Bug Thread

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paazin
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Re: Bug Thread

Post by paazin »

fortune teller's house is called 'Interior1'

also, her outfit is way weird - skin tones don't match

in baker's shop:

baker does not talk, and he looks... strange. like really wide or something.

also, none of the shops have a return barrel :(

temple of ishtishia sells crap 2x normal price

also... throw in some masterwork or +1 arrows into the fletcher's shop? would be cool


also also, I really like the city, the place has alot of character and looks awesome

OH AND

distillery, no one really talks. Looks awesome, but seems like one of the guys might have a conversation?

Also I really like the awesome assorted charms for sale in the marketplace!


also also skaug lighthouse is filled with commoners while the area outside has pirates. kinda odd.
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
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CloudDancing
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Re: Bug Thread

Post by CloudDancing »

Overall your landscapes, villages, and martime vistas are very lovely and well sculpted. I am really excited to visit this place in character. Are houses for sale? Inns? *grin*
I can't wait to see the sea monsters finally put to good use along with our shark NPCs.

Notes:

Skaug Island: Smuggler's Cave, full of Pirates. Pirates that killed my stunt girl in one hit. Then proceeded to stand prone as my PC bled out while her bear killed them.

Skaug Local:

Most guard's HP are at Slightly Injured. One is Near Death near the docks.

None of the Skaug Vendors have Return Bins

Armorer has two Dwarven Helms w/o icons for the items. (derp Curm is right)

Start Village/ Caer Corwell:

Priest sells armor and weapons in the Temple (again, Curm, right, is temple of Illmater after all)

Healing Scroll prices are wrong, Cure Light Wounds for example should be 41 gold not 91.


In general comments and suggestions:

Map Notes are great when they say things like "Temple of Illmater" not just "Church"

Full Zone ATs are especailly difficult at corners. You turn slightly and you AT again.

Ask me for all of tsm/alfa base items, including clothes and armor. We have models of all clothing piece in ever color. Why I say this is simply to keep you from going mad on items and pricing, which I have seen already in your vendors. All our items are properly priced and organized in a easy to use manner.

This will save you guys SO much trouble. Don't be afriad to ask! You have all the models we have, just might not have placeables made for them yet. TSM does have them, including Stained Glass windows and lots of other nice things. We also have a nice system for spawning new items into the stores at random and a set of premade chest and containers with random loot.

Also I would suggest you get our erfs for all general NPC mobs used on TSM that are FR compliant and have the CR system implemented on them.

I also have seen a great fishing system on Haven. Ill see if I can pull it out of the haks.
Last edited by CloudDancing on Tue Aug 24, 2010 6:21 am, edited 1 time in total.
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Curmudgeon
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Re: Bug Thread

Post by Curmudgeon »

1500gp for ordinary full plate is exactly correct.

Scroll prices should depend on the level at which the scroll was scribed - proper pricing is Spell Level x Caster Level x 25gp.

Nothing wrong with temples selling armor & weapons.
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Mirabai
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Re: Bug Thread

Post by Mirabai »

Where did the server go? Appears to be down
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paazin
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Re: Bug Thread

Post by paazin »

Cloud_Dancing wrote: Most guard's HP are at Slightly Injured. One is Near Death near the docks.
I've noticed this all over actually I wonder where it's from
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
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CloudDancing
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Re: Bug Thread

Post by CloudDancing »

It's turned off. Al and Curm can't restart it remotely. So we all have to be paitent.
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NickD
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Re: Bug Thread

Post by NickD »

paazin wrote:
Cloud_Dancing wrote: Most guard's HP are at Slightly Injured. One is Near Death near the docks.
I've noticed this all over actually I wonder where it's from
Heh, just noticed Skaug. Skaug itself is an old server. The pre-live server from Exodus, in fact. I got my fighter up to level 3 on that server and that was as far as my experience with Exodus went. :D

I believe the reason so many people are barely injured or worse is some old "realism" thing that was around in the old days that spawned NPCs with less than full HPs. IIRC, it was also in the ALFA NWN2 OAS (which is now part of WHL)
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Curmudgeon
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Re: Bug Thread

Post by Curmudgeon »

The "partially injured" NPC issue is due to a Toolset anomaly. You need to actively set creatures to their full "character sheet" HP when blueprinting them.
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries

"This is not my circus. These are not my monkeys."

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paazin
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Re: Bug Thread

Post by paazin »

Saw some wolves spawn in the Skaug mountains as neutral. When attacked they wouldn't fight back.

Iron keep sundries sells bows, not sundries (same NPC as the bowyer)

graystaad AT out of town does not work (visible but inaccessible)

also, the sundries merchant sells potions for 2x the normal price
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
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Castano
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Re: Bug Thread

Post by Castano »

The above bugs (Nick's Mira's Paazin's) have all been addressed.

Remaining bugs:

1. fix the cows

2. make sure all skaug NPCs have conversations enabled

3. Turn instanced pirate spawns into

4. Combat issues:

I suspect issues with the combat - e.g. monsters not fighting back, nuetrals failing to turn hostile when attacked, may be due to lag. Once we move to the live host this should not be an issue. We will run a stress test on the live host to make sure.

Comments were taken into account too. Thank you for the positive feedback on the server. Please know it is not just my work, but that of many members here.

Some comments not taken and reasons why:

1. Two merchants in the wizard shop is on purpose.

2. Temples will sell faction specific arms and armor for their clerics and paladins

3. I am generally oppsoed to scripted pay for heal spell casting as it is not IC IMO for a cleric to weaken themselves for everyone who comes through the door - it's why they pre-made sell potions.

4. Some animals are set as neutrals because they do not hunt the average PC or PC party. Since most players enter the wild in groups, the wolf pack is not coming for them. However, if you are wounded and a DM is on watch out! :P
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paazin
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Re: Bug Thread

Post by paazin »

Castano wrote:4. Some animals are set as neutrals because they do not hunt the average PC or PC party. Since most players enter the wild in groups, the wolf pack is not coming for them. However, if you are wounded and a DM is on watch out! :P
I get that, though... is that normal in NWN2 that animals don't fight back when attacked? if I remember in NWN1 they do?
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
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Castano
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Re: Bug Thread

Post by Castano »

paazin wrote:
Castano wrote:4. Some animals are set as neutrals because they do not hunt the average PC or PC party. Since most players enter the wild in groups, the wolf pack is not coming for them. However, if you are wounded and a DM is on watch out! :P
I get that, though... is that normal in NWN2 that animals don't fight back when attacked? if I remember in NWN1 they do?
I'm not sure why they are not turing hostile. they are set to alfa scripts....i think we are having combat lag issues with the beta server...so it should be ok when we stress test the host server.
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
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On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
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Castano
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Re: Bug Thread

Post by Castano »

Ok new module is up....

1. all stores are now spawned
2. the injured cows should now finally be healed
3. npcs should all have some sort of conversation
4. ironkeep weapon and armor stores should now have different merchants
5. lowhill beergarten furniture is now halfling sized
6. port skuag has some more weeds and dirt around town to make it umm more piratey
7. store doors in corwell town now autoclose (rest of the server will convert to autoclose doors after these are firmly tested)
8. graystaad now has a wilderness seacliffs area so you can get killed in the pretty wild, just like on the other islands (no spawns yet - taking suggestions)


To do list:

1. fix graystaad town exit AT so you do not have to zoom in on it to click it -DONE
2. make hin-only set of armor & clothing for lowhill shop
3. fix oman's isle "new area transition" to read "ship to graystaad" - DONE
4. add omega wand to server
5. redo sittable chairs with working ones
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
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Veilan
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Re: Bug Thread

Post by Veilan »

Start Merchant:

- I couldn't find Scale Mail, which at 4/3 for 50gp might be a good pick to have for starting characters

gwynneth corwell town:

- on the marketplace, the ATs don't connect to the Armourer, Leather Worker, Weaponsmithy, Tailor and Silver Singer Harpmaker
- Capitalisation of the area name would be more aesthetically pleasing, but that's just cosmetics

Port Skaug:
- map pin and sign to the fletcher shop should read Fletcher, not Flecther
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Castano
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Re: Bug Thread

Post by Castano »

Veilan wrote:Start Merchant:

- I couldn't find Scale Mail, which at 4/3 for 50gp might be a good pick to have for starting characters

gwynneth corwell town:

- on the marketplace, the ATs don't connect to the Armourer, Leather Worker, Weaponsmithy, Tailor and Silver Singer Harpmaker
- Capitalisation of the area name would be more aesthetically pleasing, but that's just cosmetics

Port Skaug:
- map pin and sign to the fletcher shop should read Fletcher, not Flecther
Thanks!

Fixes are in place for our doors. Seems the Alfa autoclose nighttime lock shop doors do not work so well, so we are reverting back to the regular autoclose ones in the next update (which we know work).

Capitalizing our area names is a challenge, as the toolset hates it when I try to do it - it will not let me.

I will fix the fletcher map pin.

I'll add scale mail to the armor shops if I can find an alfa abr version in the toolset.
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page

On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
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