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nw_c2_defaulte

Posted: Fri Dec 12, 2008 5:23 pm
by Teric neDhalir
I have come across an *ahem* oversight in the new version of nw_c2_defaulte (the default OnBlocked script) where they seem to have removed the code for NPCs to open doors if blocked by them, so my latest patrolling guardian who should be walking waypoints around the dungeon looking for intruders to wallop just stands in the room he's spawned in scratching his you-know-what. Something to do with the Tonyk AI stuff that they've added, I think. Is this something that should be globally fixed, or is it known about and due for an Obsidian fix?
Teric

Re: nw_c2_defaulte

Posted: Fri Dec 12, 2008 5:27 pm
by AcadiusLost
This is the first I've heard of the problem, though I'm not sure TSM has any NPCs set to walk through doors currently, so we just might not have noticed it. Perhaps it would behoove us to find someone who hasn't updated yet, and get a copy of their scripts.zip and scripts_x1.zip files from /data? That way we could compare the versions and see what they might have broken, then override it with a hak'd copy containing a fix, if necessary.

Thanks for bringing it to my attention.

Re: nw_c2_defaulte

Posted: Fri Dec 12, 2008 5:35 pm
by Wynna
*gulps* I added my own onblocked scripts some time ago. Thought I was doing something stoopid with the NPCs that just stood around, so I wrote it myself. Shoulda mentioned it. Sorry.

Re: nw_c2_defaulte

Posted: Fri Dec 12, 2008 6:22 pm
by AcadiusLost
Ah, I should have remembered the wandering faculty and their door-related shenanigans. I don't believe the ACR does anything special with OnBlocked currently; perhaps Wynna could post the related bits of her custom OnBlocked script here for Teric to use temporarily?

Re: nw_c2_defaulte

Posted: Fri Dec 12, 2008 10:10 pm
by Teric neDhalir
I've only just noticed this, so don't know if it's an SoZ issue...
There's no need to find un-updated mods - if you Open Script/Conversation you'll see two versions, one from the original install and a new one in the X2 scripts.zip. As far as I can tell the SoZ version is different because of henchman behaviours, which I don't think I need worry about, so I'm going to try duplicating and renaming the original and see if that works.

Re: nw_c2_defaulte

Posted: Fri Dec 12, 2008 11:28 pm
by Teric neDhalir
Update: Assigning a renamed version of the original nw_c2_defaulte script to the NPC's OnBlocked slot fixes the problem. I haven't tried pasting the relevant code into the relevant acr_cre_xx script to see if that acts differently.