Bug Thread - April 8

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Runestaff
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Post by Runestaff »

Silverymoon
1. Typo: When speaking with Sir Kavan, one of his lines is "Are you interested in pat5roling the highways ..."

2. Both ATs (on the floor, and within the door frame) leading out of the Silverguard Fort in Silverymoon are broken. Hence the patrol quests are impossible to test.

3. The Moonbridge half in Silverymoon North is now an actual stone bridge with a misty effect. The half in Silverymoon South just has the misty effect, like the original (pre-split).

4. This is more an observation than a bug, but Silverymoon North seems to take more time to load than the entire city did back when it was all one area. Perhaps the number of NPCs has ballooned.
Will fix these when I ge the new version of the area.
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indio
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Post by indio »

Yeah, it's the price of NPCs.

We're going to halve them and see how it goes.
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Swift
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Post by Swift »

Not sure how to describe the area, so ill just link a screenie

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The walkmesh around the Nutting Lane signpost (directly on the characters left) is a bit dodgy and makes getting past it quite difficult. I managed it from the other side (took the other path to the left of the character) but not from where the character is in the screenie.
Tweaked it a bit, but there's no walkmesh issue in the toolset.
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indio
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Post by indio »

Ok...time to upload this erf.

A million thanks to the testers.
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Runestaff
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Post by Runestaff »

Silverymoon
1. In the Silverymoon Surrounds area, the Blacklar Gate Outside AT is broken.

2. In attempting to path from the Blacklar Gate AT to the Mulgate AT (still in Silverymoon Surrounds) my PC walked right through the wall and thence over to the other area. Presumably this is not the intent.

3. Several trees in Silverymoon South, just east of the Blacklar Gate, are floating in the air.

4. The ATs in the Silverguard Fort are both still broken, so testing patrols still has to wait for these issues to be resolved. Recall that some bugs are being posted in the "Rick's new quests" thread as well (such as my latest on the missing AT to Silverwood). I suppose the fact that are two ATs at all is something that needs to be resolved too.
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indio
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Post by indio »

Thanks. I'll be tackling those once I get the new mod.
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Swift
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Post by Swift »

The AT to exit The Vault of Sages does not seem to work.
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Runestaff
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Post by Runestaff »

That seems to be generally true of all Silverymoon interior ATs. The division of the city into two areas seems to have invalidated all area transitions (unsurprising, given AL's comments earlier).

Indio, all of these are probably going to need repair unless they've been explicitly mentioned already (I believe AL fixed the catacombs, for example).
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indio
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Post by indio »

I'll be strippng out all the AT verson of the exits and replacing them with simple door transitions, just to make sure all are working fine.
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Demson
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Post by Demson »

Some minor stuff I came across while exploring Silverymoon. Apologies if it's reported already, I haven't read up on all the previous bug reports.

Area around the signposts "Nutting Lane" and "Druidwood Way" is hard to navigate through, my avatar keeps walking into invisible barriars and steps on his place.

Path leading up to the High Palace seems to miss some walkmeshes, can't click on it at all.

The palace guards all possess the celestial voiceset.

Might post more later.
PR efforteer, OAS2 DM, builder.
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indio
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Post by indio »

Thanks Demson.

We've got a new module being uploaded soon, so perhaps wait for that announcement. I've reduced the size of the signs, so they should cause less havoc, but I haven't fixed the guard voice yet. Thanks for reminding me.
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Runestaff
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Post by Runestaff »

A couple more:

Silverymoon
1. The AT to the lower catacombs is broken. The high priest still lacks a conversation script, but since this is probably fixed in the mod version we're awaiting upload of, that is likely of little concern. Braziers in the entrance chamber still seem to give no light, and all containers appear to be empty.

2. The Map House is devoid of life and rather dark.
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AcadiusLost
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Post by AcadiusLost »

New module is up (run worldgate, if you haven't before). Here are some problems I've spotted already:

[edit: all fixed for the hosted version.]

Code: Select all

Start Area: I'd added a bunch of customized-appearance outfits and armors to the merchant here in an earlier version, all appear to be missing now, replaced by standard-palette outfits.  I can resupply the items if necessary, but in any case we should make sure all outfits sold include footwear not based on Cloth01 (bare feet).  Should also check scimitars, bastardswords, and longswords to confirm appearances are not broken.  Falchion still sold for 20 gp.

6b Rivermoot Exterior - Argent Legion Spearman (placed NPC?) should be replaced with a spawning one (armor prof missing).  Also- AT to the Argent Legion post is broken and has no DisplayName (should read "To Argent Legion Post").  

6b (int) Rivermoot Argent Legion Post - 3 of these display in the DM chooser, so 2 are incorrectly names/configured.  The one intended for rivermoot should be (I believe) the one with "Longarm" in.  But, the exit AT does not work, and sgt. Longarm is not spawning correctly.

(one of the other "Rivermoot Legion posts" is likely the Silverwood one, and the other belongs in Silverymoon Pass, I'd guess).

6c High Hold Exterior - Argent Legion patrolman (placed NPC?) should be replaced with a spawning one (doesn't seem to be able to equip his armor)

Silverymoon South- the door into Fochlucan was not functioning, though the exit AT worked.

Temple of Tyr (Temple of the Just) - priest has no conversation and the "Aasimar, male" soundset.  Also, is wielding a sword with a broken appearance model pt1 (blade doesn't reach the hilt).

7d Silverwood2 - AT into the Argent Legion post is broken.
Last edited by AcadiusLost on Mon Apr 14, 2008 10:52 pm, edited 1 time in total.
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LancasterX_2
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Post by LancasterX_2 »

sorry wrong thread.
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Runestaff
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Post by Runestaff »

The Blacklar Gate AT in Silverymoon Surrounds is still broken.

The healing scripts in the Temple of Tyr (and likely in all temples, based on past results) take your gold but fail to cast the appropriate healing spell.
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