It worked!!! I was able to repeatedly enter the area with all scripts enabled. There wasn’t one crash! Now I can finally get on with this. Thank you again for your help!
I’ve been spending a lot of time trying to finish up the final area of the first chapter so the player can transition to the start of the second module. It’s a fairly complex area with three cutscenes, lots of custom content, unique f/x, sounds, and plenty of scripting. Unfortunately, some corruption has started to creep in. It began when the mid cutscene began to bail half way through. I needed to replace a metatile because the floor wouldn’t display properly. That’s fixed now, but more issues keep popping up. I tried various methods to fix them, but they won’t go away. Finally, I’ve decided to just rebuild the area and the mid cutscene. This will give me a chance to fix some unrelated issues with the layout and lighting.
Onward.
Sometimes…nothing left to do other than starting over for an area or an event that doesn t turn right.
All right, the final cutscene for the first chapter is complete. (Woo-hoo!) The next step is to make sure the transition to the second chapter kicks off the starting cutscene. After that the first chapter will be essentially feature complete. I’ll still need to do some feature checking and add in some final details. The rest system needs to be finished along with party management. I should then be able to do a full play-through of the first chapter.
really cool (and things look good)
are the brackets in text needed if the color is green? seems distracting …
are the brackets in text needed if the color is green? seems distracting …
Not really. I just copied the setup from NWN, but no need to stick to that form.
I’m doing some cleanup now, particularly with the hak files. The combined size of the haks is now over 1 Gb, which may limit my ability to add mods for the second chapter. What I decided to do is add another hak file specific to chapter 1. That way I can free up some space in the second. I also found some duplicate files, which may have been causing some graphics issues I’ve experience from time to time. (Thanks to Crom for the suggestion.) We’ll see.
I’m also working on the companion scripting and conversations. The version in NWN is oriented around a party of henchmen, whereas in NWN2 it will be more directly controllable companions. That necessitates modifying stock files like x0_i0_henchmen and x2_inc_banter.