I’m trying to combine several different phenotypes into a module, but whenever I try to set a creature’s phenotype to 100+ via SetPhenotype(), it doesn’t seem to work. I updated the phenotypes.2da, but what else could I check? Has anyone else had this issue before? I’m thinking of just moving this phenotype to a number under 100 at this point.
According to my notes, SetPhenoType() used to work before EE, but now there is a bug if the phenotype has no talk table entry.
As it happens, my examples were also in the 100+ range, but that might be coincidence.
I’m not quite certain, as I was able to work around the bug by setting the phenotype in the toolset.
Update - I tested this. SetPhenoType() works in the latest retail version of EE if the phenotype has a talk table entry, even if the phenotype number is 100+.
This already worked on 1.69 and as can be read from the description it uses pheno 101 102 and 103
https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/musical-phenotypes
Yes, that’s one example I’m using.
As previously mentioned, it worked in 1.69 but failed in EE until I added talk table entries.
Hm, I must be doing something wrong then. I did add talk table entries, and could then set the phenotype in the toolset when it was 100+, but I can’t use SetPhenotype(100), even with talk table entries. When I moved the phenotypes to something under 100, I was able to change via script though. I don’t need 100 phenotypes anyway, so this should work well enough for my purposes.
In NWN:EE the SetPhenoType script command appears to check if the phenotype is >=0 and <=99 for ??? reasons. This wasn’t the case in 1.69.
Edit: I asked around, 1.69 did have the check but it was broken and always returned true. And the reason why it’s limited to two digits is due to filename naming conventions.