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Mod incompatibility

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simple796
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Mod incompatibility

Post by simple796 »

I'm having an issue with some installed mods. I've installed Kaedrin's PrC pak, and it's been good - I mainly installed it for the Wildshape fixes (and Panther form), and the new spells/feats/prestige classes were all very much welcome.

But the annoying as hell AI wa still an issue. I mainly wanted my fighters to switch to ranged weapons automatically when I cast an AoE spell like Entaangle. So I installed Tony's AI mod. It offered me all of the options I wanted.

Then I ran into a problem. Basically, everytime I'd get into a battle, my NPC companions would just stand there like morons, as if I had turned the AI off. I'd set them to Attack Nearest, but nothing.

After removing Kaedrin's mod, I learned that it was the problem. After taking it out, suddenly the NPC's behaved the way I had set them too, and Tony's mod worked perfectly.

The issue is that I like them both. Is there any way I could have them both installed? I had put them in the My Documents override folder, and nothing. I installed another Shapeshifting mod fix (Super Wildshape mod), but I really like Kaedrin's.

EDIT: By the by, my game has all the official updates (let the updater do it's thing), and has both MotB, and SoZ installed.
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Scottg
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Post by Scottg »

I've got no good answer for this. :(


I too have had problems with Kaedrins. (..that I think I've tracked down to using non-standard races.)

I've also had problems with companions "standing around", but I'm not sure it can be attributed to Kaedrins. See "Forgetful Companions":

http://nwn2.wikia.com/wiki/Game_engine_bugs

It tends to be a saved-game bug. In other words - going back to a prior save before the problem occurred seems to "fix" it (..or at least it has for me).
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simple796
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Post by simple796 »

Nope, not a save error, I just checked on your suggestion.

Whenever I remove the mod, it works just dandy, same save and all.

I've posted this on a few other forums as well, and one such mentioned that on a few PCs, there is an overload of commands, and the AI tends to freeze. He recommends simply deleting the tactical AI mod. I might just do that.
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Scottg
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Post by Scottg »

simple796 wrote: ..He recommends simply deleting the tactical AI mod. I might just do that.


Well I hope that it works for you! :)

(..it's not a mod that I've ever tried, but I too find the AI and command structure to often be annoying (or down-right broken) - and sadly over time I think I've just come to accept it.) :oops:
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simple796
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Post by simple796 »

I've finally gotten them both to work! Thisi s what I've posted on that other forum:

Huh. After doing some test, I've learned that the main issue between the two mods is whether or not Weapon switching is on. When I turn that little feature off, suddenly they start moving.

After scouring the web for answers, I came across this (in a combination mod pack):

"One thing I was able to do was update a script that comes into play when a toon loses an item. This actually happens a lot, like during weapon switching. The way I’ve interpreted it, weapon switching actually makes the toon lose an item, while a copy is made and the old one is destroyed. Kaedrin updated that script at some point in 1.41, or so. It seems to cause toons to just stand around if they have weapon switching turned on. Kaedrin’s script did not have the same “include” that was used in Tony K’s AI, so I added it back in and recompiled the script. So far I haven’t had toons standing around when they should be fighting, but I still can’t say for sure if this fixed anything. It doesn’t seem to hurt anything by using the updated script, so I’ll keep it in the distro for now."

That gives me some sooort of leads, shame I know squat on scripting. Still, I figured out much on that NearInfinity for Baldur's Gate/Icewind Dale,I can figure this out as well.

EDIT: I think I've found the offending script. It's "ccs_player_equip.NCS". I removed that, and suddenly enemies can attack, and swap weapons! According to Kaedrin's main site...

"The equip script clears all actions so that could be what is breaking the AI. 1.41.4 had the ASF penalty instead.

I'll think about what to do with it."
I wish I had that ASF penalty script, but eh. Do you think this will cause any long term issues? I better post this in that other thread I made.

Thanks for all of your help!
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Scottg
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Post by Scottg »

:cool:
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