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Old 03-06-2021, 04:45 PM
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Huppy
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Quote:
Originally Posted by ahamilton634 View Post
I'd like to use the original version of Nektulos,
First, as posted in this thread, in your RoF2 client folder, you need to rename (or delete) these 2 files:
nektulos.eqg
Nektulos_EnvironmentEmitters.txt

Zoning into some of these older versions with the #GM command, can put your toon into a predicament. Testing it by entering normal through a zone point makes it easier. If you put your #GM on and #zone neriaka, you are close to the nektulos zone in from there. It's great for testing while you get the old version working.
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Old 03-06-2021, 05:59 PM
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ahamilton634
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Thanks for the response.

Quote:
Originally Posted by Huppy View Post
First, as posted in this thread, in your RoF2 client folder, you need to rename (or delete) these 2 files:
nektulos.eqg
Nektulos_EnvironmentEmitters.txt
I already took care of removing those files. I even made sure the files listed in the link above were present, but the .eqg and emitters files were removed.

Quote:
Zoning into some of these older versions with the #GM command, can put your toon into a predicament. Testing it by entering normal through a zone point makes it easier. If you put your #GM on and #zone neriaka, you are close to the nektulos zone in from there. It's great for testing while you get the old version working.
I tried that as well. I found that there were two overlapping zone points. One kept sending me to version 1, which semi worked. When I disabled that zone point and set the version 0 zone point to work for my client version, it sent me to version 0, but I'm encountering invisible walls near the Neriak entrance. I even tried using the #goto command to jump to npcs, but couldn't move with most of the ones by the bridge. It's as if the collision doesn't match the zone geometry.
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Old 07-15-2021, 09:45 AM
Vire70
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Join Date: Apr 2010
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Quote:
Originally Posted by ahamilton634 View Post
I tried that as well. I found that there were two overlapping zone points. One kept sending me to version 1, which semi worked. When I disabled that zone point and set the version 0 zone point to work for my client version, it sent me to version 0, but I'm encountering invisible walls near the Neriak entrance. I even tried using the #goto command to jump to npcs, but couldn't move with most of the ones by the bridge. It's as if the collision doesn't match the zone geometry.
I wonder, did you ever resolve this? I have been setting myself up a server today/last night and getting Nektulos to zone right has been a real stumbling block for me.

I found that after deleting the 'new' Nektulos.eqg files that I could load the classic Nektulos alright... but there's two 'versions' of the old zone, version 0 which for me has functioning zone points (to go out into ecom/lava/neriaka), but then when I go out into one of those zones and zone back into nektulos, it sends me to nektulos version 1, which doesn't have functioning zone points (and I can't even find a reference to it in zone points).

If I do #zone nektulos it sends me to version 0, from where I can zone out normally at the correct points. But I can't figure out why if you zone in from neriaka/ecom/lava that it sends you to version 1 of the map when there's no clear reference to that in the database.

I even went to zones and deleted the nektulos version 1 entry altogether (ID 439), and it still sends me to that zone in game.

As a side note, not a single NPC is spawning in nektulos for me (either version 0 or 1) so maybe that's related.

Pertinent details: This server is a fresh PEQ install, running on a clean ROF2 client (with deleted .eqg files; trying to get classic maps to load).

[EDIT]: Okay, so I figured the issue out and fixed it. It suddenly leapt out at me as I was looking at another forum posts of Huppy's (from here) where I think I took some of his SQL code earlier to set up the zone points for Nektulos.
I guess it was meant to set it up for the 'new' Nektulos, and so the target instance on one of my Neriaka (and ecom and lava) was set to 1 instead of 0. Changed to 0 and now it's fixed.
Now on to figuring out why 0 npcs spawn, lol.
[EDIT2electricBoogaloo] Which if anyone else has happen to them, as they probably will if they ever try switching to <10 expansions via Rule settings on PEQ, I fixed that over here.

Last edited by Vire70; 07-15-2021 at 10:29 AM.. Reason: UPDATE
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