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Very strange bug


Silveredge9

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I've created an NPC that should wear a mask, for example's sake with a resref and a tag of 'g_i_mask99'.

 

When you find the character though, he doesn't wear the mask for some reason. Yet if I saved it right there, and loaded that file then and there, the character would be wearing the mask as if it was always like that.

 

I'm totally out of ideas on what the problem would be, it defies logic. I use this specific NPC in multiple modules, with the exact same stats, feats and so on. And the mask shows up fine.

 

Anybody experiance anything like this? Or know of some sort of solution.

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I've created an NPC that should wear a mask, for example's sake with a resref and a tag of 'g_i_mask99'.

 

When you find the character though, he doesn't wear the mask for some reason. Yet if I saved it right there, and loaded that file then and there, the character would be wearing the mask as if it was always like that.

 

Which game is this for, KOTOR or TSL? Is the NPC a party member or a normal, non-party NPC? Does the character have the mask equipped in its template, or is it added/equipped via a script? If there are any prerequisites for equipping it, are they fulfilled? Is the character pre-placed in the area or is it spawned in at some point? Is the mask actually equipped (but just won't show up visually) on the NPC when the problem appears?

 

I haven't noticed something like what you describe. The only problems with headgear I've seen is that some head models don't have any headgear hooks, and UTCs with the tag of certain partymembers set won't visibly show headgear even if their model does support it.

 

The inventory of all NPCs (and PCs) in the area is loaded whenever the module is loaded, either via a transition or loading a save. So I'd guess something is not set right initially that gets corrected when you reload a save or move between areas.

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Which game is this for, KOTOR or TSL? Is the NPC a party member or a normal, non-party NPC? Does the character have the mask equipped in its template, or is it added/equipped via a script? If there are any prerequisites for equipping it, are they fulfilled? Is the character pre-placed in the area or is it spawned in at some point? Is the mask actually equipped (but just won't show up visually) on the NPC when the problem appears?

 

I haven't noticed something like what you describe. The only problems with headgear I've seen is that some head models don't have any headgear hooks, and UTCs with the tag of certain partymembers set won't visibly show headgear even if their model does support it.

 

The inventory of all NPCs (and PCs) in the area is loaded whenever the module is loaded, either via a transition or loading a save. So I'd guess something is not set right initially that gets corrected when you reload a save or move between areas.

 

- It's for K1.

- The NPC is a standard normal NPC. The mask is equipped on the character via the NPC's .utc file.

- All prerequisites are fulfilled for equipping the mask. Besides the NPC has the 'Proficiency All' feat, so this shouldn't be an issue.

- The NPC is spawned into an existing module via script injection.

- I'm not sure if the mask isn't appearing despite being equipped, or it isn't appearing because the NPC doesn't have it equipped for real.

- The mask does work with the NPC Head, as the combination is used in other modules.

 

I've been testing this using an autosave that loads the module. But I've also done testing by entering the module from a different one. The problem still occurs. Yet something occurs during a load from a save within the module that fixes this problem.

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- I'm not sure if the mask isn't appearing despite being equipped, or it isn't appearing because the NPC doesn't have it equipped for real.

 

 

I've been testing this using an autosave that loads the module. But I've also done testing by entering the module from a different one. The problem still occurs. Yet something occurs during a load from a save within the module that fixes this problem.

 

Sounds strange, hard to say what could be wrong without knowing how everything is set up. You could try to make the script spawning the NPC also equip the mask on them and see if it makes any difference. Like:

 


void main() {
   object oNPC = CreateObject(OBJECT_TYPE_CREATURE, "[color=Yellow]npcutcname[/color]", GetLocation(GetFirstPC()));
   AssignCommand(oNPC, ActionEquipItem(GetItemPossessedBy(oNPC, "[color=Yellow]TagOfMask[/color]"),  INVENTORY_SLOT_HEAD, TRUE));
}

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The script works, but again only after saving and loading.

 

Though I tried something else, I took references to the mask out of the .UTC file and instead added it to the inventory and equipped in on the NPC during the first line of the dialogue through a small script, and everything works fine, the mask shows up without having to save and load. Very strange.

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