today I began Wyvern Crown of Cormir - I used an imported character from before - which has gone through other modules (never had a problem with that so far).
And as soon as I leave the clearing to go to the farm, the character seems to dont go the right way down to the farm, its kinda stuck at a stone fence post.
The first NPC starts a conversation with me and as soon as I hit the answer the I dont have any more control on the screen.
The second NPC comes over too (he probably wants to say something, but the game is stuck) - I only have the option left, to go to windows via X).
This aint happening with a newly generated character - they go the right way down to the middle of the farm and everyone chats around to start the game.
Anyone else had this beheaviour with this module?
I have the NWN1 1.69 Diamond Edition (not EE) and have downloaded this and other Premiumpacks from the neverwintervault site.
I began wcoc with my imported character, which did the following modules beforehand: oc, sou, hotu, potsc - which resulted in the problem mentioned above
create a character from scratch for wcoc - this one did, what the it should do
used a different character (which i havent played anything with) from the character palette the game is offering - got the same result as in point 1.
this way i could rule out any problems coming from the previous modules like race, gender, religion, class or items (which the character gets stripped of at the beginning), etc.
so I could narrow it down to wcoc not liking imported characters.
I did something “crazy” now.
in the very first room that you are in (when the 2 others run away) I opened debugmode and teleported myself to the torched farm instead of leaving “normally” through the exit.
this way I could circumvent the action zone where the char should begin walking and walked falsely, when entering through the correct exit from the previous zone.
I walked back to this entry by hand and into the action zone, just from another angle - the cutscene played itself out, the character walked correctly to the middle of the farm “and all are happy” (well except the dead people there.
I dont know if any programmers from those modules are still around, but some should look into the positioning of the chars on that map exit and re-position the entry location
I would have looked in the hak-file myself, but neither toolset nor nwhak could have opened it due to it being an “corrupt file/false headers/etc”(?)