Bug Thread

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Castano
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Re: Bug Thread

Post by Castano »

doors to the keep in Caer Corwell are broken.

Fixed in the build module and will go up next week.
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
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Dorn
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Re: Bug Thread

Post by Dorn »

Firstly.

Well done and thankyou.

Having tried to build a.....hill...in the toolset I am constantly amazed about what you guys can do. We complain about DM numbers sometimes but we never forget the fact that we need a place to be DMed in. So thanks again.

Forgive the below if they're in-dev and i've moissed a post. Just had a spare 30 mins.

Starting:
1) Didn;t begin with any gold.

Gwynth Cornwell Town:
1) Aesthetic: All the commoners say 'Happy Day to You'. No nation of people is that happy. Not even the North Koreans despite what their leader tells us.

2) Aesthetic: Some of the books in teh bard store perhaps contain a bit too much lore? 'War of light and dark' for example discussed how Ao came along and then shar and selune started pulling each others hair before chauntea said she was cold and wanted... Is that normal lore for a harbortown and not candlekeep? I thought Ao was a borderline mystery?

Caer Caladyrr:
1) Bug: walkmesh around entrance to Twisted Sail is messed up. Cant get to/open door.

2) Bug: Grocer behind 'Chandler' has no store

3) Bug: Postmaster map pin door has no AT

...all for now
playing Nathaniel Ward - Paladin of the Morninglord and devout of Torm (cookie cutter and proud of it)
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Castano
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Re: Bug Thread

Post by Castano »

Thanks Dorn. I really appreciate your taking the time to walk parts of the server.

1. I'll get with the tech peeople on the starting gold. Could be because we are not on the live vault? I have started test PCs (but mine are older) and they all had gold.

Corwell

1. not all the commoners say happy day to you, about 25% snarl at you and ask you to move along. The % increases in the morthmen community. You just met the friendly nice ones. Just think of it as a variation on "good day".

2. The bard store could use a bit of pruning, but per canon Moonshaes is a very bard-centric land, so I won't prune anything that is publicly availabel in FR.

Callidyrr

1. I was able to get into the twisted sail last time I tried...will check again

2. That grocery store is an issue, I'll make sure it spawns, or delete his conv.

3. Portmaster was not built...I will delete the pin. He's not needed anymore because we do not use a ticketed boat system, and instead run it off conversations like in TSM/BG
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."
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Castano
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Re: Bug Thread

Post by Castano »

Start Area

1. Just confirmed that beta PCs do receive their 300gp...maybe what was experienced was an anomaly?

Callidyrr

Grocer store spawns, just opened it - maybe you experienced some random lag?

Twosted sail door is not workign due to wlakmesh issue, will move door to another location (for tech reasons rebaking the city is not necessarily the best thing).
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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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

gwynneth cornwell weaponsmithy

"Masterwork short sword" has +1 attack bonus

But "Short Sword, Masterwork" has no attack bonus but instead shows a +1 slashing bonus.

Same applies to all the Masterwork weaponry as I can tell...there are 2 subtypes one with the proper +1 attack bonus and a second with a damage bonus instead
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

Sippery Eel Inn (I think that's what it is called)

I AT'd to the upstairs through the door and ... ppof.

Whole area is black and incomplet with no selectable door to AT back down.

So I'm stuck....but I did have a lot of fun running aorund 'til then
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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Castano
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Re: Bug Thread

Post by Castano »

dergon darkhelm wrote:Sippery Eel Inn (I think that's what it is called)

I AT'd to the upstairs through the door and ... ppof.

Whole area is black and incomplet with no selectable door to AT back down.

So I'm stuck....but I did have a lot of fun running aorund 'til then

weird because there is not upstairs to that inn.

I'll take a look at it. I'll restart the server before Saturday, so you should log back in at the OOC start area.
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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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

Castano wrote: I'll take a look at it. I'll restart the server before Saturday, so you should log back in at the OOC start area.
well....actually with that PC i'll be logging into fugue ;) damned pirate archers
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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Castano
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Re: Bug Thread

Post by Castano »

Oman's Isle fails to consistently spawn the transport captains who run the conversations that move you from seaport to seaport, just keep re-AT-ing into the area until the captain spawns - I tested this method and it worked on the 2nd AT, everyone spawned. We are working on a way to make the spawn appear more consistently.

Fixed - Castano 11/02/10
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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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

gwynneth corwell town.

in the S-W corner of town (near the guardhouse) one of the buildings with a primary locked door has an adjacent un-locked door built halfway into the wall to the right which goes nowhere.

Investigating - Castano

Entering the place map pinned as "guardhouse and jail" ATs you into "Pet Store"

Fixed 11/3/10 Castano

Two NPCs seem tp be sharing the same script for pelts/hides. One is a merchant standing just inside the south gates, the other is a trading coster attendant on the N-W side of town.

Fixed 11/3/10 Castano

Tailor Corwell town. Doorway upstairs also has two doors. The more foreward one is locked with a false second door behind it.

Fixed 11/3/10 Castano
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

The building immediately to the north of the fishmonger in Corwell has 3 doors stacked upon each other(the armorsmithy..but not the main front door )).

Fixed -Castano 11/2/10
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

Upstairs at the Trapper Inn in Corwell. Entrance to baths has two doors layered atop one another

Fixed 11/3/10 Castano
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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Muse
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Re: Bug Thread

Post by Muse »

the area south the salt flats is called template...

Fixed 11/03/10 Castano
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dergon darkhelm
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Re: Bug Thread

Post by dergon darkhelm »

Lowhill interiors

Bogo Overhill has conversation

"I have need of healing skills" triggers the script "Appraise: You browse the merchant's wares", but no merchant inventory pops up.

Fixed 11/03/10 Castano


_____

Lowhill Interiors: Halfling tavern stools aren't sittable for halflings. (Not sure about for tall folks...but they don't give the "this is too big so you give up" script)
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
mr duncan
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Re: Bug Thread

Post by mr duncan »

The seagulls in Graystaad are to low and the hills to high. They frequently fly into and through the ground and hills


The lights in the Ironfang Keep village area are set to flicker to fast, and are to bright. Slow down the flicker rate to a slow pulse and dim the lights intensity, especially the light for house windows. In fact if you just pull the lights placed at the house windows the soft glow from the placeable itself will do fine, but the lights on the lamps still need to be subdued a bit and have the flicker rate stretched out a little
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