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AcadiusLost
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Post by AcadiusLost »

Runestaff wrote:The Sculptor's quest in High Hold is definitely not working. I attempted the quest objects in the order clan slavemaster, orc warlock, bugbear shaman. After the first went down, I got the Swamp Baroness journal entry I mentioned previously, plus quest xp. After the second, I got a journal entry in the "Completed" section stating I had been rewarded for killing the Swamp Baroness. After the third, nothing special happened, and the Sculptor did not recognize that the quest was completed. Also, the priest's chest in the third's lair contained a journal that looked like it was from the OC (in fact, the entire chest may have been -- I'd suggest simply removing it).
Hopefully fixed- though let me know if it's awarding quest XP at each boss kill, or just once (at the first or last of the kills).
Runestaff wrote:The AT out of the Rivermoot Inn seems to be broken. In the upstairs rooms, some can be rested in, but others cannot be. The AT into the inn is also broken (this was the one that had the displaced door). The resting GUI does not persist for more than a few tenths of a second.


Hopefully all fixed. Note that the resting GUI should not display, since we're altering the resting mechanic with the ACR. You will get a message when resting is complete (2 min or so, if I recall correctly?) and the looping animation will end. Breaking the animation before the rest cycle is done cancels the resting. I'd love to have a progress bar GUI for this, if someone knows how to code one. But the inn ATs were definitely wonky, hopefully sorted now.
Runestaff wrote:The lair in the NW section (near the AT from the travelmap) looks to have the same corrupted wall effect (the vertical white stripes) that had plagued Rivermoot.
Fixed.
Runestaff wrote:Along the southern edge of the region, there is a narrow rope bridge that spans a chasm. The entire bridge is unwalkable.
I can see where you mean- I'm not sure how to make it walkable, other than replacing it entirely with a different appearance and baking that in- would require a new PWC for all the testers even if it worked. A battle for another day, perhaps.
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Runestaff
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Post by Runestaff »

AcadiusLost wrote:I can see where you mean- I'm not sure how to make it walkable, other than replacing it entirely with a different appearance and baking that in- would require a new PWC for all the testers even if it worked. A battle for another day, perhaps.
I don't claim to be knowledgeable about the toolset, but I'm wondering if the bridge is too narrow for anyone to walk on it, period. It is considerably narrower than the eastern bridge, which works fine. I wonder if widening it would solve the issue.

I'm not averse to a PWC update; there's not too many of us testers around to inconvenience. But I agree that shouldn't be a priority.

I will try to retest the Sculptor's quest this evening.
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Post by Runestaff »

AcadiusLost wrote:Hopefully fixed- though let me know if it's awarding quest XP at each boss kill, or just once (at the first or last of the kills).
The quest is still broken. The third kill is not triggering any sort of journal update. I used the ordering orc warlock, clan slavemaster, shaman this time. I tried it a second time (different PC, of course) using the order shaman, warlock, slavemaster, with the same result. It appears quest experience is awarded with the first two kills (about a third of the presumptive total for each kill) but no xp and no journal entry is triggered on the final one. The Sculptor does not react, either.

I've finally experienced the item duplication bug Curmudgeon previously reported. For me, it either happened on dying or on resurrecting (I didn't check before trying the lever). It appears to be duplicating the icon, but not the actual item. For example, I had two robe icons in my inventory, but I could only sell one of them. Buying back the robe caused both inventory icons to flash, as if they referred to the same item. I had this happen to three items in all. Note that selling one item does not cause the duplicate to vanish.
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AcadiusLost
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Post by AcadiusLost »

I've had the duplication before, seems to be a bug with NWN2 that happens infrequently- in my case, it has always seemed to be a display bug only- trying to sell a "spare" resulted in having neither when checking later. It's also possible, though, that lag is leading to an actual duplication during the death/rez juggle.

re: the sculptor's quest, sounds like my fixes took, but the system isn't registring the final variable increment for some reason. Seeing as it worked this way with two different orders of attack, my inclination is to suspect something more pervasive in the Quest system. I'll see if Cipher has any ideas as to what could be causing it. In the meantime I could lower the quest threshold to make it "finishable" with 2 kills and see if that works- or we could just wait and see on the core script.

re: the narrow bridge in fourthpeak- it would be a matter of altering the properties of each of the bridge placeables that have been stacked up to make that span, rebaking the area, checking the walkmesh, adjusting heights of all of them (if necessary), and repeating until we got the walkmesh to "take". Unfortunately the bridge segments seem to be environmental or prefabs, so I can't find how to change their individual properties to make them walkmesh-affecting- so replacing them with a proper rope bridge is likely the easier option. I'll work it in when I do some more extensive updates down the line (maybe alongside the import of Wynna's Silverymoon University areas).
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Post by indio »

AL, check the area contents and look under Placeables. You're after the walkmesh helper, which is lieing on top of the bridge and is the only object required to make it walkable.

That bridge has always been walkable, so I've no idea how it's come to not be. Strange beast, walkmesh.

Let me know if you'd like me a hand.
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Post by ç i p h é r »

AcadiusLost wrote:I've noticed that the quest triggers tended to have common tags, the new ACR modifications to the quest system fail to fire when you've already tripped a trigger of a given tag.
That's right. Quest triggers require unique tags to track activation. This is only necessary for triggers that must only fire once (entry state > 0).
re: the sculptor's quest, sounds like my fixes took, but the system isn't registring the final variable increment for some reason. Seeing as it worked this way with two different orders of attack, my inclination is to suspect something more pervasive in the Quest system. I'll see if Cipher has any ideas as to what could be causing it. In the meantime I could lower the quest threshold to make it "finishable" with 2 kills and see if that works- or we could just wait and see on the core script.
Can you tell me how this quest is setup?
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AcadiusLost
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Post by AcadiusLost »

ç i p h é r wrote:Can you tell me how this quest is setup?
Quest has 3 "boss" opponents to kill to succeed. Each boss has the quest name set as a local string of name "ACR_QST_NAME" in it's blueprint.

The module journal is set up with 5 entries- #1 is assigned, #2 is one leader killed, #3 is two killed, #4 is all three killed, #5 is quest completed and reward granted. (endstate)

NPC questgiver is set to allow reporting of success at queststate 4. (via acr_quest_progress.nss).

Current reports are that the first two bosses killed (irrespective of the order killed) increment the quest system (and give quest XP), but the third one does not. The Quests table shows all PCs who have attempted the quest still at queststate 3.

I do note that one of the bosses (Clan Warlock) has a different naming convention for it's tag, I'll change that in case it matters.

Also appears from acr_quest_i that quest XP is only supposed to be granted when nState >= nUpper- but it seems like it's being granted at both increments currently for some reason (the same happens with multitrigger scouting quests).
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Post by ç i p h é r »

The upper (end) state on all the quest triggers should be 4 so that the final trigger is the one that gives the XP reward. Can you confirm that, AL?

Also, is the last boss being spawned by the quest trigger?
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AcadiusLost
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Post by AcadiusLost »

Ahh, I'd neglected to check the quest triggers- all three had been set with Lowerstate=1, and Upperstate=2- changed all three to 1,4- we'll see if that helps matters.
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Post by ç i p h é r »

The lower state is the entry state. If the bosses can be killed in any order, don't define one (ie 0). Otherwise, make sure you define the lower states in the correct sequence. Once a boss is killed, the quest state will increment. This might have something to do with the inability to trigger the last boss.

Also, we could omit upper state altogether on quest triggers that don't need them. So if they are 0 (ie undefined), they wouldn't award XP. Just an issue of simplification and/or convenience really, if it'll help.
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Post by dergon darkhelm »

Can't find any AT top exit the Silverymoon area..

Also lots of areas that seem like they should be walkable but block movement of character.
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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AcadiusLost
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Post by AcadiusLost »

dergon darkhelm wrote:Can't find any AT to exit the Silverymoon area..

Also lots of areas that seem like they should be walkable but block movement of character.
I've fixed the west gate out (in the north half of the city)- now works both ways to and from the Travel Map. Tried to get the other gates as well, but looks like it didn't take this time.

The walkmesh in Silverymoon is a pretty big mess currently in areas, but that's an area Rick's actively working on, so we'll wait on his refinements before I try to improve the walkmesh there, otherwise we'll have conflicting versions to resolve (never fun).
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AcadiusLost
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Post by AcadiusLost »

Quick addendum- think I got the other gates working now.
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Post by Runestaff »

Suggestion: would it be possible to moderate this thread in the sense that the first post could list all outstanding bugs along with what was fixed (alternatively, create a sticky with the same information). I and others have reported many issues, and it would be useful to be able to quickly see what still remains to be tested without having to scroll through the entire thread. I imagine this may make life easier for Rick and the rest of the gang that is putting a lot of effort into getting this thing live.
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Post by Rick7475 »

Silverymoon Gates and and AT's are beign worked on with a Silverymoon Outskirts area as well. I should have somnething this week. I am also adding interiors, merchants and NPC's. Quests will come later.

When I hand it over to AL (and sign it out again after he makes adjustments) there will be Map Pins denoting the areas and doors that lead to interiors or other areas for PC use, basically the working areas. Walkable routes to these areas will be the priority along with the major roads. After which I will continue to adjust, flatten, or whatever to ensure that the narrow streets and roadways are walkable.

And Runestaff, a big thanks for all the testing you are doing, the input is invaluable and much appreciated. A lot of what you are doing and other beta testers are helping us get to beta 2 and beta 3 :)
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