Mod 3.0 Bug Thread

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Galadorn
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Re: Mod 3.0 Bug Thread

Post by Galadorn »

valn99 wrote:
dergon darkhelm wrote:North Ward spawns:

Skeleton Warrior uses potion of Cure Minor Wounds at near death ... kills self with it. :)
LFAO! :lol:
LOLOL!
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Re: Mod 3.0 Bug Thread

Post by ayergo »

dergon darkhelm wrote:
ayergo wrote:
dergon darkhelm wrote:Tyrantfog Zombie - gives no XP

Zombie Warrior - gives no XP
What area?
Oh sorry - Below City of the Dead -- 20
Oh cool, didn't know anyone was even using the Dungeon of the Crypt. I'll think about adding more levels.

Let me know if sarcophagi there are busted too.
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dergon darkhelm
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Re: Mod 3.0 Bug Thread

Post by dergon darkhelm »

This applies to spawns both below Blackwell and below city of the dead

There's something wonky with XP award

Skeletons give 1 xp --- that's about right.

The new creatures that require holy water or flame to kill (skeleton warriors etc) also give 1xp. They seem to work.


Other undead creatures that spawn at random locations, however, give no XP. This includes skelton priest, ghast, ghoul, wight, ghoul lord, undead waterdhavian, and fledgling vampire.


But ... fledgling vampires that spawn as part of sarcophagus traps give a markedly elevated award of 90 xp.
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Re: Mod 3.0 Bug Thread

Post by ayergo »

dergon darkhelm wrote:This applies to spawns both below Blackwell and below city of the dead

There's something wonky with XP award

Skeletons give 1 xp --- that's about right.

The new creatures that require holy water or flame to kill (skeleton warriors etc) also give 1xp. They seem to work.


Other undead creatures that spawn at random locations, however, give no XP. This includes skelton priest, ghast, ghoul, wight, ghoul lord, undead waterdhavian, and fledgling vampire.


But ... fledgling vampires that spawn as part of sarcophagus traps give a markedly elevated award of 90 xp.
Will try and fix it, but might be a while to sort through. I'm very interested in XP data for the creatures you discover and where they are.

To make up for the XP lost, explore trigger in Dungeon of the Crypt should work now. :)
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dergon darkhelm
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Re: Mod 3.0 Bug Thread

Post by dergon darkhelm »

ayergo wrote:
dergon darkhelm wrote:This applies to spawns both below Blackwell and below city of the dead

There's something wonky with XP award

Skeletons give 1 xp --- that's about right.

The new creatures that require holy water or flame to kill (skeleton warriors etc) also give 1xp. They seem to work.


Other undead creatures that spawn at random locations, however, give no XP. This includes skelton priest, ghast, ghoul, wight, ghoul lord, undead waterdhavian, and fledgling vampire.


But ... fledgling vampires that spawn as part of sarcophagus traps give a markedly elevated award of 90 xp.
Will try and fix it, but might be a while to sort through. I'm very interested in XP data for the creatures you discover and where they are.

To make up for the XP lost, explore trigger in Dungeon of the Crypt should work now. :)
Got that ... trigger worked yesterday!

And , imho the XP awards overall are fine, especially considering the link with other static content and items dropped by various undead. .... My post is just informative, not a complaint :)
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dergon darkhelm
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Re: Mod 3.0 Bug Thread

Post by dergon darkhelm »

A couple of observations ...


The undead that require fire/holy water to kill *seem* to be immune to a preists "turn undead" ability. (I could be wrong ... but have tried multiple times with no effect. It's also possible that I just don't have enough Cleric power to turn them if they are stronger in HD).


Also, more as a suggestion than a bug --- feel free to disregard if you don't like it: It might be nice to allow those undead to be destroyed by the application of any positive divine energy (cure spells particularly). That would put it more in line with D&D. Holy water is pretty much just bottled divine energy anyway
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Re: Mod 3.0 Bug Thread

Post by ayergo »

dergon darkhelm wrote:A couple of observations ...


The undead that require fire/holy water to kill *seem* to be immune to a preists "turn undead" ability. (I could be wrong ... but have tried multiple times with no effect. It's also possible that I just don't have enough Cleric power to turn them if they are stronger in HD).


Also, more as a suggestion than a bug --- feel free to disregard if you don't like it: It might be nice to allow those undead to be destroyed by the application of any positive divine energy (cure spells particularly). That would put it more in line with D&D. Holy water is pretty much just bottled divine energy anyway
Yeah turn is limited against them. Probably no easy fix for it.

To the second part, it already works that way! In fact you could probably use the cure potions even. First skeleton was killed by a paladin doing lay on hands, so I am sure it works.
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Re: Mod 3.0 Bug Thread

Post by Senor T »

The emote tool dispel invisibility effects doesn't seem to work. This could very well be related to dispel benign spell effects not working for that disguise self spell.
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dergon darkhelm
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Re: Mod 3.0 Bug Thread

Post by dergon darkhelm »

ayergo wrote:
dergon darkhelm wrote:A couple of observations ...



Also, more as a suggestion than a bug --- feel free to disregard if you don't like it: It might be nice to allow those undead to be destroyed by the application of any positive divine energy (cure spells particularly). That would put it more in line with D&D. Holy water is pretty much just bottled divine energy anyway

To the second part, it already works that way! In fact you could probably use the cure potions even. First skeleton was killed by a paladin doing lay on hands, so I am sure it works.
Well.... I've play tested this a fair amount. And it seems that divine energy delivered vie cure spells (i used each of Cminor, Clight, and Cmod in play) does not kill off the undead that require fire or holy water.
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valn99
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Re: Mod 3.0 Bug Thread

Post by valn99 »

Some of last night's undead were not immume to critical hits.
I'm not 100% sure, but I think it were the bone bats.

Also, I was wondering if the shadows used touch attack or not. Perhaps that's not implemented in NWN1?
Most of Bran's armor doesn't impact touch attack, so I expected to take more hits from them.
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Re: Mod 3.0 Bug Thread

Post by valn99 »

I brought a lot of fire beetle bellies to brew alchemist fire.
But... the crafting table didn't offer the option after making a few.
Then I realized, I had "Fresh" fire beetle bellies, and not "regular" fire beetle bellies...
So the script doesn't recognize the two as being equivalent.

Is there a reason for this distinction?
NWN1 PC:
Now (2017): Bran, naive servant of Lathander, currently thinking about opening a potion shop.
circa 2000: JenWa, proud mother duck and half-crazed sorceress of Shadowdale.


NW2 PC: Kasil Trueforger, dwarven scholar of Felbarr.

Garlus Ironbeard: [d] I was sure there was a reason we brought you along.
Kevorn Trueforger: [d] I'm da funny one and ye're da smart one.
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Re: Mod 3.0 Bug Thread

Post by ayergo »

valn99 wrote:I brought a lot of fire beetle bellies to brew alchemist fire.
But... the crafting table didn't offer the option after making a few.
Then I realized, I had "Fresh" fire beetle bellies, and not "regular" fire beetle bellies...
So the script doesn't recognize the two as being equivalent.

Is there a reason for this distinction?
Sounds like bugged bugs, bugger!

Will fix.
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valn99
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Re: Mod 3.0 Bug Thread

Post by valn99 »

Seems like critters might drop either the fresh or "regular" bellies...
NWN1 PC:
Now (2017): Bran, naive servant of Lathander, currently thinking about opening a potion shop.
circa 2000: JenWa, proud mother duck and half-crazed sorceress of Shadowdale.


NW2 PC: Kasil Trueforger, dwarven scholar of Felbarr.

Garlus Ironbeard: [d] I was sure there was a reason we brought you along.
Kevorn Trueforger: [d] I'm da funny one and ye're da smart one.
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Re: Mod 3.0 Bug Thread

Post by ayergo »

valn99 wrote:Seems like critters might drop either the fresh or "regular" bellies...
I believe this should be fixed with the update... with an added inferno beetle belly!

Catacombs are now a fully static dungeon, check them out!
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Re: Mod 3.0 Bug Thread

Post by ayergo »

Also, please test the recipe:

imp horns + Holy water = Potion of Resist Elements.
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