Bug Reports: Mod v 1.01

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ayergo
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Bug Reports: Mod v 1.01

Post by ayergo »

Please post bugs here. I'm fairly certain potions still won't work on others, but spells should.
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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AcadiusLost
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Re: Bug Reports: Mod v 1.01

Post by AcadiusLost »

ayergo wrote:I'm fairly certain potions still won't work on others, but spells should.
Does this mean you've extracted the spells.2da from the alfa_2da.hak and put it in your server's Override folder? If not, healing spells will continue not to work on anyone at 0 or fewer HP.
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ayergo
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Re: Bug Reports: Mod v 1.01

Post by ayergo »

AcadiusLost wrote:
ayergo wrote:I'm fairly certain potions still won't work on others, but spells should.
Does this mean you've extracted the spells.2da from the alfa_2da.hak and put it in your server's Override folder? If not, healing spells will continue not to work on anyone at 0 or fewer HP.
I believe that you did the extraction for me and emailed it to me. I did put it in the override folder though i don't think that was the bulk of the work. ; )

One other thing i forgot to mention is we're now on the beta testing vault which has been a bit sketchy for me, so if your char gets gobbled let me know in a separate thread.
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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Kest
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Post by Kest »

All NPCs seem to be injured.
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ayergo
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Post by ayergo »

Kestenvarn wrote:All NPCs seem to be injured.
She fell down the stairs, i swear!

but seriously, do you have an area? I'm assuming BG the wide where most of the NPCs are.
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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Kest
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Post by Kest »

I've been looking through Beregost. The area is very nicely done, even when empty.

:)

also damn why did they decide that town needed four inns
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AcadiusLost
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Post by AcadiusLost »

Kestenvarn wrote:All NPCs seem to be injured.
There is a "statistics" tab in the creature blueprints that has two buttons "Set Half" and "Set Max" - these are a builder's best friend in the "injured NPC" arena, as they juggle HitPoints, MaxHitPoints, CurrentHitPoints, and CharactersSheetHitPoints around to reflect average HP rolls / level or HD, or for maximum HPs / level or HD, respectively. Either will sort the problem with a single click (per creature blueprint- still adds up to a lot of clicking, unfortunately).
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ayergo
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Post by ayergo »

Yus, i know how to fix it. Beregost is only quasi implemented at the moment. Still needs a lot of work. Main focus has been on BG for now.
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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Sintaqx
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Post by Sintaqx »

Cloakwood_n1 AT in Cloakwood1 is broken
The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,

TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
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ayergo
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Post by ayergo »

Area south of BG has wall on wrong side.

BG the wide seems to be all messed up sometimes.
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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Kest
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Post by Kest »

These are more notes than a buglist.
  • Beregost
  • Clicking the High Hedge AT has no effect. Same with Ulcaster. Guessing intentional.
  • Northern AT is named "beregostN".

    Friendly Arm Inn
  • Western AT is gigantic and named "friendlyarmW".

    Coast Way 3
  • Found some of those magpie mushrooms you mentioned, above the waterfall. Also found some wolves!

    Fugue Plane
  • Resurrection Lever gives "Could not find the rez destination waypoint" message. (Also, this area looks and sounds fantastic.)

    The Wide
  • Still messed up after your restart. I was able to escape it using WASD.

    Temple of Lathander
  • Potion of CLW costs twice as much here than it does from outside, although that merchant only has one in stock.
  • First door to the left on the second floor has two doors.
  • Door to storage room in basement has four doors.

    Thunderhammer Smithy
  • Area name has a space between thunder and hammer.
  • Stacks of masterwork throwing axes and shurikens can be bought for five gold - the same price as the regular kind - but there is only one stack of each in stock.

    The Jovial Juggler Inn
  • Cabinet in the hallway upstairs requires a plot key to unlock.

    Central Cloakwood
  • This area looks nice and is easy to move around in. Found the fire ferns.
  • Found a corpse named 'YeOlde CEB' with 600gp. (!?)
  • Found an ogre mage and lots of gnolls. Alt-tabbed here to update post.

    Fugue Plane
  • Resurrection Lever still does not work.
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ayergo
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Post by ayergo »

LOL, i like how the notes progress from "found ogre mage" to "fugue plane" again.

Warned you not to go into the woods at night! You'll find more herbs in the deeper forest naturally.

I'll try to take a look at the wide issue asap. I'm thinking it will unfortunately require a rebuild of the area.
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
Sintaqx
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Post by Sintaqx »

YeOlde CEB was one of my test characters I have been using to test the shared vault. He's still alive and well on WH.
The function of the imagination is not to make strange things settled, so much as to make settled things strange. -G.K. Chesterton,

TSM2 - Hyacinthe, Wild Elf Scout, Hunter, and Trapper.
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Kest
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Post by Kest »

ayergo wrote:Warned you not to go into the woods at night! You'll find more herbs in the deeper forest naturally.
I was being very careful sneaking around the wandering gnolls and would have been perfectly safe, but switched windows assuming I had a good hiding spot.

:P
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Kest
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Post by Kest »

  • Central Cloakwood
  • Came back during nighttime, there were impossible-rating cloaked figures attacking everything else.

    The depths of Cloakwood
  • Should probably be renamed.
  • The ATs here are some of the largest, filling the entire screen.
  • Fire ferns floating in the air!
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