Mod 2.0 Bug Thread

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ayergo
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Mod 2.0 Bug Thread

Post by ayergo »

Post here for bugs.
There's a place I like to hide
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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
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ayergo
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Re: Mod 2.0 Bug Thread

Post by ayergo »

Starting area merchants not accessible
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
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ayergo
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Re: Mod 2.0 Bug Thread

Post by ayergo »

zel_onchat Stack Underflow spamming error
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
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Fionn
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Re: Mod 2.0 Bug Thread

Post by Fionn »

Safehaven inn spawning batches of patrons - teleport lag and impossible to move. This party is OFF THE RAILS!

Fixed in version 2.3 . Recursive call to spawn() in OnAreaEnter script with no end condition and if executed before the heartbeat script would spawn until heartbeat kicked in. Recursion removed
PC: Bot (WD)

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Fionn
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Re: Mod 2.0 Bug Thread

Post by Fionn »

2T - Balthorr's Rare shop nothing spawns, bad lag, downstairs door won't work.

Blaisden One-Eye doesn't seem to be spawning at all.
PC: Bot (WD)

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Arianna
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Re: Mod 2.0 Bug Thread

Post by Arianna »

Fionn wrote:2T - Balthorr's Rare shop nothing spawns, bad lag, downstairs door won't work.

Blaisden One-Eye doesn't seem to be spawning at all.
Depending on what version of the Mod he has . . . Blaziden was removed at one point. and moved during another


Arri is correct. Blazidon was removed due to the quest being broken (for same reason as multi spawns we've seen). Essentially Thrak'tul or other NPC you are supposed to kill would spawn a hundred copies. This was usually quite fatal for the n00b PC. Now that this has been corrected we can consider putting Blazidon back.
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dergon darkhelm
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Re: Mod 2.0 Bug Thread

Post by dergon darkhelm »

I was able to roll up a PC and get to the start area today ... logged off satisfied. :)

When I returned he was gone from my list. Tried to roll a replacement and after creation when trying to play get "Invalid character - player login refused. Server doesn't allow local vault characters."


Fixed. Not an issue with the module but with the server not having enough storage space. A windows update broke the server and some characters. Any characters effected by this will be re-created with DM assistance.
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Arianna
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Re: Mod 2.0 Bug Thread

Post by Arianna »

I imagine that a Central vault for the server has not been created yet and unless the specifics have been altered on the NWN2x stuff, it won't let anything but a new toon on ONCE

Not actually the case. The server vault exists on the server and does not allow local characters. Server vault is largely functional except an issue where we ran out of space.
Current NWN2 PC: TSM- Lessa

HDM of Moonshae Server DM on BG
Builder Everywhere
DM times - 6:30-10 PM Saturdays PDT on MS . . other times as I show up
PM me on Discord if you want to be DMd on BG I have Monday nights available
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Fionn
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Re: Mod 2.0 Bug Thread

Post by Fionn »

Spawns seem to have stopped. Not looping spawns, all random spawns. No rats, no commoners. Guards and inn patrons seem to be happening in the usual numbers.
Not a bug. Spawns in the area in question were removed to keep commoners from wandering into rats.
PC: Bot (WD)

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Fionn
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Re: Mod 2.0 Bug Thread

Post by Fionn »

odd - checked with another toon, commoners happening north, went to log back in with Mi'Tien and was initially refused as invalid, then the server dropped offline.

MiTien was corrupted due to the HD overflow. DM will rebuild character when next meet. Character deleted from vault to keep it from crashing the server.
PC: Bot (WD)

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Mick
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Re: Mod 2.0 Bug Thread

Post by Mick »

There is no merchant spawning in Balthorr's Rare and Wondrous Treasures in the Castle Ward Area 2T.
Talk less. Listen more.

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dergon darkhelm
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Re: Mod 2.0 Bug Thread

Post by dergon darkhelm »

Perhaps a feature more than bug but ...


Dire Rats are amped up compared to the SRD.

They attack at +7 or something crazy like that! (The regular rats are like +4 AB too)
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

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ayergo
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Re: Mod 2.0 Bug Thread

Post by ayergo »

dergon darkhelm wrote:Perhaps a feature more than bug but ...


Dire Rats are amped up compared to the SRD.

They attack at +7 or something crazy like that! (The regular rats are like +4 AB too)

Area? Time?
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
User avatar
dergon darkhelm
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Re: Mod 2.0 Bug Thread

Post by dergon darkhelm »

ayergo wrote:
dergon darkhelm wrote:Perhaps a feature more than bug but ...


Dire Rats are amped up compared to the SRD.

They attack at +7 or something crazy like that! (The regular rats are like +4 AB too)

Area? Time?
Rat Hills, Forward Trumps
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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Mick
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Re: Mod 2.0 Bug Thread

Post by Mick »

All of the dire rats are like that and they have been that way forever in ALFA. I do not think they have ever been canon.
Talk less. Listen more.

Current PCs: ?
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