Bug thread
Moderators: Wynna, NWN2 - 03 DM
Though I haven't yet spent much time between last night and this morning, I noticed that the exit AT from inside Lady's College worked fine last night, but was not functioning this morning, thus trapping me inside.
I will do more poking around later this evening, time permitting, and report further results in and around Silverymoon.
I will do more poking around later this evening, time permitting, and report further results in and around Silverymoon.
"Cleavage is like the sun. You can look, but it's best not to stare into it for too long." -Anon
Current PC: Claina Maynarren, halfling
Current PC: Claina Maynarren, halfling
- Curmudgeon
- Gadfly
- Posts: 4312
- Joined: Thu Oct 07, 2004 12:07 am
- Location: East coast US
Silverymoon:
The boardwalk along the North bank of the river is unwalkable. Most places this isn't a problem as there's a path paralleling the walk. At one spot near the Moon Bridge, however, a building comes right up to the edge of the boardwalk and makes it impossible to continue along the river edge to the bridge.
The boardwalk along the North bank of the river is unwalkable. Most places this isn't a problem as there's a path paralleling the walk. At one spot near the Moon Bridge, however, a building comes right up to the edge of the boardwalk and makes it impossible to continue along the river edge to the bridge.
I'll check that building one tonight.Curmudgeon wrote:Silverymoon:
The boardwalk along the North bank of the river is unwalkable. Most places this isn't a problem as there's a path paralleling the walk. At one spot near the Moon Bridge, however, a building comes right up to the edge of the boardwalk and makes it impossible to continue along the river edge to the bridge.
- AcadiusLost
- Chosen of Forumamus, God of Forums
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I know the spot you mean. Basically, the docks are an environmental placeable that has no walkmesh associated, which makes that one area a bit tight. What it needs is a flat walkmesh helper placeable baked into that area to make the docks walkable. I threw one down before making the last PWC update, but wasn't happy with it (blocked walking down one of the other paths)- so I removed it again. It'd just take some tinkering to get it right. Once Rick's got Silverymoon exterior revised, I'll give the walkmesh there another once-over before I update the PWC again and see if I can sort it out- so Rick doesn't have to waste time on it if he doesn't want to walkmesh tinkering can be real pain, and I'll have to do some in any case to get the moonbridge re-baked.Curmudgeon wrote:The boardwalk along the North bank of the river is unwalkable. Most places this isn't a problem as there's a path paralleling the walk. At one spot near the Moon Bridge, however, a building comes right up to the edge of the boardwalk and makes it impossible to continue along the river edge to the bridge.
As an aside, fixed the front door to the university as well.
- AcadiusLost
- Chosen of Forumamus, God of Forums
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The big dock seems to be locked together as a single prefab or something, so I can't access some of the normal placeable settings that might render it walkmesh-affecting. I believe it is set as an environmental object currently, though I could be wrong about that one. It's certainly not affecting the walkmesh in the currently hosted version of silverymoon exterior, though it's quite possible that's an accidental consequence of one of my tinkering sessions working out the moonbridge implementation.
It's an odd placeabe, that dock. It's massive, and it's a default Obsidian creation, so properties ought to exist...damn strange. You can determine easily enough another way. Right click ont he placeable (it is very memory intensive though, so be prepared for a 5-10 second delay after right clicking (or left clicking for that matter), and select convert.
If it's a placeable still it will offer "Convert to Enviro"...if enviro, the opposite.
I suspect Curm could help us with more detailed info on the exact spot, because it's highly unlikely the dock is no longer walkable.
If it's a placeable still it will offer "Convert to Enviro"...if enviro, the opposite.
I suspect Curm could help us with more detailed info on the exact spot, because it's highly unlikely the dock is no longer walkable.
- AcadiusLost
- Chosen of Forumamus, God of Forums
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Apologies for posting from memory instead of checking the module first- I've opened it up now and, indeed, it was down as an environmental in my version of silverymoon (hence the lack of key properties). I'd assumed it was something strange when I saw how large and detailed it was- I know I've nudged it out of place inadvertently before, may well have accidentally converted it when replacing it or something.
Converting it back to a placeable again, predictably, fixes the whole neighborhood- from Curm's chokepoint (which has been a peeve of mine since my first wander through Silvy exterior) to the long docks themselves, after baking the area again.
So, an easy fix for when I swap in Rick's updated silvy exterior. (much easier than my walkmesh helper experiments). I'll save it for after Wynna's DM session saturday, so none of her players get booted out and spend the session running Worldgate for a new PWC.
Thanks for the tip, Indio!
Converting it back to a placeable again, predictably, fixes the whole neighborhood- from Curm's chokepoint (which has been a peeve of mine since my first wander through Silvy exterior) to the long docks themselves, after baking the area again.
So, an easy fix for when I swap in Rick's updated silvy exterior. (much easier than my walkmesh helper experiments). I'll save it for after Wynna's DM session saturday, so none of her players get booted out and spend the session running Worldgate for a new PWC.
Thanks for the tip, Indio!
- Curmudgeon
- Gadfly
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No need mate. Already solved.Curmudgeon wrote:I can post a screenie or two, but it sounds like AL knows what I'm talking about and the location in question.indio wrote:I suspect Curm could help us with more detailed info on the exact spot, because it's highly unlikely the dock is no longer walkable.
- Curmudgeon
- Gadfly
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Spent a good chunk of time wandering Rivermoot, trying a few quests and such. Everything seemed pretty solid except a few items of note that I found:
1. Even when the town's gates are closed, it is still possible to walk right through the wall next to the gates.
2. The scouting quest that takes you to North and South Hollow seems problematic, as the map only shows the marker for North Hollow (I can't seem to find where South Hollow would be even after rereading the given description a dozen times and trying to match it to the map). When I scouted the North Hollow, my journal updated that I need to report back to the Marshall. The Marshall acknowledged my quest, my journal updated it to be complete. Then when I asked for more scouting assignments, he asks me if I'm done with the Hallows quest. "I'm still working on it" or some such.
3. The tented row of plants in the northeastern corner of the Plantation (right in front of the ladder) seems to be as if invisible. I can walk pretty much right through it. Same issue with several of the various rock outcroppings along the mountains edge.
4. Tried equipping a torch for visibility at night, and even though the torch is in the PC's hand, and the PC does the "holding the torch" position, there is no light.
5. There is no AT at the southern end of the road, past the Cemetery Bridge.
6. Various vendor flavor items like the rations, quiver or backpack don't have a Use function. They are equippable (not the rations obviously) but I couldn't do anything with them - couldn't fill the backpack, couldn't put arrows into the quiver, couldn't eat the rations. Are they purely for flavor?
1. Even when the town's gates are closed, it is still possible to walk right through the wall next to the gates.
2. The scouting quest that takes you to North and South Hollow seems problematic, as the map only shows the marker for North Hollow (I can't seem to find where South Hollow would be even after rereading the given description a dozen times and trying to match it to the map). When I scouted the North Hollow, my journal updated that I need to report back to the Marshall. The Marshall acknowledged my quest, my journal updated it to be complete. Then when I asked for more scouting assignments, he asks me if I'm done with the Hallows quest. "I'm still working on it" or some such.
3. The tented row of plants in the northeastern corner of the Plantation (right in front of the ladder) seems to be as if invisible. I can walk pretty much right through it. Same issue with several of the various rock outcroppings along the mountains edge.
4. Tried equipping a torch for visibility at night, and even though the torch is in the PC's hand, and the PC does the "holding the torch" position, there is no light.
5. There is no AT at the southern end of the road, past the Cemetery Bridge.
6. Various vendor flavor items like the rations, quiver or backpack don't have a Use function. They are equippable (not the rations obviously) but I couldn't do anything with them - couldn't fill the backpack, couldn't put arrows into the quiver, couldn't eat the rations. Are they purely for flavor?
"Cleavage is like the sun. You can look, but it's best not to stare into it for too long." -Anon
Current PC: Claina Maynarren, halfling
Current PC: Claina Maynarren, halfling
- Rion of Erb
- Dire Badger
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In Rivermoot, behind the plantation, the stone structure on the other side of the cliff: The walkmesh seems off, my halflings lower quarter was cut off while walking around inside the structure.
Also the little cave behind that structure, when I went to enter it, I heard a door open, and then I had to click on the cave again to enter, the second time I entered there was no door sound and I entered on the first click.
The second scouting quest seems broken. Upon reaching the mouth of the cave I got no journal update and upon returning to the quest giver he did not register me completing the quest.
Also the little cave behind that structure, when I went to enter it, I heard a door open, and then I had to click on the cave again to enter, the second time I entered there was no door sound and I entered on the first click.
The second scouting quest seems broken. Upon reaching the mouth of the cave I got no journal update and upon returning to the quest giver he did not register me completing the quest.
Rion of Erb
Current PC on TSM: Zion
Current PC on TSM: Zion
For whatever reason, most cave entrances in the mod have invisible doors that must be opened before the cave can be entered. I have no idea why this is.Rion of Erb wrote:Also the little cave behind that structure, when I went to enter it, I heard a door open, and then I had to click on the cave again to enter, the second time I entered there was no door sound and I entered on the first click.
Scouting II, Dogleg Dell, is either broken or not firing consistently. No quest update is encountered upon nearing the cave mouth, or seemingly walking anywhere in the dell. I tried entering the cave and clearing it out to see if that made a difference, but to no avail.
Wynna already knows about this, and may have fixed it -- some of the floor tiles in the [redacted] of the University are corrupted.
Stabilization is still a bit weird. I had a PC self stabilize ("Your bleeding has slowed and you have regained consciousness!") except that I hadn't regained consciousness. The PC still is unable to stand and move, nor does he seem to heal (or does so very slowly). When I attempted movement, the PC stood briefly, then immediately fell back down.
Back to the University classes ....
Necromancy I needs some walkmesh work on the runic circle surrounding the table. Much of it seems unwalkable (or at least unclickable). It's not immediately clear that the class is working properly, either. I'll retest later to see if this is true.
I was unable to get back into the Divination classroom. I attempted to start the class over, but was still barred. Also, starting the class over deducted another 50 gp from my PC. This seems rather unforgiving to low level (read: poor) mages, particularly if the level limits on classes have been ported over from the previous edition of the College.
In Enchantment I, Tiny appears to be untargetable by any spells. In Conjuration I, the room is empty and there is no hint of what to do.
In Lastima's shop, the dialogue box remains open at the same time as the shop interface (requires a "Continue" to close). It should probably terminate when the shop inventory is displayed. Also, all scrolls sold cost 1 gp.
Ostelle started attacking the door to the Transmutation classroom for no apparent reason. Also, the spawn scripts on most Uni denizens could use some adjustment, as they often have a tendency to vanish abruptly. Conversation scripts on instructors could use a once over as well. Some conversation nodes loop, others are empty, and discussing the courses mid-class is basically useless.
Edit: The item in Divination I appears to have the same effect regardless of where (or on whom) the item is targeted. It's not immediately clear if this is bugged, or I'm doing something wrong.
Necromancy I needs some walkmesh work on the runic circle surrounding the table. Much of it seems unwalkable (or at least unclickable). It's not immediately clear that the class is working properly, either. I'll retest later to see if this is true.
I was unable to get back into the Divination classroom. I attempted to start the class over, but was still barred. Also, starting the class over deducted another 50 gp from my PC. This seems rather unforgiving to low level (read: poor) mages, particularly if the level limits on classes have been ported over from the previous edition of the College.
In Enchantment I, Tiny appears to be untargetable by any spells. In Conjuration I, the room is empty and there is no hint of what to do.
In Lastima's shop, the dialogue box remains open at the same time as the shop interface (requires a "Continue" to close). It should probably terminate when the shop inventory is displayed. Also, all scrolls sold cost 1 gp.
Ostelle started attacking the door to the Transmutation classroom for no apparent reason. Also, the spawn scripts on most Uni denizens could use some adjustment, as they often have a tendency to vanish abruptly. Conversation scripts on instructors could use a once over as well. Some conversation nodes loop, others are empty, and discussing the courses mid-class is basically useless.
Edit: The item in Divination I appears to have the same effect regardless of where (or on whom) the item is targeted. It's not immediately clear if this is bugged, or I'm doing something wrong.