Bug Thread March 18 --

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Keryn
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Re: Bug Thread March 18 --

Post by Keryn »

Inside the Temple of the Loyal Fury in SM there is a room at your right, when you enter the temple, that has curtains making it impossible to walk in.
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Ithildur
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Re: Bug Thread March 18 --

Post by Ithildur »

oldgrayrogue wrote:Dan:

I have noticed major differences -- mostly in color variations -- between custom tooled items as they appear in the toolset, and the items appearance in the TSM mod. I have discussed this with other players and they have noticed similar discrepancies. I bet this has something to do with the disappearing pieces of the bastard sword. There is also a bug that causes "gloves" that are tooled onto a set of armor to default to a "flesh" or ungloved appearance if you equip bracers. My custom tooled armor has "gloves" checked in the toolset and appears with black gloves in the toolset that matches the armor. When I equip my PC's bracers IG, the custom gloves disappear from view and it appears as if the PC is not wearing gloves at all (i.e. naked hands). I retooled the equipped bracers to color them "black" to approximate black gloves (since my rogue uh ... likes wearing gloves ... =p) and it is still the same result. Once equipped it defaults to the "flesh" tone ungloved look. Anyway, that was a tangent but maybe something similar is happening with the sword.
IIRC this is an old issue with the nwn2 toolset that's been around forever... :?
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Re: Bug Thread March 18 --

Post by Dorn »

Quest givers in fochulan are not spawning
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AcadiusLost
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Re: Bug Thread March 18 --

Post by AcadiusLost »

Dorn wrote:Quest givers in fochulan are not spawning
Fochlucan NPCs should be fixed now.
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Mateusz IV
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Re: Bug Thread March 18 --

Post by Mateusz IV »

Standard abjuration test.
1. The forceshield opened for too short, and closed before i reached the passage. From then it didnt want to open again.

2. During conversation i said that i want to start over the course (becouse i though it will fix the nr. 1) and out of the blue without warning she took all my gold (can i get it back?)

3. High hold - koldan - alchemist quest, the alchemist dosent make skill checks and you dont get the item (you press conversation line that states that check will be made but nothing happends)

AFter further tries i think 1 is not a bug...
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Wynna
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Re: Bug Thread March 18 --

Post by Wynna »

Mateusz IV wrote:Standard abjuration test.

...

AFter further tries i think 1 is not a bug...
It is not a bug. :D

I'll upload some fixes today, though, for the other, and the others that AL hasn't already gotten.
Enjoy the game
danielmn
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Re: Bug Thread March 18 --

Post by danielmn »

Sundabar - the walls of Sundabar are floating a bit off the ground. Also, the line of wagons, a pile of hay, and two troughs are floating off the ground as well at the caravan station outside sundabar. And beating Holly to all of his mispelling "bugs", Felbarr is spelled wrong on transitions and map pins. :P :mad:
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mr duncan
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Re: Bug Thread March 18 --

Post by mr duncan »

danielmn wrote:Sundabar - the walls of Sundabar are floating a bit off the ground. Also, the line of wagons, a pile of hay, and two troughs are floating off the ground as well at the caravan station outside sundabar.
Theres no Sundabar, It sounds like the floating things are part of the Caravan /to/ Sundabar... but that city is a long long walk away


J
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Wynna
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Re: Bug Thread March 18 --

Post by Wynna »

Silverymoon Pass now extends all the way to the outer wall of Sundabar. I added it to Mr. D's beautiful work on the rest of the Pass. All floating objects are my fault and I'll get them. Thanks, Dan, and thanks Mr. D. for your building.
Enjoy the game
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Re: Bug Thread March 18 --

Post by mr duncan »

Our servers DO NOT share a vault. Going to BG is like travelling back in time and the things I picked up there are no longer on my PC upon arrival.

They have similar vaults, but they are not the same.



J
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Curmudgeon
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Re: Bug Thread March 18 --

Post by Curmudgeon »

mr duncan wrote:Our servers DO NOT share a vault. Going to BG is like travelling back in time and the things I picked up there are no longer on my PC upon arrival.

They have similar vaults, but they are not the same.



J
Your bic has been duplicated - there are 2 versions currently in the (still) shared vault.

Log off and contact me or AL in chat to fix the issue.
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mr duncan
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Re: Bug Thread March 18 --

Post by mr duncan »

Wynna wrote:Silverymoon Pass now extends all the way to the outer wall of Sundabar. I added it to Mr. D's beautiful work on the rest of the Pass. All floating objects are my fault and I'll get them. Thanks, Dan, and thanks Mr. D. for your building.
I am pretty sure Sundabar is not supposed to be this close to the pass. Auvandell is a separate entity because the distance between them made it impractical for Sundabar to rule/patrol it. This is the reason it has its own militia

Ill offer to build the rest of the road if we can get rid of the gates of Sundabar being right up on top of (within view) of Auvandell. If we dont have the space for the road or Sundabars interior it still shouldnt be up on the mouth of the pass like that


J
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Brother Humphrey
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Re: Bug Thread March 18 --

Post by Brother Humphrey »

5g Auvendell: Vordrigan's Tower

His convo needs some proofreading: after asking what he does, i was given the choice "yes, i sure am", just like on the first page, rather than a "Show me your wares" or similar. I also noticed a certain sparcity of purchasable items in his shop, though it sure does look impressive, what with that "Fine Weapons" sign outside, and all :lol:
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Curmudgeon
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Re: Bug Thread March 18 --

Post by Curmudgeon »

The new shops in Silvy Pass have not yet been fully stocked. Patience, please.
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HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Wynna
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Re: Bug Thread March 18 --

Post by Wynna »

mr duncan wrote:
Wynna wrote:Silverymoon Pass now extends all the way to the outer wall of Sundabar. I added it to Mr. D's beautiful work on the rest of the Pass. All floating objects are my fault and I'll get them. Thanks, Dan, and thanks Mr. D. for your building.
I am pretty sure Sundabar is not supposed to be this close to the pass. Auvandell is a separate entity because the distance between them made it impractical for Sundabar to rule/patrol it. This is the reason it has its own militia

Ill offer to build the rest of the road if we can get rid of the gates of Sundabar being right up on top of (within view) of Auvandell. If we dont have the space for the road or Sundabars interior it still shouldnt be up on the mouth of the pass like that


J
I answer here because it would be rude not to when addressed publicly. Distance, like time, is scalable to need. If/when we have room to unfold all the currently compressed distances on the server, I'll be knocking at your door for new areas. For now, it's nice to have Sundabar in as a fixed location, even if only the outer wall currently. I have built the Everfire, too, although it's not playable yet, and it's nice to think it could be physically connected to the server through a lava tube or something. On the other hand, I do apologize for adding the wall at the edge of your area without informing you beforehand. The courtesy slipped my mind during a busy week.
Enjoy the game
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