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housing items bug
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lord_of_worms
Shady
6 posters
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Re: housing items bug
Well, the description thing is no big deal, just after you do about 50
items, you start to notice a rut every once in a while
While we are on the subject here tho...
Where the %#@& do the elves live around here? Forest of Somber
Trails? Some yet unnamed spot? Inside my shoes? Everywhere?
items, you start to notice a rut every once in a while
While we are on the subject here tho...
Where the %#@& do the elves live around here? Forest of Somber
Trails? Some yet unnamed spot? Inside my shoes? Everywhere?
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: housing items bug
I am willing to help if need be on anything. Just let me know if ya want me to.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: housing items bug
I believe a spied an elven village out past the corrupt satyrs' area...
Shady- CAP Squire
- Posts : 96
Join date : 2010-09-23
Location : NYingtonshireville
Re: housing items bug
Aggro elves or 'come live with us'?
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: housing items bug
Well, any really....
I know those #$^%s hide in trees and all, but I haven't seen that many
just hanging around
I know those #$^%s hide in trees and all, but I haven't seen that many
just hanging around
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: housing items bug
just hinting it would be a nice place for them to build a village. there are a few dead end roads out that way much suitable for expansion...
Shady- CAP Squire
- Posts : 96
Join date : 2010-09-23
Location : NYingtonshireville
Re: housing items bug
You may be on to something there....
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: housing items bug
I have some vicious elves that would love adventurers in AF
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: housing items bug
So... vanishing items in my house raises it's ugly head the past few days for me. My toon Angrboda recently bought a house in Pine Haven and started buying a few chests to keep my tons of rags, humanoid skulls, knuckle bones, etc in, plus a few carpets to brighten up a slum house.
Placed my carpets and chests, filled my chests with my "loot."
Logged on yesterday and one of the chests was gone, plus the items in it. Other 3 placed were still there, plus the items.
Logged on today and all of my chests (plus the loot in 'em) and about half of the carpets are gone.
I recall reading that opening the planar bag inside your house may cause problems, so I ensure I leave the house, open the bag to get the items I need then go back inside.
Not a huge issue for me as I'm sure I'll find more of the "loot" again, but...
Placed my carpets and chests, filled my chests with my "loot."
Logged on yesterday and one of the chests was gone, plus the items in it. Other 3 placed were still there, plus the items.
Logged on today and all of my chests (plus the loot in 'em) and about half of the carpets are gone.
I recall reading that opening the planar bag inside your house may cause problems, so I ensure I leave the house, open the bag to get the items I need then go back inside.
Not a huge issue for me as I'm sure I'll find more of the "loot" again, but...
Last edited by SHJ on Wed Jun 06, 2012 1:11 am; edited 1 time in total (Reason for editing : fat fingers correction)
SHJ- CAP Squire
- Posts : 71
Join date : 2010-12-06
Age : 58
Location : Minnesota
Re: housing items bug
you cant open planar bags in a house anymore. i also learned that after you place, move, rotate, any object, you must then exit through your door, no log out in house, no back portal, no town portal, no pc dm jump, front door. seems to work for me, and i had this prob many many times.
also after i place a chest, exit your house through door before adding items to it. don't know why, i just do. i lost a chest recently, with items, and maybe thats why. who knows, but it became a rug (a rug i had bought long ago and had placed somewhere else.) the chest was gone, the items in it and the rug was in its place.
Worms check your pm for important message about "window peeking"
also after i place a chest, exit your house through door before adding items to it. don't know why, i just do. i lost a chest recently, with items, and maybe thats why. who knows, but it became a rug (a rug i had bought long ago and had placed somewhere else.) the chest was gone, the items in it and the rug was in its place.
Worms check your pm for important message about "window peeking"
Shady- CAP Squire
- Posts : 96
Join date : 2010-09-23
Location : NYingtonshireville
Re: housing items bug
Yeah, the thing with the housing is as Shady said.
you have to *exit* for it to truly save anything to database, as thats when the script *calls* to save. I *have* put it on for things like TP ,etc... but its not all that relaible, and absolutely, don't log outta your house before walking out the door, since the OnExit of a module only works 10% of the time..if that. Engine issue and no amount of scripting can fix that.
you have to *exit* for it to truly save anything to database, as thats when the script *calls* to save. I *have* put it on for things like TP ,etc... but its not all that relaible, and absolutely, don't log outta your house before walking out the door, since the OnExit of a module only works 10% of the time..if that. Engine issue and no amount of scripting can fix that.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: housing items bug
one thing I *could* try is to put a database flush option on your key. basically when utilized it will
1) force-store database save
2) read back what it says
3) check validity
4) tell user 35 items have been saved out of 35
so that way if you see 32 items saved out of 35, you can at least know when/how/where its happening and possibly, re0using it would work.
the reasoning behind this is the thing we all cannot do much about, NWN engine scripts can only do so much/many at one time, when it goes beyond it shuts down, i added a fix (dll) that *doesnt* allow it to shut down, which allows the scrips to finish but at the same time it can take quite some time *in the background* for them to finish and you may have already left and logged out before it *could* so the housing can and has been *if*y at times...but I consider the few bugs minor compared to the 3+ years that it has been running mostly at 100%.
what I do,
I am anal when it comes to housing, i save, i exit, i go back in sometimes to check, but I always hang online at *least* 10 -15 minutes *after* leaving my house just because I know alot may be going on that I am unaware of.
just FYI
1) force-store database save
2) read back what it says
3) check validity
4) tell user 35 items have been saved out of 35
so that way if you see 32 items saved out of 35, you can at least know when/how/where its happening and possibly, re0using it would work.
the reasoning behind this is the thing we all cannot do much about, NWN engine scripts can only do so much/many at one time, when it goes beyond it shuts down, i added a fix (dll) that *doesnt* allow it to shut down, which allows the scrips to finish but at the same time it can take quite some time *in the background* for them to finish and you may have already left and logged out before it *could* so the housing can and has been *if*y at times...but I consider the few bugs minor compared to the 3+ years that it has been running mostly at 100%.
what I do,
I am anal when it comes to housing, i save, i exit, i go back in sometimes to check, but I always hang online at *least* 10 -15 minutes *after* leaving my house just because I know alot may be going on that I am unaware of.
just FYI
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: housing items bug
You need to do that "exit through front door" ONLY when you are adding, moving, rotating stuff.
After I add things to my house I use my journal notes to write down how many items I have. That way whenever I enter my house I see the print out from the module telling me how many items it found and loaded, then I check my journal; if it matches, AWESOME LOVE, if it isn't the same number then I know there is a corruption somewhere and I go hunt down what items are missing, moved, etc.
RULE OF THUMB: after putting a container in your house, DONT ADD ITEMS INTO IT RIGHT AWAY...do the "exit through door" thing first.
DO NOT ever move or rotate a placeable container that has items in it. YOU WILL LOOSE THEM even if you just rotate it one degree or move it ever so slightly.
RULE OF THUMB: Empty container before moving or rotating. save it (through the convo option), write it to db by exit through front door, then you may go back in and add all those wonderful piles of black parchment, leather strings, rags, empty bottles...
Happy housing.
After I add things to my house I use my journal notes to write down how many items I have. That way whenever I enter my house I see the print out from the module telling me how many items it found and loaded, then I check my journal; if it matches, AWESOME LOVE, if it isn't the same number then I know there is a corruption somewhere and I go hunt down what items are missing, moved, etc.
RULE OF THUMB: after putting a container in your house, DONT ADD ITEMS INTO IT RIGHT AWAY...do the "exit through door" thing first.
DO NOT ever move or rotate a placeable container that has items in it. YOU WILL LOOSE THEM even if you just rotate it one degree or move it ever so slightly.
RULE OF THUMB: Empty container before moving or rotating. save it (through the convo option), write it to db by exit through front door, then you may go back in and add all those wonderful piles of black parchment, leather strings, rags, empty bottles...
Happy housing.
Shady- CAP Squire
- Posts : 96
Join date : 2010-09-23
Location : NYingtonshireville
Re: housing items bug
I knew about the planar bag, and not moving containers with items in them... haven't done that in a really long time.
Thanks for the hint on placing items... just to be clear...
Place all items (can we rotate then after placing?)
Exit through the door only
Wait a bit then re enter and drop off loot into the chests
Exit through the door only
Thanks for the hint on placing items... just to be clear...
Place all items (can we rotate then after placing?)
Exit through the door only
Wait a bit then re enter and drop off loot into the chests
Exit through the door only
SHJ- CAP Squire
- Posts : 71
Join date : 2010-12-06
Age : 58
Location : Minnesota
Re: housing items bug
yes. but after placing, rotating, moving, use the SAVE LOCATION option in the convo then exit by door. also you dont need to exit after every time you drop an item or move it, just as soon as you are finished with that session of decorating.Place all items (can we rotate then after placing?)
only after adding, moving, rotatingExit through the door only
yes good practice after placing stuff -go use front doorWait a bit then re enter and drop off loot into the chests
only when adding, rotate or move stuffExit through the door only
you can use your return portal, use a town portal (scroll or book), etc if you are in your house AND havent actually added, moved, rotated anything.
adding items to an already placed container is fine to exit anyway you want.
Shady- CAP Squire
- Posts : 96
Join date : 2010-09-23
Location : NYingtonshireville
Re: housing items bug
just to clarify what Shady said with some background info.
when you put down ANY furniture, it is stored by its *location* and its *orientation*, so when you enter your house again, it checks the resref of the furniture and then looks for a valid ID for location for that item, then it re-creates it in the OnEnter script with the same location and orientation
when you add items to a container , they are stored seperately from the container itself. so as Shady pointed out, if you MOVE or otherwise ADJUST ANY container that has stuff in it, that reference for its position is NO LONGER VALID, and it becomes a NEW ID, thus a completely NEW container, now if you could have placed the container BACK in its original position (i mean to a T) then your inventory *would* be seen and everything would be in there as it was.
Hope that clears it up a little as to the Hows and Whys
when you put down ANY furniture, it is stored by its *location* and its *orientation*, so when you enter your house again, it checks the resref of the furniture and then looks for a valid ID for location for that item, then it re-creates it in the OnEnter script with the same location and orientation
when you add items to a container , they are stored seperately from the container itself. so as Shady pointed out, if you MOVE or otherwise ADJUST ANY container that has stuff in it, that reference for its position is NO LONGER VALID, and it becomes a NEW ID, thus a completely NEW container, now if you could have placed the container BACK in its original position (i mean to a T) then your inventory *would* be seen and everything would be in there as it was.
Hope that clears it up a little as to the Hows and Whys
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Safe containers?
Are the contents of containers generally safe then, so long as those guidelines are followed regarding exiting through the door and nothing is moved? I had a book shelf that had been full of books and spell scrolls show up empty today and I want to have an idea how safe my other stuff is. Now I may have had the door open for other players to enter, not sure, I had tried different settings. I was just kind of surprised that if I had been looted, someone would empty out one bookshelf of scrolls and books (not even blank ones, but icon-and-description-only lore books, not terribly useful besides giving atmosphere) and leave all of the other containers full of valuable loot of all types untouched. Thankfully, none of the customized clothing that I took all that time at the tailor's making was missing, nor anything else that wasn't in that one bookshelf. Have things disappeared from a single container commonly, should I be careful about their use? Also has a clothing/armor duplication option that calculates a proper price been considered, like with the duplication table for books? It would prevent custom armor that we spent time on from being lost if we had a bad encounter with a rust monster, and it would be nice for rping guilds that wear uniforms. Anyhow, I set my door to locked now as well as all containers and will keep an eye out to see if they retain their contents. Thank you for a great module/server.
Last edited by rawmilk905 on Sun Aug 05, 2012 8:23 pm; edited 1 time in total (Reason for editing : typos, punctuation)
rawmilk905- CAP Rook
- Posts : 13
Join date : 2012-08-02
Age : 46
Location : Lancaster, PA
Re: housing items bug
Just asking, when did this happen?
On Thursday night, there was some kind of glitch in the server,
and I had to force a restart, NWNx wasn't doing it and it seemed
to be stuck. If it hiccupped during your logout that could cause
that kind of thing.
If it was around that time, maybe that is what happened...
Personally, I've never had anything disappear from one of
the containers, at least that I've noticed. If you have any
more problems, be sure to post them on here, and we'll
try to get it tracked down.
On Thursday night, there was some kind of glitch in the server,
and I had to force a restart, NWNx wasn't doing it and it seemed
to be stuck. If it hiccupped during your logout that could cause
that kind of thing.
If it was around that time, maybe that is what happened...
Personally, I've never had anything disappear from one of
the containers, at least that I've noticed. If you have any
more problems, be sure to post them on here, and we'll
try to get it tracked down.
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: housing items bug
That would have been the time. I was on the server when it crashed Thursday. I was not home Friday or Saturday until Saturday evening and that was when I found the contents of that bookshelf missing.
rawmilk905- CAP Rook
- Posts : 13
Join date : 2012-08-02
Age : 46
Location : Lancaster, PA
Mystery solved, but a BIGGER problem.
I received a PM from another player saying she indeed did loot the bookshelf, so it was not a problem with the persistent storage and the server reset. However, I have a much bigger problem now. I was booted from the server (I have been crashing out of it very frequently, I don't know if this is due to maintenance/resets or packet loss/internet connectivity issues) while trying out a ring of disguise and now my character's appearance seems to be permanently altered! Is there a way for you to roll it back? I tried the in-game beauty parlors but they only change colors, portrait and voice and I need my head back.
To update, by repeatedly using the ring of disguise until I rolled the right head (unless another head is VERY similar) and then using the process viewer to end "nwnmain.exe" I was able to get the right head back on my character and then use the beauty parlor to restore (hopefully) skin, hair, and tattoo colors. Unfortunately he now has tattoos and low-poly Bioware body parts (not visible when wearing clothes/armor unless it is sleeveless/shirtless.) If a rollback of my character "Fenton Lorenzo" to his Aug. 5 state is not easy or possible maybe a DM could give him the high poly body again with no tats, or drop him in the start area, unless there is a npc somewhere I can reach that will do this? I also noticed that his voice does not play, no matter what I use the voice giver to set it to.
If this is beyond what you are able or willing to do, no worries.
To update, by repeatedly using the ring of disguise until I rolled the right head (unless another head is VERY similar) and then using the process viewer to end "nwnmain.exe" I was able to get the right head back on my character and then use the beauty parlor to restore (hopefully) skin, hair, and tattoo colors. Unfortunately he now has tattoos and low-poly Bioware body parts (not visible when wearing clothes/armor unless it is sleeveless/shirtless.) If a rollback of my character "Fenton Lorenzo" to his Aug. 5 state is not easy or possible maybe a DM could give him the high poly body again with no tats, or drop him in the start area, unless there is a npc somewhere I can reach that will do this? I also noticed that his voice does not play, no matter what I use the voice giver to set it to.
If this is beyond what you are able or willing to do, no worries.
Last edited by rawmilk905 on Mon Aug 06, 2012 11:40 pm; edited 2 times in total (Reason for editing : Update)
rawmilk905- CAP Rook
- Posts : 13
Join date : 2012-08-02
Age : 46
Location : Lancaster, PA
Re: housing items bug
I apologize for being kinda out of it for the last few weeks, I see my ever faithful partner in crime has been keeping everything running (thanks Borojb!!)
if this is still an issue , yes we can reset everything back the way it was..just send me a PM just to let me know if this is still aproblem (or if someone fixed it for you since then)
if this is still an issue , yes we can reset everything back the way it was..just send me a PM just to let me know if this is still aproblem (or if someone fixed it for you since then)
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: housing items bug
Ya,
I couldn't get it fixed, soooo...
I must not be doing that great a job!!!
I couldn't get it fixed, soooo...
I must not be doing that great a job!!!
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: housing items bug
Your FIRED!!!
lol, just kidding, he PM'd me so we will get him squared away
lol, just kidding, he PM'd me so we will get him squared away
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: housing items bug
make him a penguin
Shady- CAP Squire
- Posts : 96
Join date : 2010-09-23
Location : NYingtonshireville
Re: housing items bug
lol!! do I even use penguins in my mod?
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
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