Bug reports: Mod v 1.00

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ayergo
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Bug reports: Mod v 1.00

Post by ayergo »

Post all noted bugs here for version 1.00
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ayergo
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Post by ayergo »

Undead give drastically less xp than goblins. Need to tune this to proper amount.

check night road spawns for spiders, wolves that don't seem to spawn. (i haven't seen any yet anyway, if anyone else has let me know).

Wolves seem to be spawning all right. Thanks Vendrin for report. If anyone sees the spiders, let me know.


firefern herbs currently give two fronds rather than 1.
Last edited by ayergo on Fri Apr 11, 2008 10:35 pm, edited 1 time in total.
There's a place I like to hide
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Vendrin
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Post by Vendrin »

Just a few since its late and didn't have much time.

Not really a bug, but weapons merchant at starting area had no crossbows.
Thanks Vendrin for fix.

Altar in front of Brother Maynard is floating off the ground

Fixed

Time in areas doesn't seem to coincide. (ie,day in the wide, night in the bg-docks)

I believe that the "Day/night cycle" was not checked. Please retest for me.

Will add more as I have the time to find them
-Vendrin
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Vendrin
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Post by Vendrin »

Door in back of Thunder Hammer Smithy doesn't go anywhere.


Don't know if this is just a stupid nwn2 thing, but couldn't use potions on other players


Direwolf a CR 3 creature only awards 7 xp when killed by 2 lv1s? Harsh

XP adjusted. Please keep me informed of these numbers.


When I was knocked unconscious, bleeding, but stabilized(thank god) one one of the trade way roads, when my party member entered the temple of lathandar to get a healing kit, I was area transitioned to the temple as well, and was no longer at -5 but at 1 hp.

Testing this later the same occured, except this time my pc wasn't on the ground, but was jumped back to the temple with the other unconcious pc when one member entered the temple

Thanks Vendrin for door fixes


Was unable to heal another pc with a cure spell when they were in the negatives

Need more information on potions/spells. Were you casting spells that failed to heal them? Please post more info in 1.01 bug thead.
-Vendrin
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AcadiusLost
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Post by AcadiusLost »

Vendrin wrote:Don't know if this is just a stupid nwn2 thing, but couldn't use potions on other players...

...Was unable to heal another pc with a cure spell when they were in the negatives...
Both fixable if the alfa_2da.hak and proper new ALFA healing potion blueprints are used. The cure spell thing can be sorted by a server-side spells.2da override in the near-term if that's easier.

With regards to the teleporting- party transitions circumvent a lot of things, so best not to use them anywhere (I suspect the ones you ran into are unintentional anyway).
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Post by ayergo »

Yeah noticed the XP hasn't been quite right. Glad you got a wolf spawn though, was beginning to think it was broken. Dire wolves are pretty rare to see... were there smaller wolves with it?
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BaalShem
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Post by BaalShem »

AT out of Candlekeep is not working. A floating mushroom on a hillside in the Waterfall area, sorry didn't jot down the name, just south of the Friendly Arm.

Should be fixed.
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Post by ayergo »

BaalShem wrote:AT out of Candlekeep is not working. A floating mushroom on a hillside in the Waterfall area, sorry didn't jot down the name, just south of the Friendly Arm.
Yeah that can happen sometimes with the random herbs. Still looking for a way of resolving it, if anyone has any ideas on how to do this but still have the location random let me know.
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AcadiusLost
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Post by AcadiusLost »

ayergo wrote:yeah that can happen sometimes with the random herbs. Still looking for a way of resolving it, if anyone has any ideas on how to do this but still have the location random let me know.
it would certainly be helpful to have a function that returned the walkmesh height for a given X/Y coordinate point- but I haven't found one yet. When I scripted a snow VFX system, I ended up creating a badger with scripts at a certain X/Y, then checking it's location a fraction of a second later- since creatures can't be floating in air or underground, it would shift to the walkable coordinate, meaning I could note that location, destroy the badger, and create the placeable/effect/etc at that new location.

Pretty odd way to do it, and not too efficient performance-wise, but it worked consistently (so long as the X/Y is within the walkable region of the area- as opposed to in the extra "gutter" squares of exteriors, in which context a createobject call for a creature will fail.
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ayergo
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Post by ayergo »

AcadiusLost wrote:
ayergo wrote:yeah that can happen sometimes with the random herbs. Still looking for a way of resolving it, if anyone has any ideas on how to do this but still have the location random let me know.
it would certainly be helpful to have a function that returned the walkmesh height for a given X/Y coordinate point- but I haven't found one yet. When I scripted a snow VFX system, I ended up creating a badger with scripts at a certain X/Y, then checking it's location a fraction of a second later- since creatures can't be floating in air or underground, it would shift to the walkable coordinate, meaning I could note that location, destroy the badger, and create the placeable/effect/etc at that new location.

Pretty odd way to do it, and not too efficient performance-wise, but it worked consistently (so long as the X/Y is within the walkable region of the area- as opposed to in the extra "gutter" squares of exteriors, in which context a createobject call for a creature will fail.
Interesting solution. There's got to be a better way though. I've been hoping to find some way to assign a placeable appearance to a creature, but no luck yet.
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BaalShem
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Post by BaalShem »

Sharptooth caves: Carpet leading up to the altar has no walkmesh
*southern "barracks" area with beds and chests, no walkmesh around chests fixed
*level 2: Mindflayer, umberhulk and orc king arr friendly. Which may be a good thing at the time being. fixed
*Both caves in the woods of sharp teeth have invisible doorsNeed more information
*armoire in the middle room of the jovial juggler has 89 gold some arrows and an item. Let me reword that, the former armoire had items.
fixed
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Post by BaalShem »

I would help with the toolset if I could, but the learning curve is a bit too steep for me. Thus I will just try to break everything I can.
*North of Beregost near the waterfall a mushroom is an openable container.
* I haven't encountered a spawn yet, are spawns on a timer?
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Post by ayergo »

BaalShem wrote:I would help with the toolset if I could, but the learning curve is a bit too steep for me. Thus I will just try to break everything I can.
*North of Beregost near the waterfall a mushroom is an openable container.
* I haven't encountered a spawn yet, are spawns on a timer?
All of them are openable. Had to do it that way to get them to spawn correctly for some reason thats not clear to me. All i know is after hours of tinkering it was the only thing that did work. If you have the right skills they do more. : )

Spawns are on timer, only at night. (edit: Except in my dungeons. Anyone find these yet?)

Anyone seen spiders spawn yet?
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
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And ride the whims of your mind
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BaalShem
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Post by BaalShem »

I take it Hannah has the key for the one near Balder's Gate. Well, um *shuffles feet* I thought it might drop if I killed her or somethin. She didn't drop it.
fixed
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Vendrin
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Post by Vendrin »

ayergo wrote:Yeah noticed the XP hasn't been quite right. Glad you got a wolf spawn though, was beginning to think it was broken. Dire wolves are pretty rare to see... were there smaller wolves with it?
Not directly with it, but yes within the general area.
-Vendrin
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