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I'm playing a module called "Tale of a Mage". I'm in a crypt. When I open a door, some necromancers summon a spirit who's supposed to attack me, but the game never leaves the cutscene. I'm just standing there and I can't do anything. No controls, no UI. I have to ctrl-alt-del to close the game. Is there a general solution for something like this? Or is it caused by something specific to the module itself and thus not easily fixable?
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Praetorian815: I'm playing a module called "Tale of a Mage". I'm in a crypt. When I open a door, some necromancers summon a spirit who's supposed to attack me, but the game never leaves the cutscene. I'm just standing there and I can't do anything. No controls, no UI. I have to ctrl-alt-del to close the game. Is there a general solution for something like this? Or is it caused by something specific to the module itself and thus not easily fixable?
Can you send a link so I can download the module and tell me what the room name is? I'll look at the script for you and fix it if it needs fixed.
If you send your save file, that will help, too.
Here's a link to the module: http://neverwintervault.org/project/nwn1/module/tale-mage-chapter-one-uvudry-threat

And here's my save file: http://www.filedropper.com/taleofamagechapter1-theuvudrythreat

The room where this is happening is called "Isle of the Last Rest: Crypt".
Post edited January 23, 2016 by Praetorian815
I've also asked about this on the Neverwinter Vault, and I've gotten a reply from someone who's identified what script is causing the issue. I'll post it here in case someone here can make use of it:

It's this cutscene script that is the obvious issue as it fires when the door is opened. Doesn't do anything else for me either after the Speakstring line:

GestaltSpeak (22.0, oVar, "Then as my first service to you, Master, let me dispatch of the spy that has been standing behind you.", ANIMATION_NONE, 0.0, 1.0);

NPCs do not go hostile, and the following Speakstring line never follows after the one above. Whatever function is failing after that above line, is also keeping one stuck in the cutscene forever.


#include "in_g_cutscene"

void VarAppear(object oVar);


void main()

{
object oPC = GetFirstPC();
object oNecE = GetObjectByTag("neccut0");
object oNec1 = GetObjectByTag("neccut1");
object oNec2 = GetObjectByTag("neccut2");
object oVar = GetObjectByTag("VarluelofIrasitania");

GestaltStartCutscene(oPC, "tom_varluelcut");

GestaltCameraFade (0.1, oPC, FADE_IN, FADE_SPEED_MEDIUM, 0.5, 0);

GestaltActionAnimate(0.1, oNec1, ANIMATION_LOOPING_MEDITATE, 45.0, 1.0);
GestaltActionAnimate(0.1, oNec2, ANIMATION_LOOPING_MEDITATE, 45.0, 1.0);
GestaltActionAnimate(0.1, oNecE, ANIMATION_LOOPING_MEDITATE, 14.0, 1.0);
GestaltInvisibility (0.0, oVar, 0.0, "");


GestaltSpeak (2.0, oNecE, "...Varluel of Irasitania, I call you forth! Abandon this Rest that you have endured for so long, and walk amongst the living once again!", ANIMATION_NONE, 6.0, 1.0);
GestaltSpeak (8.5, oNecE, "You can not resist this summons, Nya'ri Varluel! Come Forth and be Bound! COME FORTH!", ANIMATION_NONE, 4.0, 1.0);

DelayCommand (11.5, VarAppear(oVar));
DelayCommand (12.0, GestaltClearFX(oVar));

GestaltActionAnimate(13.0, oNecE, ANIMATION_FIREFORGET_BOW, 0.0, 1.0);
GestaltSpeak (13.0, oNecE, "Welcome, great Nya'ri Varluel of Irasitania.", ANIMATION_NONE, 1.0, 1.0);
GestaltSpeak (15.0, oVar, "Where am I? Who are you?", FORCEFUL, 2.0, 1.0);
GestaltSpeak (18.0, oNecE, "You are on the Isle of the Last Rest, and I am your Master, Nya'ri.", LAUGHING, 3.0, 1.0);
GestaltSpeak (22.0, oVar, "Then as my first service to you, Master, let me dispatch of the spy that has been standing behind you.", ANIMATION_NONE, 0.0, 1.0);

GestaltActionFace (25.0, oNecE, 0.0, 0, OBJECT_INVALID);

GestaltSpeak (26.0, oNecE, "The great Nya'tar said that you would come. Prepare to be destroyed, feeble Nya'ri!", LAUGHING, 4.0, 1.0);

GestaltStopCutscene (31.0, oPC, "pcendcutv", TRUE, TRUE, TRUE, TRUE, TRUE, FALSE, 0);


DelayCommand (31.1, ChangeToStandardFaction(oNecE, STANDARD_FACTION_HOSTILE));
DelayCommand (31.1, ChangeToStandardFaction(oVar, STANDARD_FACTION_HOSTILE));
DelayCommand (31.1, ChangeToStandardFaction(oNec1, STANDARD_FACTION_HOSTILE));
DelayCommand (31.1, ChangeToStandardFaction(oNec2, STANDARD_FACTION_HOSTILE));

GestaltCameraMove (0.0, 210.0, 18.0, 35.0, 220.0, 16.0, 30.0, 28.0, 30.0, oPC, 0, 0, 0);
}

void VarAppear(object oVar)

{
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_HARM), oVar, 1.0);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_FNF_SUMMON_EPIC_UNDEAD), oVar, 1.0);
ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_RAISE_DEAD), oVar, 1.0);
}
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Praetorian815: Here's a link to the module: http://neverwintervault.org/project/nwn1/module/tale-mage-chapter-one-uvudry-threat

And here's my save file: http://www.filedropper.com/taleofamagechapter1-theuvudrythreat

The room where this is happening is called "Isle of the Last Rest: Crypt".
Thanks! I'll get on this soon.

And thanks for the other post, too. That will help me a lot!
I don't have enough of your save. I'll need the whole folder.

I'm playing it right now and I do not get stuck. The transition out of the cut-scene worked fine. I'll simplify the script and give you an add-on.
Well, I learned a lot in the past 20 minutes. The module is saved right into the save file, so I can't change the module for you. Furthermore, I can't get a .hak made without changing the module to accept the hak. And overrides won't override scripts in modules.


So, I don't think there's much to do there.

Try sending your whole save file. I'll see if I can get through the scene on my end and then send you back the file.

I need the whole folder.
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Tallima: Well, I learned a lot in the past 20 minutes. The module is saved right into the save file, so I can't change the module for you. Furthermore, I can't get a .hak made without changing the module to accept the hak. And overrides won't override scripts in modules.

So, I don't think there's much to do there.

Try sending your whole save file. I'll see if I can get through the scene on my end and then send you back the file.

I need the whole folder.
Okay, I put the whole folder into an archive. Here it is: http://www.filedropper.com/001332-tom15
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Tallima: Well, I learned a lot in the past 20 minutes. The module is saved right into the save file, so I can't change the module for you. Furthermore, I can't get a .hak made without changing the module to accept the hak. And overrides won't override scripts in modules.

So, I don't think there's much to do there.

Try sending your whole save file. I'll see if I can get through the scene on my end and then send you back the file.

I need the whole folder.
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Praetorian815: Okay, I put the whole folder into an archive. Here it is: http://www.filedropper.com/001332-tom15
Alright. Your save must be a bit corrupt, I think. But I was able to get past it. I'll tell you how so that it doesn't spoil the action (if I save, it will be at an awkward point).

Once you have run through the whole cutscene and it freezes up on you, do the following:

Hit the tilde (~) key before each entry. Or you type in the chat box and put ## before each statement.
Type: DebugMode 1
Type: dm_runscript tom_varluelcut

The cut-scene will run again and then a battle will ensue afterwards.

Once the battle is done, type: DebugMode 0

That should get you back in your game.

Let us know how it goes!
Post edited January 26, 2016 by Tallima
It worked. Thanks a lot for the help! I hope you don't mind if I post your solution on the Neverwinter Vault as well, in case someone else has this problem?
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Praetorian815: It worked. Thanks a lot for the help! I hope you don't mind if I post your solution on the Neverwinter Vault as well, in case someone else has this problem?
I don't mind at all.

Remove this part: Or you type in the chat box and put ## before each statement.

You can't do that part b/c you're stuck in a cutscene. :)

So, did this problem happen to another person using your save? Or it just happened to them?

There doesn't appear to be anything in that script that would change from me just activating it (I tested the script by removing the nearby necromancer and then putting the game starting position in front of the door).

I thought it might be your save being corrupt, but I remember now that you said someone else had the problem.

Very odd.

Anyway, glad you got it working!