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Is there any sort of migration guide?

CatSnacCatSnac Member Posts: 3
Hey folks,

My friends and I ran a PW server back in the early 2000s and are looking to get back into playing it again as well as opening it up for other players who enjoyed the module back in the day.

I was able to dust everything off, load the module (includes the CEP 2.x and the Bioware Tilesets) and build without error. However, when I try to play the module, very few of the transitions actually work and I'm not seeing any monster spawns.

For example, clicking a door may or may not open it. The transition mouse-over highlights, but doesn't do anything. The transitions between areas also do not work.

For now, we've fallen back to NWN Diamond where things seem fine, but would like to move to EE if possible.

Any pointers other builders can share migrating to EE or actual documentation pointers would be appreciated.

Thanks!

Comments

  • ProlericProleric Member Posts: 1,316
    edited March 10
    Strange. 1.69 modules generally work in EE.

    First thing to check is that you have the latest version, and that your custom content is in Documents and not the game installation folders:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1309774090

    A few modules used to have door issues. Here are the cases, though I believe they've all been fixed now:
    https://neverwintervault.org/project/nwnee/script/ee-door-transition-fixes

    I don't recall any issues with spawns - others may know better.
  • CatSnacCatSnac Member Posts: 3
    It gets stranger. If I load the module in single-player mode everything works fine. As soon as it's loaded via nwserver, the issue is observed.

    I've tried re-creating one of the problematic doors in the toolset to see if that would resolve it, but the issue persists.

    I'm really rusty with this stuff (been 15 years since I last worked in the toolset). Do you have any suggestions on how to attempt to diagnose?
  • CatSnacCatSnac Member Posts: 3
    Figured it out. The issue was the door had a script to close the door after it had been opened, but it had no delay. Adding a delay allowed the door to work when running in server mode. Interesting that there would be a difference in the behavior depending on how the module is being run.
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