Mod 3.0 Bug Thread

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Stormbringer
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Re: Mod 3.0 Bug Thread

Post by Stormbringer »

Magile wrote:Masterwork melee weapons do not grant +Attack Bonus, but instead grant +Damage of the weapon's type. I believe this can go through Damage Reduction and otherwise things that would be immune to non-magical weapons.
I remember the old thread from years back.. there is no in game way to just add attack bonus to a weapon that would not do away with damage reduction. Nwn1 engine recognizes a +1 ab as +1 to ab and damage. Hence the +1 to damage.
Maybe a work around and add weapon focus to said weapons since it's only +1 to attack?
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Fionn
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Re: Mod 3.0 Bug Thread

Post by Fionn »

Stormbringer wrote:Maybe a work around and add weapon focus to said weapons since it's only +1 to attack?
Only if the wielder lacks that feat.
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Fionn
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Re: Mod 3.0 Bug Thread

Post by Fionn »

I might be a total n00b on this one, but I thought our +1 DMG was a concession due to NWN treating +1 AB the same as +1 Enhancement for the purpose of DR. The 'ToHit' part is needed. Enhancement merely adds damage on top, thus there was no way to make MW canon without b0rking DR. Unless/until we find +1 DMG breaks DR, I see no reason to 'fix' this.

OTOH, n00b area rats with +7 (flanking, cause there's always 6+) AB so they can hurt the perfect tank seriously needs to get fixed ;)
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Arianna
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Re: Mod 3.0 Bug Thread

Post by Arianna »

is the Watchful order no longer buying components for spells ?
Spoiler:
In particular sewerm poison?
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ayergo
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Re: Mod 3.0 Bug Thread

Post by ayergo »

Arianna wrote:is the Watchful order no longer buying components for spells ?
Spoiler:
In particular sewerm poison?
Should be still buying, is it busted?
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Mick
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Re: Mod 3.0 Bug Thread

Post by Mick »

I could be wrong, but I think the only thing they are currently buying is rust monster antennae.

Since the subject of Masterwork items has come up, I wanted to point out that our MW armors (and by extension any magic armors) are not what they should be. MW armor should have an armor check penalty that is 1 less than normal. In other words, MW Studded Leather should have no armor check penalty. That is currently not the case. I am guessing this is something that is hard-coded and it may not be fixable, but I wanted to mention it. I would also point out that the arcane spell failure for Studded Leather should be 15%, not the 20% that NWN1 has it set at. Again, not sure if that can be fixed.

Fixed

The MW heavy armors have a weight reduction of 20%. Perhaps this was our effort back in the day to make up for the inability to change the armor check penalties?

Could be, but there are other work-arounds we could do.
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Re: Mod 3.0 Bug Thread

Post by Magile »

The collars that you can purchase for summonable pets/companions on Daggerford do not work on WD :(
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Re: Mod 3.0 Bug Thread

Post by Magile »

Ponlin Alesinger in Adventurers' Quarter: Krabbellor Silversmiths will buy anything from any PC - this includes items marked as stolen to prevent selling (such as the Plumber's Guild Cloak) and a Dead Baby.

Fixed. He's now broke after spending all his money on booze and dead babies.
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Re: Mod 3.0 Bug Thread

Post by Magile »

Ponlin Alesinger in Adventurers' Quarter: Krabbellor Silversmiths will also buy Dead Waterdavian bodies for 1gp (don't worry, I learned to check first instead of dragging).
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ayergo
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Re: Mod 3.0 Bug Thread

Post by ayergo »

Magile wrote:Ponlin Alesinger in Adventurers' Quarter: Krabbellor Silversmiths will also buy Dead Waterdavian bodies for 1gp (don't worry, I learned to check first instead of dragging).
Man, some people! He tried to buy a live one and they sold him a dead one!

Haha, I'll take a look. Probably can just mark Dead Babies as plot so they can't be sold.
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Arianna
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Re: Mod 3.0 Bug Thread

Post by Arianna »

Place: Castle Ward Halamber Lutes & Harps
NPC: Kiriios Halamber

The MW instruments
Harp 1000gp
Lute 1100gp
Reed Pipe 100gp
Horn 600gp

None of these items show that they confer anything extra to the buyer/user they just COST more than the regular ones

Would be nice if they at least gave you pluses to perform or something for that sort of coin.
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Re: Mod 3.0 Bug Thread

Post by Magile »

Might be a bug, might not be.

Slimy Goblin Chests are trapped, as we all know, but when failing a fort save and being put below 0 HP, it seemed like the damage was ticking continually as if I was still being attacked.

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Re: Mod 3.0 Bug Thread

Post by Cleasor »

Phalantar's in Castle Ward offers delivery quest of Baatezu Blood and then says not to expect any more work. But he repeats that quest if it is completed and one asks again.

Should work now. pleae try.
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Re: Mod 3.0 Bug Thread

Post by Cleasor »

Not so much a bug but a clarification ...

NWN1 Wiki states that Weapon focus in the trident is ineffective in combat. (The bonus to attack is not used.)

Is this true?
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Arianna
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Re: Mod 3.0 Bug Thread

Post by Arianna »

Cleasor wrote:Not so much a bug but a clarification ...

NWN1 Wiki states that Weapon focus in the trident is ineffective in combat. (The bonus to attack is not used.)

Is this true?
I believe that is true
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