Just registered here. I’ve got 2 issues with my mod that I’ve been trying to solve for a long time, off and on. I’m moving on to other games at the moment, after playing NWN for about a year straight, and I want to get the current version of my mod uploaded before I do. But I’d like to fix at least one of these issues first.
- I’ve created a modified version of the nw_o2_coninclude script in my mod, adding a bunch of gear to the treasure generation functions, changing the chances for scrolls to spawn in bookshelves, and increasing the number of arrows etc that can drop. I copied the modified script to every chapter of the main campaign and expansions (my mod replaces the main game modules), and recompiled every script that references nw_o2_coninclude (manually, one at a time, in case doing it in bulk was the problem). I’ve gone back and made sure that the modified script is the one that loads when editing the modules.
Yet none of the changes appear to be active. It seems to be using some hidden copy of the default version of the script somewhere. How can I get this to work?
- I’ve added an NPC shop, selling a few unique items. The NPC has a dialogue script, but whenever I attach the dialogue to the NPC, it completely breaks the NPC so the player can’t even interact with it. I then have to delete the NPC and recreate it from scratch, as removing the dialogue doesn’t fix it. I’ve tried multiple methods of creating the NPC (using the shop wizard, not using it), and the same thing happens every time. The NPC isn’t a quest-giver, per se; it has a quest, sort of, but the quest is in line with the main story quest, and the only reward is being able to access its shop upon acceptance. So the dialogue isn’t strictly necessary, but there for flavour. Still, is there something simple I’m missing, or any way to make it work?