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EE Fix Breaks Lots of Modules

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Tarot Redhand
EE Fix Breaks Lots of Modules
I have reported this as a bug.
 
So someone on the EE team decided to make what they thought was an inconsequential fix compared to what happened with 1.69. In 1.69 there is a widely used technique. You paint an area transition trigger (rectangular ones in out doors areas usually) but do not give it an area to transition to. Instead you put a script in the OnClicked event to handle the transition instead. In game (1.69) the transition works just fine and shows when you mouse over it even though there is no transition set in the trigger's properties. However in EE it doesn't show in game unless you've set the transition to point somewhere.
 
The problem is such a small change breaks a lot of modules because you can no longer transition out of areas and become stuck. In my "Hrothgar's Resting Place" v1.20 I have an area transition replacement system that makes use of an non-interactive overland map. As part of this system the PC has a 1 in 6 chance of a random encounter. Should an encounter be triggered the PC is sent to 1 of 4 generic areas for the encounter to be played out. In EE, should an encounter occur, the PC is stuck because the transition no longer shows.
 
Now I am still around to "fix" my module should I choose to do so but what about all the "orphaned" modules still out there that also use this technique.?
 
I verified this by creating copies (1 for EE and 1 for 1.69) of the module mentioned above and placed the PC entry point in one of these generic areas. Then ran each in succession. Behaviour was as above. I then edited the EE version so that the area transition in the properties pointed somewhere ridiculous and edited the script to point somewhere sensible. This made the area transition trigger work correctly.
 
This may explain missing transition's in witches wake and another premium module.
 
TR
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Fester Pot
Fester Pot's picture

The fix is already in the next patch from what I've read on the forum and in the bug tracker.

FP!

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Andarian

I wonder if this is related to the issues I had with door navigation and talking. One version of that involved putting the script on the door’s OnAreaTransitionClick to mediate the transition.

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Tarot Redhand

@FP The person who responded wasn't sure if it was the same thing that they think they've got fixed. They asked for a simple module that they can use for testing purposes which I've made and sent in.

@Andarian You can soon find out by making a simple 2 area module and using a simplified version of your script to do the transition. If it fails after the next update, raise it as a fresh bug with them.

TR

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markrendl

Yeah, I ran into this issue in The Pillaging of Waycrest as the exit from the start area to the village doesn't use a transition area but a script target.  I had to go into debug mode and then target the script target area to get moved properly on.  Hopefully they fix this.

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Tarot Redhand

From what I have been told they've fixed it. Now it's just a matter of when they release the next patch.

TR

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kamal

Now apparently. And they added other cool stuff too!

http://blog.beamdog.com/2017/12/nwnee-head-start-patch-notes-v748150.html

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