Showing posts with label bug. Show all posts
Showing posts with label bug. Show all posts
Sunday, 16 September 2007
Terrain window unusable in Vista
Known bug. Have to switch Themes - right click on Desktop, choose Personalize[!] and then Themes and choose Windows Classic. Bit stark and not exactly what people buy Vista for, but the Terrain window will now be readable.
Sunday, 9 September 2007
FloatingTextStringOnCreature ONLY works on PC
Remarks
This function seems to be most useful for notifying PCs (and possibly their party) of in game effects (detections, environmental perceptions, etc), and not as a way to facilitate PC-to-creature communication. For instance, if a PC passes a Listen check they could be notified via Ambient Text (“You hear footsteps coming down the hall”). Other uses could include Onomatopoeia originating from the PC (“Snap!”, “Cough!”, “Hick!”) and brief game feedback (simulate an overheard conversation, time from a sundial, item status, etc).
This function will not work on placeable objects of any kind, and text targeted to NPCs will never be visible to PCs. You can simulate text coming from a sign, sundial, or any other placeable object by floating it above the PC you want to notify, as long as the PC is near to the object when the text will appear.
Source: NWN Lexicon
NOTE But you can use SpeakString() - Am going to test this for placeables, particularly signs, as well as creatures. It floats the text so is a good replacement. Search for an entry later on this.
Update: It does work, it gives the name of the placeable in square brackets followed by the text of the SpeakString. Text floats upwards.
This function seems to be most useful for notifying PCs (and possibly their party) of in game effects (detections, environmental perceptions, etc), and not as a way to facilitate PC-to-creature communication. For instance, if a PC passes a Listen check they could be notified via Ambient Text (“You hear footsteps coming down the hall”). Other uses could include Onomatopoeia originating from the PC (“Snap!”, “Cough!”, “Hick!”) and brief game feedback (simulate an overheard conversation, time from a sundial, item status, etc).
This function will not work on placeable objects of any kind, and text targeted to NPCs will never be visible to PCs. You can simulate text coming from a sign, sundial, or any other placeable object by floating it above the PC you want to notify, as long as the PC is near to the object when the text will appear.
Source: NWN Lexicon
NOTE But you can use SpeakString() - Am going to test this for placeables, particularly signs, as well as creatures. It floats the text so is a good replacement. Search for an entry later on this.
Update: It does work, it gives the name of the placeable in square brackets followed by the text of the SpeakString. Text floats upwards.
Monday, 27 August 2007
Toolset - lost Blueprint/Terrain window
Lost the main Blueprint/Terrain/Tiles window. Nothing I did could bring it back. Using the View/Options/Windows/Reset, although it had worked in the past, no longer worked.
Solution: Delete/rename the file in your 'Documents and Settings//Local Settings/Application Data\NWN2 Toolset\en-GB' folder called WindowConfig.xml
Local Settings is a hidden folder so make sure (for XP anyway) that you tick the box called 'Show hidden files and folders' in Explorer the Tools/FolderOptions/View.
You may also need to UNTICK the box called 'Hide Protected Operating System Files'.
Solution: Delete/rename the file in your 'Documents and Settings/
Local Settings is a hidden folder so make sure (for XP anyway) that you tick the box called 'Show hidden files and folders' in Explorer the Tools/FolderOptions/View.
You may also need to UNTICK the box called 'Hide Protected Operating System Files'.
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