Mod 2.0 Bug Thread

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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #2: City Guards do not fight back

((this might be considered a whole bunch of Bugs, and thus multiple rewards are expected. Of course. ........<pause for laughter>.... *giggle*))

Area where it happened: 2P

Assumed Priority (from player's perspective): High

NPC involved: "sinister-looking Waterhavian" (i.e. those muther-fesking Thugs who attack you), and the "City Guards" patrolling.

- Thug smacked Ramirez down to 2hps, lazy-to-react familiar took over heading off Thug, almost died, Ramirez Unsummoned familiar on the run so he would not die, Thug chased Ramirez, but Thug decided on his own to re-Target to a City Guardsman walking near by (thank Gad), or maybe it was the closest enemy to him after the familiar was Unsummoned (probably this). Thug started whacking away at the Guard, and the guard just stood there. Ramirez bolted away but came back to check out the situation, witnessing the Guard getting killed he started shooting the Thug again, then Ramirez shot and killed the Thug.

- Not sure if Guards would fight back against a PC, I'd be happy to test that anytime. :)
((Maybe the Thug is a certain faction in the engine that is "never" set to hostile for Guards for some reason to help that situation play out correctly for PCs? Not sure.))

- Dead Guard had a bunch of nice gear, which registers as "Stolen Goods" to vendors... makes sense vendors IC would not buy Guard gear!
((of course I only know this for BUG TESTING purposes ONLY, of course!! Ramirez would NEVER!!! *ahem*))
Removed thief from area as faction editing too time consuming to test
Last edited by Galadorn on Tue Jun 13, 2017 11:16 am, edited 1 time in total.
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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #3: Empty of anyone at Imperial Clothing Importers

Area where it is: 2O

Assumed Priority (from player's perspective): Low

- The Imperial Clothing Importers is open but no one is there at all. Maybe supposed to be that way.

Unknown how best to resolve, unfixed
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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #4: Map marker for Sewers not there

Area where it is: 2i

Assumed Priority (from player's perspective): Very Low

- There is a entrance to the Sewers in this area that has no "Tag" in the mini-map (like all the other mini-maps).

Unfixed, low priority
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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #5: Pathing error from 1X to 2C

Area where it is: AT bottom right heading south from 1X back down to 2C

Assumed Priority (from player's perspective): Low

- When clicking "back down" to 2C (from 1X AT bottom right), you actually appear in 2D.

Not 100% sure, but I believe this is working correctly
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Fionn
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Re: Mod 2.0 Bug Thread

Post by Fionn »

First area of the Rat Hills has some pathing issues if you try to walk around the fence (not sure if the issue is it's passable at all, or not easily passable ;) ).

Also, you can stand on top of the platforms and pyke the rats with a bow - pretty IC, but it's an overly easy 105 XP/day if that's not intended.

Further in, I flagged a trap (the 2 no-drop rats) to the left a few IC days ago, still flagged. Usually there's a spawn around that trap - not sure if you turned it off (or moved near fence) or if it is not resetting due to the trap.

No fires in AQ, Docks nor the first 2 areas of rat hills. Apparently we deserve rich rewards for saving the city!

Not a bug, intentional
PC: Bot (WD)

Code: Select all

     -----          -----          -----          -----
    /     \        /     \        /     \        /     \
   /  RIP  \      /  RIP  \      /  RIP  \      /  RIP  \      /
   |       |      |       |      |       |      |       |      |
  *| *  *  |*    *| *  *  |*    *| *  *  |*    *| *  *  |*    *|
_)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_(
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Fionn
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Re: Mod 2.0 Bug Thread

Post by Fionn »

Could we get some herbs (Poppy, Aloe and most definitely Juniper) at the potion vendor by the safehaven? I doubt he's moving many of those 2250 CSW pots ;)

Not a bug. Potion cost reduced in 2_8
PC: Bot (WD)

Code: Select all

     -----          -----          -----          -----
    /     \        /     \        /     \        /     \
   /  RIP  \      /  RIP  \      /  RIP  \      /  RIP  \      /
   |       |      |       |      |       |      |       |      |
  *| *  *  |*    *| *  *  |*    *| *  *  |*    *| *  *  |*    *|
_)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_(
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Fionn
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Re: Mod 2.0 Bug Thread

Post by Fionn »

Castle Ward 2Z sw of Elfstone - Rebeliege's Elegant Headwear has no map dot (and isn't very elegant)

Unimplemented feature
PC: Bot (WD)

Code: Select all

     -----          -----          -----          -----
    /     \        /     \        /     \        /     \
   /  RIP  \      /  RIP  \      /  RIP  \      /  RIP  \      /
   |       |      |       |      |       |      |       |      |
  *| *  *  |*    *| *  *  |*    *| *  *  |*    *| *  *  |*    *|
_)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_(
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Mick
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Re: Mod 2.0 Bug Thread

Post by Mick »

Room 3 in the Safehaven seems to be an unrestable area.

Should be, but added an extra trigger to be sure. Please re-test
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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #6: "Pre-paying" for custom weapon work

Area where it is: Thayan Enclave (2Y) - The Peerless Smith

Assumed Priority (from player's perspective): Low

- To begin and open the dialog conversation to change the appearance of your weapon in-hand, you have to pay 25gp up front.

- While clicking through bastard-sword appearances, after 5-8(?) or so looks, the bastard sword disappears, and no matter what else you do, you have to back out of the conversation (unless you want an invisible bastard sword), losing the 25gp up front.

- Starting again, costs 25gp again (which I did - see image below).

- And then when and if you do find the appearance you want for your weapon/armor, you also have to pay for the cost of the transmogrification. (this is not a bug but just the function of the customization).

- Really see absolutely no benefit/use of an up front payment of 25gp... since any interruption (like the one described above) means a technical-error and loss of 25gp?


........or maybe it's all perfectly fine, and the Thayans just are bastards stealing money? Seems legit IC. XD

No easy fix, left

Image
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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #7: Map TAG missing on overhead map

Area where it is: Battlefreger Smithy (2H)

Assumed Priority (from player's perspective): Low

- No map tag for this poor feller... he needs the exposure!
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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #8: Capitalization

Area where it is: Overhead map of area 2G when mousing over the Elven Imports TAG

Assumed Priority (from player's perspective): Lower than a snake's ass in a wagon rut

- To satisfy my extreme anally retentive perfectionism, and to allow this to stop making me lose sleep... the mousing over of the Elven Imports overhead TAG looks like this:

elven imports

But should look like this:

Elven Imports

I actually remember this from over a decade ago playing on WD server, and it has never left my subconcious. I was really anxious to find this area again just to see if it was actually still there. I have nightmares about it. I want to strangle the person who made the original mod, who typed all the other names of the stores on mouse-over with perfectly fine capitalizations but left this one in lower cases. Please help. The struggle is real. YOLO.

Not a bug, but thanks for the report
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Galadorn
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Re: Mod 2.0 Bug Thread

Post by Galadorn »

Galad0rk Bug-report #9: Missing overhead map tag

Area where it is: Area 4H

Assumed Priority (from player's perspective): Low

- The coach driver in this area does not have an associated overhead map TAG.
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ayergo
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Re: Mod 2.0 Bug Thread

Post by ayergo »

Galadorn wrote:Galad0rk ...
I actually remember this from over a decade ago playing on WD server, and it has never left my subconcious. I was really anxious to find this area again just to see if it was actually still there. I have nightmares about it. I want to strangle the person who made the original mod, who typed all the other names of the stores on mouse-over with perfectly fine capitalizations but left this one in lower cases. Please help. The struggle is real. YOLO.
This is such a brilliant and humorous bug report it gets extra credit.

I'm going to be a bit slow to update after this weekend, but keep them coming in!
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ayergo
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Re: Mod 2.0 Bug Thread

Post by ayergo »

Statics that cost money to do and need to be fixed:

1. Woman in Crawling Spider has you buy a Resonator from the temple of Gond (House of Inspired Hands.) It costs 40gp. She pays you 15gp for it (and 10xp.)
2. Filiare's (Inn of Dripping Dagger) second errand is finding Evermead, which costs 50gp at the Elven Import stall in the market. He pays you 15gp for it (and 10xp.)
3. Phalantar (of Philtre's and Components fame) has you bring him poppy, jhuild, and fiendflower for a potion. These are found at Diltoonier's and the Thayan Enclave for a total of 68gp. He pays you 20gp for all three (and 10xp.)
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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Arianna
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Re: Mod 2.0 Bug Thread

Post by Arianna »

Character Creation

Made a female toon .. the hair chosen . . suppose to be shoulder length free hair . . . puts a helmet on her head instead

This is really quite funny, but I don't have an easy fix unforutnately
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