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Runestaff
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Post by Runestaff »

Curmudgeon wrote:The Kobold Runt dropped an old-style Cure Light Wounds, or at least it did not have the new text in the description field. Are these in the server yet?
I noticed this too, particularly when the potion failed to stack with the ones purchased from the starting merchant. I haven't yet had any other spawns drop CLWs, so it isn't clear if all such potion drops are affected.
The Dogleg Dell quest seemed to work fine for me.
This appeared to (finally) work for me today as well. For some reason, the quest update caused the camera angle to drop to a "bottom up" perspective.

In any event, the third scouting mission, The Hollows, does not seem to be working for me. As with the previous quest (before the apparent fix) no journal update is made upon approaching the cave in question.

In the Snake Pit, the AT to exit back to Rivermoot is set several feet in front of the actual cave entrance. Also, leaving the cave seems to cause the creatures outside it to immediately respawn. This only appeared to occur the first time I left -- subsequent attempts did not have this effect.
Wynna wrote:Indio created a different way of handling the gate today and it will be uploaded with the new mod.
This seems to be working. Unfortunately, it also makes it impossible to go down to the common room, do some RP, and then return to one's inn room without shelling out for another room key. What is the reason for abandoning the ALFA 1 approach to inn rooms?
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AcadiusLost
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Post by AcadiusLost »

Runestaff wrote: What is the reason for abandoning the ALFA 1 approach to inn rooms?
ALFA1 had about 7 different approaches to inn rooms, none of which were ideal. I'd like to get a global system developed that can be used widely, but it's a ways down in the priority lists, for now. If you'd like to describe in brief what makes for a minimal, satisfactory inn to you, I'd find it helpful when we go to implement something. It could be there was a compromise solution that worked well in the earlier days of ALFA1 that had fallen into disuse by the time I got into building/scripting.
[edit: If you do write something up, please post it to Collective Discussion or the NWN2 ACR thread]
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Runestaff
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Post by Runestaff »

Here are a few more issues:

1. The crypt door in the ruins east of Rivermoot (second highway area, heading east) cannot be accessed. The ruined building it is inside is unwalkable.

2. Most spawns are still showing up nameless. Is this system expected to survive into Live, or is it being removed? Presently there is no real way to determine the difficultly of a spawn, since most creatures of the same type have identical descriptions (assuming they have any at all). In any event, expecting a PC to right click every spawn to read a description seems a bit ambitious, particularly if already mired in combat. Note that I'm not referring to the relative CR info you got in the OC. It would be nice to at least be able to distinguish between, say, "Gnoll Champion" and "Gnoll Reject" however. Better still if you could tie that into a skill roll, but I'd settle for keeping it simple.

3. The Rauvinwatch Keep walkmesh is either odd, or the mod was lagging like hell when I was last there. Clicking on any doors had no effect (meaning, the PC refused to run over and open them). Approaching manually and trying them sometimes failed as well.

4. In the Silverymoon Surrounds area, the AT in the NE portion of the map (labeled "SilverymoonNE") does not function. Neither does the "Sundabar Gate Outside" AT seem to function.

5. Inside Silverymoon, at the Hunter's Gate, there appear to be too many guards spawning. I assume there are not supposed to be eight identical guards hanging around. Similar spawn problems are happening at the Moonbridge, and presumably elsewhere in the city.

6. This is probably overkill since the University still hasn't been updated. but for the record, Master Arcadavera currently refuses to enroll anybody in a class (he gives the "I am busy ..." conversation, even when standing in front of the classroom).

7. Entering the "Handful of Stars" building in Silverymoon dumps you out of the module with the "Could not load module" error. This was with an updated PWC, too.
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Runestaff
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Post by Runestaff »

More Silvy issues:

1. The AT in front of the North Gate Constabulatory (labeled "Constabulary") does not function.

2. The door to the Westwatch Tower (at the Hunter's Gate) opens to a blank wall. This is identical in appearance to the problematic tower in Rivermoot, only without an AT.

3. Unless the Lastima price fix has not yet been uploaded, she is still selling her wares for 1 gp.

4. In Kylan's shop, all the hide shields (light, heavy, and tower) have missing icons (all all displayed with the '?' icon). This problem is repeated in Darak's shop, and thus should be evident anywhere those items are sold.

5. Attempting to enter the Halls of Inspiration (whose door is labeled "Temple of the Silver Stars") causes a "Could not load module" error. Note that this effectively prevents a PC ejected in this manner from entering the module again until the server resets. The temple is also lacking a map pin.

6. The Temple of Loyal Fury has both an openable door (with no AT) and an AT on the ground in front of it (with the "Trap" label). All doors inside the temple are labeled "Illefarn Door". The healing script here takes your money but doesn't appear to do anything (I tried the CLW casting). Note that I wasn't injured when I tested this, but I would either expect to not be charged anything, or to see a spell animation fire.

7. The High Palace interior currently lacks doors or additional rooms.
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Avaz
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Post by Avaz »

I was able to purchase an Rivermoot Inn Key for 5 gp, even though I had 0 gp before attempting to purchase the key.

Also, I like the way the key purchasing was handled. :)
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Curmudgeon
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Post by Curmudgeon »

Silverymoon, latest version. Only had a few minutes to wander around.

I like the look of A Handful of Stars - scholarly clutter.

The South Bank Constabulary building is floating on one end. There's also a barnlike building next to it that is entirely floating.

Off to work now...
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Runestaff
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Post by Runestaff »

Silverymoon University Issues
1. Rest triggers on all dorms need to be rechecked. Conjuration Dorm #2, for example, is not restable.

2. Tiny in the Enchantment classroom cannot be targeted by any spells for some reason.

3. What is evidently a trigger on the second floor is displaying the following message: "Classroom Coll Box 2: oMyTrig = Lobby_BBS2, <snip>" (truncation is mine).

Silverymoon Issues
1. There is a blank map pin in the SW corner of the city. The AT inside the building labeled in this manner is Fochlucan. The AT does not appear to work.

2. Even though you are told to see Mourin to get a token in the Vault of Sages, any scribe you talk to will give you the Duraph Token. Additionally, the lighting in the Vault seems off, with the exterior tiles surrounding it being a bright tan color.

3. Some buildings (Silverymoon Fort, Palace interior) have both usable doors (with ATs) and ATs on the ground. The ground ATs generally don't work, although the door ATs do.

4. This may be by design, but nearly all statues in the Silverymoon Fort are facing west, although there appears to be nothing special located in that direction.

5. The cells area for the South Constabulary has major walkmesh issues. Much of that area is unwalkable. There are also three doors in the upstairs door frame. Two are set lower on the ground and appear to be intended to be opened from the other side. There is no AT upstairs in any case.

6. There are walkmesh issues approaching Iron Shield Armory. The front step is unwalkable.

7. The door to Optym's Blade highlights, but doesn't seem to be usable (I get the slashed circle icon when mousing over it).

8. Silverymoon guards still seem to be multiplying like rabbits. There are tight groups of them everywhere they spawn.

9. There are still multiple places where moving PCs will get stuck for no apparent reason (the ramp to the High Palace being one of them).

10. The AT within the Temple of Silver Stars seems to be broken, hence it is presently impossible to leave.

General Issues
1. The armor check script on resting needs to be fixed. My PC was subjected to a Fortitude save while wearing Binder's Robes, which are robes, not heavy armor. I'm guessing the script is using AC bonus rather than armor type to make the check.

2. Although the Hollows quest in Rivermoot now seems to work, your journal mentions scouting two chasms, not one. Also, although Kadalion will properly reward you for the quest, you still have a conversation option to accept it again (though selecting it does not appear to have any effect).
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Post by Dorn »

These are probably just becasue it's a work in progress so disregard where appropriate but anyway...

Quaervarr Blacksmith - no convo/shop from smiths (awesome smithy tho)

5d Quaervarr The Whistling Stag
1) no barkeep. Bar area is very dark.
2) Chairs don't seem to be sitable
3) A door in the kitchen going nowhere. Meant to be there?
4) All doors and lockboxes/chests upstairs do not require keys
5) Patrons static

5d Quaervarr
1) commoners are static...no 'wandering' script
2) that double ended sewer thing next to the wooden bridge. Is it supposed to be walkable? It's not atm.
3) Cave/mine near track to winters edge has AT (goes blue with mouse) but doesn't AT you
4)...............NWN2 crashed so i'm going to bed

General comments: recognising Ricks statements about being a work in progress and some areas between nodes not being completely built, the key nodes in this server are awesome and will be fantastic once all the details (scripts/convos are complete) bring it to life. Well done to all involved.
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Post by hollyfant »

6b Rivermoot Interiors: Jesha plays an invisible flute (or she's a mime). And her description reads "rm_jesha".
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Post by darrenhfx »

Sorry if these have already been mentioned:

1) after being sliced in two by an orc, my toon respawned at the Fochlucan in SM. At first I thought this may be some sort of clever thespian hell design as the actors etc were all triple spawned.

2) multiple spawned guards at either end of the Moonbridge, had to be at least 20 of them on the south side (looks like someone had killed 4 on the north side)
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Curmudgeon
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Post by Curmudgeon »

Highway 2 - some floating trees

High Hold: Wolf carrying 29gp. Small humanoids (gibberling?) didn't try to flee or defend.

As Darrenhfx mentions above, the Morgue seems to have been replaced by Fochlucan...
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AcadiusLost
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Post by AcadiusLost »

Curmudgeon wrote:As Darrenhfx mentions above, the Morgue seems to have been replaced by Fochlucan...
Duplicate morgue waypoint there somehow- I've fixed it in the hosted module. Will post it to the builders to make sure it's sorted in the next official version as well.
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Post by Rick7475 »

Fixed Morgue Waypoint.

Fixed statues in the Silverguard Fortress.
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