Mod 3.0 Bug Thread

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ayergo
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Re: Mod 3.0 Bug Thread

Post by ayergo »

Senor T wrote:Image

The bottom AT on the right side of the map jumped me somewhere nearby but wrong, and if I recall correctly, I jumped a little before I hit the AT.
What is the area name?
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Senor T
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Re: Mod 3.0 Bug Thread

Post by Senor T »

I never think to pay attention to those numbers when they flash up on the loading screen. I believe it’s the area durectly east of the east side of the market. It’s two areas north of the Dripping Dagger.
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Arianna
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Re: Mod 3.0 Bug Thread

Post by Arianna »

Senor T wrote:I never think to pay attention to those numbers when they flash up on the loading screen. I believe it’s the area durectly east of the east side of the market. It’s two areas north of the Dripping Dagger.
If you mouse over your Picture it will tell you what area your in
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Senor T
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Re: Mod 3.0 Bug Thread

Post by Senor T »

If you mouse over your Picture it will tell you what area your in
Lolol! Am noob. :lol:
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.
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valn99
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Re: Mod 3.0 Bug Thread

Post by valn99 »

When I used the Blessed Helm of Lathander for Neutralize poison, I got these messages:

[CHAT WINDOW TEXT] [Fri Jan 05 22:24:32] Bran uses Blessed Helm of Lathander
[CHAT WINDOW TEXT] [Fri Jan 05 22:24:32] Your spell cast ID is read as 126.

Nothing happened. But I did lose two charges... :(
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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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

Pelauvir's Counter (Area 4H): The weapon inventory includes several items with "X" for the image. This issue includes all of the items on this inventory page except the walking stick.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

Waterdeep Castle (area 3F). At at bottom of stairs on the right (west) as you face the animal licensing desk goes to the same area as the stairs going down on the left (east) side of the room.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

ayergo wrote:
Gaia_Nostra wrote:All of the transition south from area 1Q should go to 1W, but actually go to 1X (see image).

Image
I think this one is fixed, but the problem was that the tags in 1X are all borked. I suspect other ATs from this area might be borked so take a look if you get a chance.
Confirmed. All of these transitions are now working correctly.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

North bound transitions in area 2C should go to area 1W. The western most transition is fine, but the other three transition into 1X. This could be a side effect of the clean-up you did earlier in 1X.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

ayergo wrote:
Senor T wrote:Image

The bottom AT on the right side of the map jumped me somewhere nearby but wrong, and if I recall correctly, I jumped a little before I hit the AT.
What is the area name?
Don't know if anyone answered, but that is area 2I.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

Area 2O, the transition to the City of the Dead does not work. It is visible, but when you click it, nothing happens.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

I apologize if this has been posted already, but the transition to the City of the Dead from area 3H does not appear to be working. I opened the gates, but I can't remember now if there simply is no transition or if it is not working.

Image
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

Spires of the Morning: Monastery of the Sun Soul. I'm not sure how to describe this, so please let me know if you need more details. If you exit from the lower level of the monastery via the western most set of stairs you end up in the upper level (Marked as #1) instead of the entry level (marked as #2). Hopefully this image will help illustrate the location of the problem.

Image
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

Also, I know a merchant can spell the name of their business as they see fit, but I would have spelled the Galloping Minotuar as Galloping Minotaur (area 2H).
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Arianna
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Re: Mod 3.0 Bug Thread

Post by Arianna »

Gaia_Nostra wrote:I apologize if this has been posted already, but the transition to the City of the Dead from area 3H does not appear to be working. I opened the gates, but I can't remember now if there simply is no transition or if it is not working.

Image
Pretty positive that is NOT a entry into the CoD which is further north, its the River Gate which is suppose to Lead OUT of the city but was never expanded upon so it does not lead anywhere currently
Current NWN2 PC: TSM- Lessa

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DM on BG
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PM me on Discord if you want to be DMd on MS
I have Monday nights available for adhoc
Talk to me if you want to learn to build for NWN2

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