LOLOL!valn99 wrote:LFAO!dergon darkhelm wrote:North Ward spawns:
Skeleton Warrior uses potion of Cure Minor Wounds at near death ... kills self with it.
Mod 3.0 Bug Thread
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Re: Mod 3.0 Bug Thread
- ayergo
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Re: Mod 3.0 Bug Thread
Oh cool, didn't know anyone was even using the Dungeon of the Crypt. I'll think about adding more levels.dergon darkhelm wrote:Oh sorry - Below City of the Dead -- 20ayergo wrote:What area?dergon darkhelm wrote:Tyrantfog Zombie - gives no XP
Zombie Warrior - gives no XP
Let me know if sarcophagi there are busted too.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
- dergon darkhelm
- Fionn In Disguise
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Re: Mod 3.0 Bug Thread
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.
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.
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
- ayergo
- Penguin AKA Vile Sea Tiger
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- Joined: Sun Jan 11, 2004 8:50 pm
- Location: Germany (But frequent world travels)
Re: Mod 3.0 Bug Thread
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.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.
To make up for the XP lost, explore trigger in Dungeon of the Crypt should work now.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: Mod 3.0 Bug Thread
Got that ... trigger worked yesterday!ayergo wrote: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.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.
To make up for the XP lost, explore trigger in Dungeon of the Crypt should work now.
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
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: Mod 3.0 Bug Thread
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
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
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
- ayergo
- Penguin AKA Vile Sea Tiger
- Posts: 3527
- Joined: Sun Jan 11, 2004 8:50 pm
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Re: Mod 3.0 Bug Thread
Yeah turn is limited against them. Probably no easy fix for it.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
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.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
Re: Mod 3.0 Bug Thread
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.
Currently laying the smackdown on Faerun as: Keryn Tel'Jora, who is XXX-TREME!!!.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
- dergon darkhelm
- Fionn In Disguise
- Posts: 4258
- Joined: Fri Jul 08, 2005 1:21 pm
- Location: Cleveland, Ohio, United States
Re: Mod 3.0 Bug Thread
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.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.
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed
NWN2: ??
gsid: merado_1
NWN2: ??
gsid: merado_1
Re: Mod 3.0 Bug Thread
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.
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.
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.
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.
Re: Mod 3.0 Bug Thread
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?
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.
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.
- ayergo
- Penguin AKA Vile Sea Tiger
- Posts: 3527
- Joined: Sun Jan 11, 2004 8:50 pm
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Re: Mod 3.0 Bug Thread
Sounds like bugged bugs, bugger!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?
Will fix.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
Re: Mod 3.0 Bug Thread
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.
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.
- ayergo
- Penguin AKA Vile Sea Tiger
- Posts: 3527
- Joined: Sun Jan 11, 2004 8:50 pm
- Location: Germany (But frequent world travels)
Re: Mod 3.0 Bug Thread
I believe this should be fixed with the update... with an added inferno beetle belly!valn99 wrote:Seems like critters might drop either the fresh or "regular" bellies...
Catacombs are now a fully static dungeon, check them out!
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
- ayergo
- Penguin AKA Vile Sea Tiger
- Posts: 3527
- Joined: Sun Jan 11, 2004 8:50 pm
- Location: Germany (But frequent world travels)
Re: Mod 3.0 Bug Thread
Also, please test the recipe:
imp horns + Holy water = Potion of Resist Elements.
imp horns + Holy water = Potion of Resist Elements.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind