Sean2k Posted April 24, 2005 Share Posted April 24, 2005 that what was happend to me after I added a lot of mods to the game and started all over. It happened 2 times, the first was on peragus when the sith attacked, I let some come in to get the XP but when it loaded to inside ebon hawk, there was nothing there, no enemies nor companions, I couldn't get out of the ebon hawk and I coldn't take of. I loaded the autosave, shot all the sith(by the way a cool feature which should have been used more i the game) and fleed the rock(and blew up the planet on the way out:D ), the second time was on Nar Shardar when you fight the red eclipse inside the ebon hawk, exactly the same problem. Now I have seen the same promblem in another thread but at that time I hadn't tried it my self, but now I have found out what the problem was and would like to show one way to fix it. the problem was with the (super great by the way:D )HK-47 Part Bin v1.0 mod. I tried deleting every files until the game started working(a LOT of work) and when I deleted this mod and loaded a save then there where no problem. So 1 way to use this mod is to get the items in the bin next to HK-47, save the game, close it, deleted the files from the mod, then restart the game, load the save and continue with the game as if nothing happend . If someone out there knows an easier way let me know. And last to Shimaon, THANKS for a really cool mod, I always did Nar Shardar first and rushed it, just to get the last part for HK-47, but no more , thanks again. Link to comment Share on other sites More sharing options...
Jeff Posted April 24, 2005 Share Posted April 24, 2005 That's the only way I know how to do it. I had the part bin and I deleted it and loaded a previous save and it worked fine. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 24, 2005 Share Posted April 24, 2005 Originally posted by DarthMoeller That's the only way I know how to do it. I had the part bin and I deleted it and loaded a previous save and it worked fine. DIDDO same here in that problem area. I did the same thing and it worked. I just never used the storage bins or the kolto tank mod in the back of the hawk again VERY SAD as I LOVED it. I wished it would have worked for me. Link to comment Share on other sites More sharing options...
Nasadus Posted April 24, 2005 Share Posted April 24, 2005 Thanks so much for finding out what was causing it.I was stuck on the Red Eclipse part for about a week now. Link to comment Share on other sites More sharing options...
Sean2k Posted April 25, 2005 Author Share Posted April 25, 2005 Glad I could help, normaly it is the other way around . I love this mod so it is good that there is a way to make it work Link to comment Share on other sites More sharing options...
Darkkender Posted April 25, 2005 Share Posted April 25, 2005 What are the mods you have installed as I believe I know where alot of the culprit lies. Part of it is Obsidian in there infinite wisdom reused certain module files in different modules which causes these glitches and bugs in the game. Link to comment Share on other sites More sharing options...
stoffe Posted April 25, 2005 Share Posted April 25, 2005 That particular problem I believe is caused by putting an 003ebo.git file in the override folder. For some reason a file named such exists in both the modules 003EBO (Normal Ebon Hawk) and 004EBO (Red Eclipse invaded Ebon Hawk). Putting one in override will cause the game to use it for both areas, which you don't want. That file contains information about all dynamic objects in an area such as pre-placed creatures, placeables (containers etc) and triggers. So, using the 003ebo.git from the normal ebon hawk would make all the slavers disappear in the Red Eclipse module. You can get the intended result by spawning a container with HK parts with a script instead of modifying the 003ebo.git file. This is what I'm currently doing and it works fine as far as I can tell. This is what I did: 1) Modify the k_003ebo_enter script to look like this. Ie trigger an auxilary script named 003_onenter_hook after the hawk has been refreshed. Compile and put in override. 2) Create the 003_onenter_hook.nss script. Mine looks like this: // --------------------------------------------------------------- // 003_onenter_hook.nss // Fired from k_003ebo_enter after the Hawk has been refreshed. // --------------------------------------------------------------- // Last changed: 2005-04-22 // --------------------------------------------------------------- void SpawnMedlabBench(); void SpawnHKPartsBin(); // --------------------------------------------------------------- // ST: Extra things to do when entering the Ebon Hawk... // --------------------------------------------------------------- void main() { // ST: Spawn a lab workbench in the medbay... SpawnMedlabBench(); // ST: Spawn HK repair parts after having left Telos Academy. if ((GetGlobalNumber("262TEL_Escape_Telos") > 0) && !IsAvailableCreature(NPC_HK_47)) SpawnHKPartsBin(); } // --------------------------------------------------------------- // ST: Spawn a medlab workbench in the Ebon Hawk Medical bay. // --------------------------------------------------------------- void SpawnMedlabBench() { object oLab = GetObjectByTag("MedBen"); if (!GetIsObjectValid(oLab)) { oLab = CreateObject( OBJECT_TYPE_PLACEABLE, "plc_workb_med", Location([42.46, 39.10, 1.8], 90.0) ); } } // --------------------------------------------------------------- // ST: Spawns a plasteel cylinder containing HK repair parts in // the closet containing the deactivated HK47. // --------------------------------------------------------------- void SpawnHKPartsBin() { location lLoc = Location([54.09, 53.50, 1.8], -3.0); int nIdx = 0; int bFound = FALSE; object oBin = GetObjectByTag("MilHighPlstcCylin", nIdx); while (GetIsObjectValid(oBin)) { if (VectorMagnitude(GetPosition(oBin) - GetPositionFromLocation(lLoc)) < 1.0) { bFound = TRUE; break; } oBin = GetObjectByTag("MilHighPlstcCylin", ++nIdx); } if (!GetIsObjectValid(oBin) || !bFound) { oBin = CreateObject( OBJECT_TYPE_PLACEABLE, "g_tresmilhig005", lLoc ); if (GetIsObjectValid(oBin)) { RemoveHeartbeat(oBin); CreateItemOnObject("hkpart01", oBin); CreateItemOnObject("hkpart02", oBin); CreateItemOnObject("hkpart03", oBin); CreateItemOnObject("hkpart04", oBin); CreateItemOnObject("hkpart05", oBin); } } } (My script spawns a medlab workbench in the medbay as well. Just remove that function call in main() if you don't want that.) Or, if you aren't comfortable with compiling scripts, I've put up the compiled versions in this archive. If you use those scripts, a plasteel cylinder containing all of the HK parts would appear in the closet where HK47 stands as soon as you leave the Telos Academy. Link to comment Share on other sites More sharing options...
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