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Act 3 - Castle Never (Neverneath)

Posted: Fri Jan 25, 2008 5:13 am
by macbaffo
hi folks
i am in the final room of neverneath, where there are the coffin,the nine statues and eight floating swords.
when i pick up the rod of never nothing happens.
it's like it doesn't recognize the fact that i picked it up so it doesn't unlock the door.
i tried to load a previous save but it's useless.

in this [url="http://www.gamebanshee.com/forums/neverwinter-nights-2-80/problem-with-brazier-end-of-act-ii-85646.html"]thread[/url] pinyo, a member, suggest to use a script which helped me at the time.
i would be glad i someone has a similar script for this occasion.
thanks
macbaffo

Posted: Sat Jan 26, 2008 6:16 am
by XantharTheFlame
You have to click on the statue of the missing member of the Nine, not pick up the sword.

XantharTheFlame

Posted: Mon Jan 28, 2008 1:44 pm
by macbaffo
no sword to pick up...
i tried as you said but it's useless nothing happens...
i really need a script as i said before

Posted: Mon Jan 28, 2008 5:28 pm
by Lobo13
So, which statue did you decide was the missing member?


It is a puzzle and the answer unlocks the door.
You trigger the puzzle, then click on the statue that answers it and vola!

No idea what the script is. If you want you can either use the search in this forum or another nwn2 forum, or use the toolset to open up the module and find the script.

Posted: Mon Jan 28, 2008 6:44 pm
by Loki[D.d.G]
Err, is it really a puzzle? I used to charge at the throne, and when the floating swords turned hostile, killed them all. After that I just retrieved the Rod of Never and the gate would be open. My guess would be a scripting or trigger error, but that doesn't make any sense, because the reloading can't fix the bug.

Posted: Tue Jan 29, 2008 7:04 am
by macbaffo
solved

Lobo said:
No idea what the script is. If you want you can either use the search in this forum or another nwn2 forum, or use the toolset to open up the module and find the script.
tnx for this little hint...i did as you suggested and found the right script.
"debugmode 1
runscript i_3001_rod_aq
debugmode 0"
:-)

and tnx to the others that gave me suggestions...the real problem was the fact that the game didn't "react" when i picked up the rod

Posted: Tue Jan 29, 2008 7:12 pm
by Lobo13
Cool! Glad that helped Macbaffo, and Yes, Loki, it is a puzzle, but the script is supposed to open the door win, lose or draw. Let's just say that you do not have to fight the swords to open the door and get the rod. They only turn hostile on attack or multiple wrong answers.

I have had to do that before as well, and sometimes I rewrite parts of the mod I don't like or fix a trigger that did not fire. It makes for some interesting conversation choices in some of the scenes.
I have also found broken triggers on scenes that were either delete or never finished. Some of those scenes have possibilities I have only just begun to explore.
Suffice to say my version of nwn2 is most definitely original, and the second play through is a little bit more difficult and interesting..... ;)

And of course, I have the original modules saved in case I mess up the one I am fiddling with. Which does happen from time to time. :laugh: