So I have been working on a dungeon for about 2weeks now, after today's patch I logged in to try and do some work on it and there is a giant root blocking one of my first doorways. I checked the room's component tree and it is not listed there, I am also getting sounds when I haven't even gotten to that part of my design yet... extremely frustrating. Neither of these problems existed yesterday while I was working.
Post edited by oldmentiras on
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oldmentirasMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 6Arc User
edited May 2013
as an update, I separated the room with the offending root in it from the rest of the dungeon and it disappears, but as soon as I reconnect the room to the rest of the dungeon it is magically back again.
Using totally new rooms and the root appears again.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited May 2013
Can you post a screenshot? I think most of us are confused :P
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oldmentirasMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 6Arc User
edited May 2013
that giant root is not listed anywhere in my dungeon's component tree, and as you can see it blocks a doorway completely.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited May 2013
lol, (sorry I couldn't resist, that is funny as hell in a sad sort of way) I mean.. wtf?
I have no idea...
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celantraMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 465
edited May 2013
Well now that is certainly a root. Scratches head...... crickets.
oldmentirasMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 6Arc User
edited May 2013
Tried force verify, still blocking my door (thank you for the suggestion though). Here is what I have also tried since:
1- Tried moving the whole dungeon down a few tiles on the map
2- Tried removing the first room and hallways and adding in blank ones
3- Tried removing the above one at a time
See the first two posts for other things I have tried.
Root is still there. I am running out of options here and I was close to being done so it is a bummer because no matter what I do at the beginning the door is blocked and it is sort of integral to how the dungeon is run.
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited May 2013
As a test, throw some invis walls all around the outside area basically making everything inaccessible except the spawn point and the root area. My theory is it is trying to tell you it is too big of an area. (long story) Just try the invis walls real quick.
Definitely something very odd happened after the last patch. Similar problem to the OP, worked on a foundry for about 2 weeks, log on today to do some more and everything on my map (inanimate objects, atmosphere effects etc) has dialogue trees attached. It has literally randomly duplicated existing dialogue trees onto every object on every map.
Will take longer to go through deleting every erroneous dialog than to start again
Quest Name: In search of Innocence | Foundry code: NW-DL8DTYYPS.
Heavy on story/plot. Expect to read (and think) a lot to get the most out of the quest. Will probably appeal to roleplayers though that is not to say that there are no tough fights - could be challenging for solo play. Average play time: 45 mins
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
Definitely something very odd happened after the last patch. Similar problem to the OP, worked on a foundry for about 2 weeks, log on today to do some more and everything on my map (inanimate objects, atmosphere effects etc) has dialogue trees attached. It has literally randomly duplicated existing dialogue trees onto every object on every map.
Will take longer to go through deleting every erroneous dialog than to start again
That is a different issue that I think has to do with when you duplicate a map.
Ah, thanks. So something I've done wrong or just a known bug? In between posting I've just tried playing my foundry so far and it seems ok, just a pain to edit what with everything having a dialogue.
Quest Name: In search of Innocence | Foundry code: NW-DL8DTYYPS.
Heavy on story/plot. Expect to read (and think) a lot to get the most out of the quest. Will probably appeal to roleplayers though that is not to say that there are no tough fights - could be challenging for solo play. Average play time: 45 mins
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
Ah, thanks. So something I've done wrong or just a known bug? In between posting I've just tried playing my foundry so far and it seems ok, just a pain to edit what with everything having a dialogue.
I don't remember for sure... seems like it isn't fixable easily and may be caused by duplicating a map and then deleting the original? Something like that. Hopefully someone who had this issue will reply
Quest Name: In search of Innocence | Foundry code: NW-DL8DTYYPS.
Heavy on story/plot. Expect to read (and think) a lot to get the most out of the quest. Will probably appeal to roleplayers though that is not to say that there are no tough fights - could be challenging for solo play. Average play time: 45 mins
Good Gravy, that's just crazy. I have a couple of random dirty cloths hanging (without the frame they're usually draped over, which means I can't delete them), and a candle flame floating in mid air, but a giant root...wow.
As a test, throw some invis walls all around the outside area basically making everything inaccessible except the spawn point and the root area. My theory is it is trying to tell you it is too big of an area. (long story) Just try the invis walls real quick.
no change, no warnings, or messages except for everything now being inaccessible aside from the starting room
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crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
no change, no warnings, or messages except for everything now being inaccessible aside from the starting room
Ok, well there goes that theory Normally I would think they just changed that map on you. It happened once in a while in beta. Suddenly a giant bolder appeared in one of Izatar's quests that blocked his path. Nothing he could do but work around it. But *you* can get the root to disappear if it's not connected to the other rooms, and that part is just confusing.
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oldmentirasMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 6Arc User
edited May 2013
agreed that is where I am having problems, it seems like my only option is to make a new map, and redecorate/design from scratch. (ouch)
Comments
Using totally new rooms and the root appears again.
that giant root is not listed anywhere in my dungeon's component tree, and as you can see it blocks a doorway completely.
I have no idea...
Encounter Matrix | Advanced Foundry Topics
1- Tried moving the whole dungeon down a few tiles on the map
2- Tried removing the first room and hallways and adding in blank ones
3- Tried removing the above one at a time
See the first two posts for other things I have tried.
Root is still there. I am running out of options here and I was close to being done so it is a bummer because no matter what I do at the beginning the door is blocked and it is sort of integral to how the dungeon is run.
Will take longer to go through deleting every erroneous dialog than to start again
Heavy on story/plot. Expect to read (and think) a lot to get the most out of the quest. Will probably appeal to roleplayers though that is not to say that there are no tough fights - could be challenging for solo play.
Average play time: 45 mins
That is a different issue that I think has to do with when you duplicate a map.
Heavy on story/plot. Expect to read (and think) a lot to get the most out of the quest. Will probably appeal to roleplayers though that is not to say that there are no tough fights - could be challenging for solo play.
Average play time: 45 mins
I don't remember for sure... seems like it isn't fixable easily and may be caused by duplicating a map and then deleting the original? Something like that. Hopefully someone who had this issue will reply
Heavy on story/plot. Expect to read (and think) a lot to get the most out of the quest. Will probably appeal to roleplayers though that is not to say that there are no tough fights - could be challenging for solo play.
Average play time: 45 mins
Hopefully, they'll get this sorted out soon.
Forrest, Grump (Part One of "The Legend of Nona Sequitur")
no change, no warnings, or messages except for everything now being inaccessible aside from the starting room
Ok, well there goes that theory Normally I would think they just changed that map on you. It happened once in a while in beta. Suddenly a giant bolder appeared in one of Izatar's quests that blocked his path. Nothing he could do but work around it. But *you* can get the root to disappear if it's not connected to the other rooms, and that part is just confusing.