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Runestaff
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Post by Runestaff »

AcadiusLost wrote:The pc death scripts currently make your weapon drop next to your body, rather than appearing in it's inventory- presumably this would allow an ally (or opponent) to scoop it up and use it in combat, without looting the body and picking through it's inventory to find it.
Personally, I'd think I'd prefer to have the weapon remain in inventory with the rest of a PC's items. The current alternative seems to have more downside than upside (e.g., a tech raised PC losing the weapon they spent the last four months questing for, simply because some cleanup script removed it). I might want to use my dead companion's shield/armor/amulet/boots/codpiece too, so if I need to sort through inventory for those items, it's not abundantly clear to me why weaponry should be handled any differently. I'm not saying the ALFA 1 system was perfect, but it worked well enough that I don't think it really needs to be abandoned.

Getting the resurrection lever working would be a real boon toward testing some of the harder statics. Currently I'm attempting to test the quest in the NW region of High Hold, but have lost two PCs there. The lever would save time creating a new PC and rehashing previously tested statics. Alternatively, an xp lever would be just as useful.
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Runestaff
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Post by Runestaff »

One other thing I forgot to mention. There is a bug with the DMFI languages granted to gnomes. At creation, they are granted "Animal". When this language is selected, the chat box is labeled "Undercommon." I couldn't tell if the granted language really was Undercommon, but this is something that would presumably be a quick fix.
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Runestaff
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Post by Runestaff »

During the Sculptor's quest, it appears that killing one of the three objects of the quest (at least in the case of the slavemaster) triggers an incorrect journal entry. In particular, this action caused the journal to state that the Swamp Baroness had been defeated, and the PC should go to claim their reward.

Note that the Swamp Baroness is the subject of a completely different static.
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indio
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Post by indio »

Apologies for the conversion errors. They're pretty much entirely mine.

I'm sure I recall the majority of quests working, but I've done some sloppy work updating them to the new system.

As I was saying to AL earlier, Id rather rip the lot out and start from scratch. Probably not the best idea.
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AcadiusLost
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Post by AcadiusLost »

Did a bit more tinkering tonight- a listing in brief:

1. replaced all corrupted metatiles in the cave areas (I hope)

2. altered The Plantations scouting to require 2 triggers

3. changed journal entries and conversation to reflect Lizard Aerie as Exploration 1 in Rivermoot

4. filled in some missing info for the Nasty Bug (raid 3)

5. Added equippable backpacks and quivers to rivermoot shops

6. Added "XP gong" to start area (1k XP per use) for midlevel content testing.

7. Re-seated rivermoot inn door

8. added visual cue for path needed for Tusker Hunger

9. Fixed stalled servertime bug, offline resting should be fixed as a result.


Didn't get a chance to test the death system. The DMFI "undercommon" language is a minor bug, known issue- reselecting the language causes it to display properly- it is only a bug with the label on the text box- the actual language spoken is the one selected (animal, in that case).
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Leevoth
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Post by Leevoth »

I joined and made a character, but could not move at all. I tried using the WASD keys and it gives a message saying 'could not move due to a status effect' but there are none listed.

I waited about 5 minutes or so and logged out and in, but the same thing happened again.
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Leevoth
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Post by Leevoth »

Strange, it only seems to be affecting my one character, A Lawful Evil Wood elf, monk.

The Aasimar favoured soul, and dwarven druid were unaffected.
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Runestaff
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Post by Runestaff »

AcadiusLost wrote:1. replaced all corrupted metatiles in the cave areas (I hope)
The Temple Ruins in NE Rivermoot still have missing textures in the entry area.
2. altered The Plantations scouting to require 2 triggers
This works, but is currently granting xp at each trigger. That's not necessarily bad, but it effectively doubles the reward for this quest. If that is the intent, perhaps you should halve the reward at each trigger so it works out to the same amount (or only grant xp at the second trigger).
3. changed journal entries and conversation to reflect Lizard Aerie as Exploration 1 in Rivermoot
When reporting success, the conversation option still is listed as "Goblin Dell."

I'm also seeing the following new issues:

1. My client crashes after creating a new PC and joining the server. This happened twice in succession. On my third attempt, the server evidently went down, so I could not confirm whether this is consistently an issue or random.

2. The Unearthed Temple Ruins quest refused to trigger successfully, even when I went all the way into the ruins. I was attempting to determine whether stealth was breaking this, but was unable to confirm or refute that.

3. The Tusker Hunger quest target did not spawn (may have been due to AL questing in the area as well, or could be a stealth issue).

4. Most spawns seem to see through stealth with relative ease. You might want to check if they have reasonable Listen/Spot ranks. This was tested with a L1 Wood Elf ranger, 18 Dex, maximum allowed H/MS ranks. I will be further testing this soon using the XP gong to see if it's a result of level 1 suckage.
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Leevoth
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Post by Leevoth »

Leevoth wrote:Strange, it only seems to be affecting my one character, A Lawful Evil Wood elf, monk.

The Aasimar favoured soul, and dwarven druid were unaffected.
This may have something to do with the fact that I made a similar character with the same name; although the other character was not on the list at character selection.
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AcadiusLost
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Post by AcadiusLost »

Leevoth wrote:This may have something to do with the fact that I made a similar character with the same name; although the other character was not on the list at character selection.
Indeed, I believe this to be the case. Similarly, I inadvertantly rolled up a character with a repeat name, and the ACR dropped him in the middle of a monster lair (apparently where I'd logged with the original PC of that name).
Runestaff wrote:When reporting success, the conversation option still is listed as "Goblin Dell."
Fixed.
Runestaff wrote:2. The Unearthed Temple Ruins quest refused to trigger successfully, even when I went all the way into the ruins. I was attempting to determine whether stealth was breaking this, but was unable to confirm or refute that.

3. The Tusker Hunger quest target did not spawn (may have been due to AL questing in the area as well, or could be a stealth issue).
I've noticed that the quest triggers tended to have common tags, the new ACR modifications to the quest system fail to fire when you've already tripped a trigger of a given tag. I've now changed all the rivermoot active ones (scouting 1, raids 1, 2, 3, exploration 1, 2, 3) to have unique tags. worth trying again with a new PC.
Runestaff wrote:4. Most spawns seem to see through stealth with relative ease.

I'll check their ranks- but the frequent checks the game engine runs with d20 as the variance mean the high spot/listen + low hide/ms rolls are going to happen pretty often even with maximum lowlevel point investment.

I think I may have spotted the problem with the death system as well- the blueprint for the placeable PC corpse was missing from the module. Hopefully fixed now, though.
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Runestaff
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Post by Runestaff »

The trigger changes seem to have worked in repairing the statics I previously mentioned. However, the Nasty Bug quest still isn't quite right. No quest xp is awarded upon defeating the quest object, or upon reporting success to Kadalion (should be the former). There is also a dwarf hidden in the area with no conversation script (part of another broken static?).

In the Tusker Caves (Rivermoot area) it appears to be impossible to advance past the first chamber, as the door leading onward cannot be opened. I suspect the walkmesh may not lead right up to the door, as there seems to be an unwalkable area in front of it. Also, the typical cave line of sight issues I've reported previously persist in this area too.

The AT out of the Rivermoot Inn seems to be broken. In the upstairs rooms, some can be rested in, but others cannot be. The AT into the inn is also broken (this was the one that had the displaced door). The resting GUI does not persist for more than a few tenths of a second.

The resurrection lever in the Fugue Plane now works. However, resurrected PCs are still missing weapons/shields (presumably this is due to the previously discussed mechanic). They also have gold set to 50k if it was greater than that (or 0, otherwise), which is odd (and xp reduced to 1 if level 1, or to 2k if level 2, even if this is greater than what they had before). Finally, PCs get spammed with messages stating they cannot loot their own corpses, though it appears the rest of their items are properly restored (except as mentioned above). Unless there are multiple Fugue plane areas, the lever only works for recently dead PCs, not ones that died earlier.

If you attempt to unequip weapons/shields while dying, your shield can disappear from your inventory (although it is still visibly equipped, and the AC bonus seems to be in effect). This may be an engine bug. I cannot determine if the item actually vanishes, since stabilization never seems to end.

The Fourthpeak Fort southern AT that is supposed to lead to the travel map does not function.
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Runestaff
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Post by Runestaff »

The Sculptor's quest in High Hold is definitely not working. I attempted the quest objects in the order clan slavemaster, orc warlock, bugbear shaman. After the first went down, I got the Swamp Baroness journal entry I mentioned previously, plus quest xp. After the second, I got a journal entry in the "Completed" section stating I had been rewarded for killing the Swamp Baroness. After the third, nothing special happened, and the Sculptor did not recognize that the quest was completed. Also, the priest's chest in the third's lair contained a journal that looked like it was from the OC (in fact, the entire chest may have been -- I'd suggest simply removing it).

So it seems the quest xp is being awarded, but after the first kill only. The journal entries are broken, and the Sculptor is not recognizing the status of the quest.

Also in High Hold, the AT in the northern section (by the tomb) is not working.

The resurrection lever in the Fugue plane can be a method of acquiring free xp. I only mention this at all in case the same script controls the Resurrection spell in game. It appears that when you die and are resurrected, the lever sets your xp to the midpoint of your current level. For example, I had a level 3 PC with 4182 xp. After dying and using the lever, I ended up with 4500 xp, the midpoint between 3000 and 6000. This is fine for testing purposes, of course, but would require a fix if IC spells work identically.
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Runestaff
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Post by Runestaff »

OK, something really weird is happening with the AT labeled "Winter's Edge" on the travel map (which is nowhere near the map pin with that name). I think this might be Quaervarr instead, but there seems to be some confusion.

One of the houses has two doors, layered on on top of the other. Several houses appear to be sunk into the ground, along with their doors. The house on the far northwest of the map has a door that cannot be reached. There appears to be a small landing in front of it that is not walkable.

At the southern end of the area, there is a cave entrance that either has a nonfunctional AT, or a walkmesh problem preventing anyone from getting close enough to trigger it. There is also an AT in the southwestern portion of the map labeled "New Area Transition" that doesn't work at all. In the SE section, there is a gnoll cave that cannot be entered (like many caves, it has a "closed door" icon and an invisible door, but no AT). There are three gnoll archers nearby on an unwalkable stretch of land, so they cannot be approached (walkmesh problem). Also, several boulders in this area can be walked through, which seems to be a general problem (I've seen it in High Hold and Sundabar).

Now the strange thing is that you can enter the tavern/inn via one door that connects with the putative Winter's Edge area (NB: please turn off the annoying NWN1 tavern music here for the sake of player sanity). If you leave by the other door, you end up in a different exterior completely, labeled "Quaervarr". To add to the confusion, you can take the SW AT from "Quaervarr" into "Winter's Edge", but taking the same AT on the WE side takes you to the travel map instead of back to Quaervarr.
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Runestaff
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Post by Runestaff »

Continued testing with the Fourthpeak Fort area ....

So far, the area looks like an adventurer's dream. It's beautifully constructed, has a lot to explore, and a lot of encounters as well. There don't appear to be too many issues with the area.

The lair in the NW section (near the AT from the travelmap) looks to have the same corrupted wall effect (the vertical white stripes) that had plagued Rivermoot. It also has the usual line of sight problems, but I'll cease mentioning that unless I hear it's been fixed. Also, having a cave interior corresponding to a building exterior seems a bit strange.

In the NE section of the map, there is an AT into a building that doesn't seem to work. This building is in the orc camp.

Along the southern edge of the region, there is a narrow rope bridge that spans a chasm. The entire bridge is unwalkable.

It is not possible to enter the fort from the outside (or to leave the fort to the outside). This does not appear to be the intent, but various unwalkable objects prevent passage.
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Runestaff
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Post by Runestaff »

There is also an AT mismatch in the Fourthpeak Fort area. In the southern region, there is a cave beneath a waterfall. Taking that AT ports you to another cave mouth around the center of the area. Activating that AT, however, takes you into a cave interior. I suspect the waterfall AT should also connect with a (separate) cave interior.

On the travel map, Settlestone is clearly north of Fourthpeak. But the AT between the two is in the southwest region of the Fourthpeak area (near a rectangular river section -- the angles probably need some smoothing).
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