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Problem with recruitment mod


Fastmaniac

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Hi everybody,

 

I'm new here at Lucasforum but I've been reading threads for a long time to look at other mods and to help me creating mods. So this is the first time I actually have something to tell.:) So, this is my problem:

 

I've been trying to create a recruitment mod for K1.

Everything works except for one thing:

When I save a game while I'm on the Ebon Hawk and load it (doesn't matter whether immediatly after saving or after restarting the game) there is another NPC standing next to my recruited npc. It is the exact same NPC. I can't figure it out how to fix it. I checked the recruit script and the .utc file. But I could'nt find anything. I hope somebody can help me...

 

I'd appreciate any replies... thanks...

 

(And Sorry for my english... I hope you can understand it...)

 

Fastmaniac

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I'm new here at Lucasforum but I've been reading threads for a long time to look at other mods and to help me creating mods. So this is the first time I actually have something to tell.:) So, this is my problem:

 

I've been trying to create a recruitment mod for K1.

Everything works except for one thing:

When I save a game while I'm on the Ebon Hawk and load it (doesn't matter whether immediatly after saving or after restarting the game) there is another NPC standing next to my recruited npc. It is the exact same NPC. I can't figure it out how to fix it. I checked the recruit script and the .utc file. But I could'nt find anything. I hope somebody can help me...

 

Welcome to the forum. :wavey:

 

If I remember correctly there is an event script (k_pebn_pophawk) in the Ebon Hawk area that runs whenever the area is loaded (loading savegames counts as this too). This script will first delete all party members from the area and then spawn them at waypoints at the locations of the ship where they should be waiting around.

 

The problem is most likely caused by how this script works. It will delete party member NPCs based on their tag, while it will spawn them based on their party table slot. So if you've added a new NPC to the party table with a tag other than one of the standard party members the removal part will fail (since the script doesn't know about the tag of your new NPC), but the spawn part will succeed. This would result in both the original NPC being there, and a new copy being spawned in.

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