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Mod 2.0 Bug Thread
Posted: Thu Jun 01, 2017 10:07 pm
by ayergo
Post here for bugs.
Re: Mod 2.0 Bug Thread
Posted: Thu Jun 01, 2017 10:07 pm
by ayergo
Starting area merchants not accessible
Re: Mod 2.0 Bug Thread
Posted: Thu Jun 01, 2017 10:08 pm
by ayergo
zel_onchat Stack Underflow spamming error
Re: Mod 2.0 Bug Thread
Posted: Fri Jun 02, 2017 8:38 pm
by Fionn
Safehaven inn spawning batches of patrons - teleport lag and impossible to move. This party is OFF THE RAILS!
Fixed in version 2.3 . Recursive call to spawn() in OnAreaEnter script with no end condition and if executed before the heartbeat script would spawn until heartbeat kicked in. Recursion removed
Re: Mod 2.0 Bug Thread
Posted: Sun Jun 04, 2017 8:55 am
by Fionn
2T - Balthorr's Rare shop nothing spawns, bad lag, downstairs door won't work.
Blaisden One-Eye doesn't seem to be spawning at all.
Re: Mod 2.0 Bug Thread
Posted: Sun Jun 04, 2017 10:14 pm
by Arianna
Fionn wrote:2T - Balthorr's Rare shop nothing spawns, bad lag, downstairs door won't work.
Blaisden One-Eye doesn't seem to be spawning at all.
Depending on what version of the Mod he has . . . Blaziden was removed at one point. and moved during another
Arri is correct. Blazidon was removed due to the quest being broken (for same reason as multi spawns we've seen). Essentially Thrak'tul or other NPC you are supposed to kill would spawn a hundred copies. This was usually quite fatal for the n00b PC. Now that this has been corrected we can consider putting Blazidon back.
Re: Mod 2.0 Bug Thread
Posted: Mon Jun 05, 2017 7:22 pm
by dergon darkhelm
I was able to roll up a PC and get to the start area today ... logged off satisfied.
When I returned he was gone from my list. Tried to roll a replacement and after creation when trying to play get "Invalid character - player login refused. Server doesn't allow local vault characters."
Fixed. Not an issue with the module but with the server not having enough storage space. A windows update broke the server and some characters. Any characters effected by this will be re-created with DM assistance.
Re: Mod 2.0 Bug Thread
Posted: Mon Jun 05, 2017 8:28 pm
by Arianna
I imagine that a Central vault for the server has not been created yet and unless the specifics have been altered on the NWN2x stuff, it won't let anything but a new toon on ONCE
Not actually the case. The server vault exists on the server and does not allow local characters. Server vault is largely functional except an issue where we ran out of space.
Re: Mod 2.0 Bug Thread
Posted: Mon Jun 05, 2017 9:47 pm
by Fionn
Spawns seem to have stopped. Not looping spawns, all random spawns. No rats, no commoners. Guards and inn patrons seem to be happening in the usual numbers.
Not a bug. Spawns in the area in question were removed to keep commoners from wandering into rats.
Re: Mod 2.0 Bug Thread
Posted: Mon Jun 05, 2017 10:03 pm
by Fionn
odd - checked with another toon, commoners happening north, went to log back in with Mi'Tien and was initially refused as invalid, then the server dropped offline.
MiTien was corrupted due to the HD overflow. DM will rebuild character when next meet. Character deleted from vault to keep it from crashing the server.
Re: Mod 2.0 Bug Thread
Posted: Thu Jun 08, 2017 3:14 am
by Mick
There is no merchant spawning in Balthorr's Rare and Wondrous Treasures in the Castle Ward Area 2T.
Re: Mod 2.0 Bug Thread
Posted: Thu Jun 08, 2017 5:11 pm
by dergon darkhelm
Perhaps a feature more than bug but ...
Dire Rats are amped up compared to the SRD.
They attack at +7 or something crazy like that! (The regular rats are like +4 AB too)
Re: Mod 2.0 Bug Thread
Posted: Fri Jun 09, 2017 1:03 am
by ayergo
dergon darkhelm wrote:Perhaps a feature more than bug but ...
Dire Rats are amped up compared to the SRD.
They attack at +7 or something crazy like that! (The regular rats are like +4 AB too)
Area? Time?
Re: Mod 2.0 Bug Thread
Posted: Fri Jun 09, 2017 1:22 am
by dergon darkhelm
ayergo wrote:dergon darkhelm wrote:Perhaps a feature more than bug but ...
Dire Rats are amped up compared to the SRD.
They attack at +7 or something crazy like that! (The regular rats are like +4 AB too)
Area? Time?
Rat Hills, Forward Trumps
Re: Mod 2.0 Bug Thread
Posted: Fri Jun 09, 2017 1:44 am
by Mick
All of the dire rats are like that and they have been that way forever in ALFA. I do not think they have ever been canon.