Neverwinter Nights: Enhanced Edition

Neverwinter Nights: Enhanced Edition

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Custom module NPC will not spawn
I am having some difficulty getting a custom NPC to spawn in a module that I am creating.

-The NPC was made using the creature creation wizard. She is an elf wizard and belongs to the commoner faction. She is placed directly onto the map (i.e. no encounters, scripts, or other triggered events that would make her spawn. She should just be there, but she's not).

-To test if creature spawning is not working, I added a goblin from the regular creature palette and placed it elsewhere on the map. It works normally.

I used to make modules for NWN long ago before the Enhanced Edition was released. What am I doing wrong?
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Showing 1-12 of 12 comments
wendigo211 3 18 Feb, 2019 @ 4:11pm 
Does she have stealth skills? Put a SetActionMode(ACTION_MODE_STEALTH, FALSE); command in her heartbeat script and see if she shows up (I don't have the toolset open so double check that command).

This can also happen sometimes if a creature has equipment equipped that they don't have a proficiency for, so check for that as well.
Last edited by wendigo211; 18 Feb, 2019 @ 4:12pm
Pinus longaeva 18 Feb, 2019 @ 8:58pm 
Well, I still can't make the test NPC visible. Either stealth or a bug?

-Changing the test NPC's faction to merchant does not help.
-Clearing everything out of the NPC's inventory (i.e. making her naked) does nothing.
-Changing the goblin's faction to anything other than Hostile makes the goblin disappear, but doesn't make the test NPC visible.
-There were no other hostiles on the map except for the goblin, so stealthing in response to hostiles isn't the cause, seeing as removing the goblin does not solve the problem.
-Adding a Sharwyn (stock friendly NPC) works normally.
-Changing Sharwyn’s charisma from 16 to 18 causes her to disappear, however.
Last edited by Pinus longaeva; 18 Feb, 2019 @ 9:08pm
wendigo211 3 19 Feb, 2019 @ 4:00am 
Changing factions should not cause a creature to spawn or not spawn (although other hostile creatures might kill it).
  • Do you have any .haks or anything in your override folder?
  • Do you have any scripts running that might be killing or unspawning the creature?
  • If you make a new module, with one area and pop this creature down, does it appear?
  • Did you check the log files? if something goes wrong there's often a message in there.
Pinus longaeva 19 Feb, 2019 @ 5:21am 
Quick answers:

-No hacks. This is on a fresh install.
-I've placed the creature right in front of where the player is supposed to spawn and there is nothing else on the map.
-Have not tried making a new module and copying the creature over, but the module that it was created in is an otherwise new module. I will try this later today and get back to you.
-Have not checked the log files - where do I find them?

Thanks

Edit: also of note: I have tried loading the module separately on both Mac and PC. This does not change anything.
Last edited by Pinus longaeva; 19 Feb, 2019 @ 5:22am
wendigo211 3 19 Feb, 2019 @ 12:40pm 
Originally posted by alnathesilver:
-Have not checked the log files - where do I find them?

On a PC, the logs are in your ...Documents\Neverwinter Nights\Logs directory.
Pinus longaeva 19 Feb, 2019 @ 4:20pm 
I cannot seem to copy creatures from one module to another. There does not appear to be an option to do so.

Here is the text of the log file (I do not know why it references GoG here, as I bought it on Steam):
nwsync: Migrations currently applied: 1
nwsync: Shard 0 available, Space Used: 24 KB
nwsync: Shard 1 available, Space Used: 24 KB
nwsync: Shard 2 available, Space Used: 24 KB
nwsync: Shard 3 available, Space Used: 24 KB
nwsync: Shard 4 available, Space Used: 24 KB
nwsync: Shard 5 available, Space Used: 24 KB
nwsync: Shard 6 available, Space Used: 24 KB
nwsync: Shard 7 available, Space Used: 24 KB
nwsync: Shard 8 available, Space Used: 24 KB
nwsync: Shard 9 available, Space Used: 24 KB
nwsync: Shard 10 available, Space Used: 24 KB
nwsync: Shard 11 available, Space Used: 24 KB
nwsync: Shard 12 available, Space Used: 24 KB
nwsync: Shard 13 available, Space Used: 24 KB
nwsync: Shard 14 available, Space Used: 24 KB
nwsync: Shard 15 available, Space Used: 24 KB
nwsync: Shard 16 available, Space Used: 24 KB
nwsync: Shard 17 available, Space Used: 24 KB
nwsync: Shard 18 available, Space Used: 24 KB
nwsync: Shard 19 available, Space Used: 24 KB
nwsync: Shard 20 available, Space Used: 24 KB
nwsync: Shard 21 available, Space Used: 24 KB
nwsync: Shard 22 available, Space Used: 24 KB
nwsync: Shard 23 available, Space Used: 24 KB
nwsync: Shard 24 available, Space Used: 24 KB
nwsync: Shard 25 available, Space Used: 24 KB
nwsync: Shard 26 available, Space Used: 24 KB
nwsync: Shard 27 available, Space Used: 24 KB
nwsync: Shard 28 available, Space Used: 24 KB
nwsync: Shard 29 available, Space Used: 24 KB
nwsync: Shard 30 available, Space Used: 24 KB
nwsync: Storage at /Users/andrewsimpson/Documents/Neverwinter Nights/nwsync/, Provider=1, Compression=2
[Tue Feb 19 19:17:46]Server Starting Up: 10 Second Heartbeat logging has been disabled
Attempting to Use Language: en
[Tue Feb 19 19:17:46]---- Server Options ----
Max Players: 6
Char Levels: (1-40)
Player Password: NO
DM Login Enabled: YES
Server Admin Login Enabled: YES
Post Game To Internet: YES
Game Type: Action
Difficulty: 2
PVP Setting: NONE
Vault: LOCAL
Only One Party: YES
Enforce Legal Characters: NO
Item Level Restrictions: NO
Player pausing: ENABLED
Auto Save: Enabled
Saving Characters in Saved Game
---- End Server Options ----
*** ValidateGFFResource sent by user.
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[Tue Feb 19 19:17:46] [] () Joined as Server Admin 1
[Tue Feb 19 19:17:46] () Joined as Player 1
[Tue Feb 19 19:17:46] Loading Module: Sirithia Conflict Module
*** ValidateGFFResource sent by user.
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GOG: Authentication failed: 0
[Tue Feb 19 19:17:56] Server Shutting Down
[Tue Feb 19 19:17:56] Left as a Server Admin (0 SA's left)
[Tue Feb 19 19:17:56] Left as a Player (0 players left)
Primary player removed. Shutting down
wendigo211 3 19 Feb, 2019 @ 8:46pm 
That's more or less standard for that log file. Did you see anything in the error log (nwclientError1.txt)? If you want to transfer resources between modules, use erfs (encapsulated resource files). Under the file menu in the toolset, select the export option and select the resources you want to put in the .erf. In your new module you can access those resources using the import option.
Pinus longaeva 20 Feb, 2019 @ 11:41am 
There is nothing in nwclientError1.txt; it is a blank file.

I just tried importing the erf. No dice.

I've already tried running it on two different systems - one which is Windows and one which is OSX.
Pinus longaeva 21 Feb, 2019 @ 7:42am 
Here is the mod file, in case anybody can make sense of it.

https://www.dropbox.com/s/ykxmg07jj1f1lvc/Sirithia%20Conflict%20Module.mod?dl=0
wendigo211 3 21 Feb, 2019 @ 7:58pm 
The problem is the set_app_to_me script that the creature has on the conversation event. I'm not entirely sure why the script is causing that problem, I commented out everything other than:
void main() { }
but the script still caused problems. Once I removed the event script, the creature spawned properly. I even put another script on the conversation event and it worked properly. I'm not sure why it bugged out, it looks like the script name was entered correctly, but changing that fixed it.
Last edited by wendigo211; 21 Feb, 2019 @ 7:58pm
Pinus longaeva 23 Feb, 2019 @ 8:24am 
We found out what the problem was on another forum: EE gives new characters two extra character classes, which causes them to break with extra instances. By removing them, the NPC spawns appropriately.

The script is a red herring.
wendigo211 3 23 Feb, 2019 @ 2:26pm 
Originally posted by alnathesilver:
We found out what the problem was on another forum: EE gives new characters two extra character classes, which causes them to break with extra instances. By removing them, the NPC spawns appropriately.

The script is a red herring.

Sorry that's not the case. The EE does nothing of the sort. NWN creatures have always had three classes and a new creature has levels in class 1, with class 2 and 3 empty. I created a test module to check, and creating a new creature and putting down multiple instances does not prevent the creature from appearing. Since you only had one instance of your creature in your module, this could not have been the issue that was causing your problem either.
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