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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Fri Feb 10, 2017 17:51 Post subject: |
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ShaDoOoW wrote: | Weird, it is simply not happening on my nwn installation. Anyone else with this issue? |
Here and i about the same, Valbor wrote: | i'm starting to think that the problem is in my NWNCX_Loader.exe or NWNCX.dll | only in my! Maybe i have not the newest version or bugged this files or is there any problem with running your patch? I don't even know where to look this bug. |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Sat Feb 11, 2017 2:55 Post subject: |
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Antegate wrote: | Quote: | Disabled automatic canceling of combat modes when moving, they will stay on until player manually disables them. |
Bug with feat of Flurry of blows. It is impossible to switch off. Helps only relogin on server.
Whether it is possible to make control of disabled automatic canceling in .ini? |
put
Disable Sticky Combat Modes=1
under [Community Patch] in nwnplayer.ini
but it works normally, you must found some special combination of actions/weapons/build where this happens, can you send savegame or tell more details?
Valbor wrote: | ShaDoOoW wrote: | Weird, it is simply not happening on my nwn installation. Anyone else with this issue? |
Here and i about the same, Valbor wrote: | i'm starting to think that the problem is in my NWNCX_Loader.exe or NWNCX.dll | only in my! Maybe i have not the newest version or bugged this files or is there any problem with running your patch? I don't even know where to look this bug. |
its not caused by NWNCX_Loader or NWNCX.dll, the bug must be in my plugin but I don't see where considering two different clients provides different results. You can try temporarily rename override or temporarily restore default nwnplayer.ini without any nwnx switches but I don't think it will help... Need more peoples with this issue so we can start comparing whats different. _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Sat Feb 11, 2017 8:36 Post subject: |
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ShaDoOoW wrote: | You can try temporarily rename override or temporarily restore default nwnplayer.ini without any nwnx switches but I don't think it will help... |
Yes, and it didn't help. |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Sat Feb 11, 2017 11:58 Post subject: |
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Question, it possible somehow to increase the number per day for any feat, not changing USESPERDAY in feat.2da ? |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Sat Feb 11, 2017 18:08 Post subject: |
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Valbor wrote: | Question, it possible somehow to increase the number per day for any feat, not changing USESPERDAY in feat.2da ? |
There is a vanilla function for that however it cannot set the number higher that is maximum in feat.2da USESPERDAY.
I don't think I can ignore this limitation even with NWNX. _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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zelkin
Joined: 18 Oct 2012 Posts: 5
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Posted: Sat Feb 11, 2017 18:22 Post subject: |
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With nwnx you can alter the uses per day on the CNWFeat struct (the offset for the value is 0x60) in the functions CNWSCreatureStats::GetFeatRemainingUses and (i guess) in CNWSCreatureStats::GetFeatTotalUses and after then you set to its original value. |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Sat Feb 11, 2017 18:28 Post subject: |
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Thanx |
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Antegate
Joined: 20 Apr 2012 Posts: 100
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Posted: Sun Feb 12, 2017 9:18 Post subject: |
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Quote: | Disable Sticky Combat Modes=1
under [Community Patch] in nwnplayer.ini
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Disable Sticky Combat Modes=1 doesn't yield result
DisableStickyCombatModes=1 doesn't yield result too
Quote: |
but it works normally, you must found some special combination of actions/weapons/build where this happens, can you send savegame or tell more details? |
I use a plugin for the server.
Look at the PM. |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Mon Feb 13, 2017 7:14 Post subject: |
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Antegate wrote: | Quote: | Disable Sticky Combat Modes=1
under [Community Patch] in nwnplayer.ini
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Disable Sticky Combat Modes=1 doesn't yield result
DisableStickyCombatModes=1 doesn't yield result too
Quote: |
but it works normally, you must found some special combination of actions/weapons/build where this happens, can you send savegame or tell more details? |
I use a plugin for the server.
Look at the PM. |
Again, cannot reproduce. Looked at your PM and logs. There is a bug with flurry of blows ignoring Disable Sticky Modes=1 but in my module I can deactivate flurry of blows normally.
I believe that the bug you have is a result of multiple plugins hooking the same method. Try temporarily disable every other plugin except nwnx_patch. If it helps then start enabling them one by one to see which conflicts with nwnx_patch - this would be good to know. Then you need tio configure that plugin and nwnx_patch to solve it, basically with the fix for flurry of blows ignoring Disable Sticky Modes it should work fine with this ini settings.
In case its not caused by another plugin then I will need as much informations as possible to reproduce it - which I wasn't able to.
EDIT:
hotfix version download
changes:
- fixed flurry of blows ignoring Disable Sticky Modes=1 settings
- better info in logs about above settings _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Mon Feb 13, 2017 7:48 Post subject: |
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Is it possible somehow to remove the limitation on the number of AOO in a round? |
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Antegate
Joined: 20 Apr 2012 Posts: 100
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Posted: Mon Feb 13, 2017 10:20 Post subject: |
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Quote: | Again, cannot reproduce. Looked at your PM and logs. There is a bug with flurry of blows ignoring Disable Sticky Modes=1 but in my module I can deactivate flurry of blows normally.
I believe that the bug you have is a result of multiple plugins hooking the same method. Try temporarily disable every other plugin except nwnx_patch. If it helps then start enabling them one by one to see which conflicts with nwnx_patch - this would be good to know. Then you need tio configure that plugin and nwnx_patch to solve it, basically with the fix for flurry of blows ignoring Disable Sticky Modes it should work fine with this ini settings.
In case its not caused by another plugin then I will need as much informations as possible to reproduce it - which I wasn't able to. |
I will try to learn what plugin clashes.
Thanx |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Mon Feb 13, 2017 20:23 Post subject: |
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Valbor wrote: | Bugs:
1. If a PC or NPC has Plot status, and use stealth or search mode will not penalty to speed, it standard game bug and i would like to see this fixed. |
ShaDoOoW wrote: | Bug1. I guess I can try fix this. While invulnerable it makes no sense to be also immune to penalties of stealth/detect mode. |
Suggestion: Can be also it's fix in horse functions at decrease skills and attack with a bow. Example to remove Plot at the time of adding of penalties. |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Tue Feb 14, 2017 3:44 Post subject: |
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Valbor wrote: | Is it possible somehow to remove the limitation on the number of AOO in a round? | it is possible, i already experimented with this, Im not sure though how to make this dynamic which is a problem
Quote: | Suggestion: Can be also it's fix in horse functions at decrease skills and attack with a bow. Example to remove Plot at the time of adding of penalties. |
That I don't see possible. Also think that its just waste of time to try change the stealth penalty in plot status. Why do you make player/npc plot? Perhaps you should use immortality? _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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Valbor
Joined: 26 Dec 2016 Posts: 145
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Posted: Tue Feb 14, 2017 7:29 Post subject: |
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ShaDoOoW wrote: | Perhaps you should use immortality? |
This in my module there are some Plot henchman for some conditions. In principle, this is not so important for me. |
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ShaDoOoW
Joined: 20 Aug 2005 Posts: 584
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Posted: Wed Feb 15, 2017 13:19 Post subject: |
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Another hotfix version 1.21b - this is only client plugin, no changes were made to server plugin
changes:
- improved custom class spellbook population: partially invalid spells will no longer be filled into spellbook (what doesn't have innate level set is now considered as invalid spell), fixed issue where the spellbook added both master spell and subspells _________________ Community Patch / NWNX Patch / NWNX Files / NWNX Connect |
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