I've had trouble with this script when the entity placed is a custom one which started out as a Blueprint copy from a default. (for example I have a bandit made by copy to module the default human NPC and modified him appropriately for level, appearance, gear etc)
Once the placed entity is killed the default version spawns, seemingly the accurate base Resref version. This is fine and works as intended.
Once that one is killed the third entity that spawns is the original blueprint from which the duplicated blueprint came from. What spawns is not the correct originally placed entity.
I have even tried assigning unique tags and to no avail. the Toolset automatically makes new resref numbers by adding a 0 behind an entry each time a copy is made, could this be the problem?
ie
c_human (basic human npc in Obsidian assets)
c_human0 ( a new npc created by copying the above blueprint)
c_human00 (etc)
c_human000
Bizarre Any ideas?
Posted by darthrenegade247 at 2008-01-10 14:54:54 Voted 10.00 on 01/10/08
ease of use = 10
how much of a must have = 10
does what the description says = 10
so I vote 10.
problems that come with it = none found.
how to improve this script = I have no idea.
Posted by darthrenegade247 at 2008-01-09 19:46:57 Voted 10.00 on 01/10/08
nevermind... serves me right for not reading instructions in full... i'll vote once i make adjustments and test it out.
Posted by darthrenegade247 at 2008-01-09 19:35:40 Voted 10.00 on 01/10/08
by the way, i also remember that the mobs would revert to their default form. for example, instead a drow with the weapons and armor that i gave him, he would have the standard equipment, etc.
Posted by darthrenegade247 at 2008-01-09 19:15:09 Voted 10.00 on 01/10/08
i just started using this a few days ago. 1st method from the readme is almost perfect... monsters respawn way too soon only. So i tried:
Name - MyRespawnDelay
ValueFloat - (in my case 180 seconds)
Type - Floating Point
...the problem when the "hostile" mobs come back, they seemed to have changed faction to maybe perhaps one of the friendly type factions, as i'm no longer able to attack them. note: the mobs were hostile humans and drows.
any ideas? i spent the last two days putting in hostile mobs into the module.
Posted by SorceressAshura at 2007-12-17 07:03:42 Voted 10.00 on 12/17/07
I'm so glad you made this for NWN2! I was such a big fan of the respawn script for NWN1, and I'm so pleased to finally see it for NWN2. I'm voting 10 on it because I've been using it for all my projects. It was a masterpiece from the start, becuase of how easy it was to install. And it will continue to breakground through its easy configurable settings with each new generation of Neverwinter. Bravo Sir Elric. _________________________ AKA: GuardianofLore.
Posted by red teflon at 2007-10-26 02:25:25 Voted 9.00 on 10/26/07
Easy to use, very nice.
Posted by chris421 at 2007-10-24 21:02:33 Voted 9.00 on 10/24/07
Great, easy to tweak system even back under NWN1. You mention a 10/24 update, however the vault is still showing the original rar with old scripts within. Did the upload take?
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone