowledge.
I thought this might be an issue of having used steam to install things, and perhaps they didn't follow. So I uninstalled everything via steam. Started over with a new copy of chapter 2 and tried again. Same thing, hundreds of missing files. I'll try again using your guidelines and see if it makes a difference.
nwn has special treatment to the campaign modules, even if you copy the nwm and rename it to mod, without renaming the module everytime you try running it it will run the file in nwm folder. And while renaming will help and allow you at least to test your changes, the possible older savegame will still load the unrenamed module and you would have to start again and instead of starting campaign normally you would have to start it using Other Modules.
Anyway, to avoid this you need to rename your customized module back to nwm and overwrite the original file. Then it should work assuming you did everything correctly. If you start the modified, renamed module using F9 does it work?