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#458073 Bug Report for 0.50

Posted by agnar on 04 August 2009 - 10:10 PM in Classic Adventures

Just to update the falastra crash, so long as i don't ask the history of saltmarsh questions and for a room in the inn within the same dialogue, it seems fine. Only when i asked about saltmarsh then for her services did it crash.

A couple more mistmoor items, is Narcissa supposed to be joinable yet? She won't talk to me in the inn, so wasn't sure if she's meant to do anything yet or if she's placed but still in progress.

Should falastra still be willing to join me when mistmoor is completed? i thought she was being changed back to only bring joinable later on in MD? Was just curious about that.


As mentioned, Fala'stra dialog will be fixed in next version. She is joinable after the Mistmoor quest is done. You have to have a high Charisma for this dialog though.

Narcissa should talk to you anytime after you finish talking to Ril. He doesn't need to be in the party but so far I have only tested with him in it. I'll try the other way next.


i think it was perhaps only 1 specific ghast doing the "drinks a potion" error, because it didn't last through the whole crypt area, it stopped after an early battle. i'm not sure where now though. i'll try to find a save before i went down there and try it again, see if i can repeat the error and pick out if it is 1 particular ghast, when it ended.

i didn't have Ril in my group, and Narcissa had nothing to say to me on every visit to the inn, including just after Ril first drafted me to help him. i'm playing a Cavalier, and had a higher rep, not sure it's exact level, but no rep problem.



#439622 Bug Report for 0.48

Posted by agnar on 03 March 2009 - 11:32 AM in Classic Adventures

- aleigha has some kind of invisible amulet equipped because I cant put any amulets on her and it says item cant be removed.
- swamp snakes aren?t hostile
...but I don?t get rivians sword.

That's probably the amulet that makes her unkillable, and it's on her because you summoned her via the CLUAConsole. The first talk before the joining talk removes it.
You probably have a ranger or druid in your group, so the 'neutral animals' never attack, unless attacked upon.
I am quite sure that one of the guards in the 'Temple' you go after you have just escaped from Tiny, has Rivians sword, so you probably just missed him.


The last time i got aleigha by joining cath, starting his missions, so the unkillable thing should be removed. But maybe it's not removed because i couldn't complete his quests due to bugs? And actually, i think when i consoled her in during a previous run through, i was able to put amulets on her i'm sure. It was only this last run through when i joined cath to do the quests for him, but couldn't seem to complete the umberlee temple quest.

never knew neutral animals reacted like that to rangers or druids. i think aleigha might've still been in the group at that point so that explains that.

i must've missed him then, thanks, i'll be sure to kill everyone next time. *grin*



#439610 Bug Report for 0.48

Posted by agnar on 03 March 2009 - 09:34 AM in Classic Adventures

i plan on making a praise post too but wanted to do this too, hopefully it's helpful. Now this isn't all, i forgot to take notes on stuff through out the game, so only a partial list, the ones that really stuck out. I'm afraid some of it will be out of chronological order as some i remembered after the fact, others i wrote down as i played through. i changed party membership a good few times so it's tough to say exact party makeup at all points of the game. Some of these may be well known, some not, sorry if any are repetition of known bugs.


- if I rescue aesdale, have him in group, do the lizardmen thing, then go visit althon, althon doesn?t realize aesdale is there. I can take icar, do all the stuff in piney bluff, but althon never recognizes aesdale, aesdale never sees althon.

- i dumped vildamyr in westgate, expecting rihn to go also, allowing me to pick up chaarna and someone else from that area, but rihn didn't leave, and when i tried removing her, she forcetalked the pc immediately with only 1 option "yes, join us" forcing me to take her back. i finally managed it by creating vildamyr again, taking him back, then removing rihn and then she took him with her. but vild, upon being removed, just vanished without a word.

- Seems to be a lack of clarity on entering the slaver fortress as at the point I get there, I didn?t know who markessa was and didn?t know icar was working for her/inside. So if I?m there with althon in party but not icar I don?t know (in game) whose name I should give to pass in safely if I don?t want to fight my way way.

- Even if I give markessa?s name outside, when I get inside, everyone attacks me except the monk guy to the right, and the guys meeting near him. Seems like there ought to be some questioning at least, before they go hostile, or they?d have lots of dead visitors or dead slavers.

- misspelling, excaped slave instead of escaped slave (guy on the ground surrounded by goblins

- ogres in slaver fortress look to have clubs/morningstars but when killed have only bolts on the bodies.

- The known and annoying ?quaffs a potion? thing that appears through out the slaver mods, and I also had rurik start to do it this last game after I dropped him from the group.

- ogre executioner triggers his talk as soon as I enter that level, even though he?s a good few rooms away.

- althon?s confusing dialogue when fighting markessa if I refuse to spare her. He also made no mention this last game of taking her body with us.

- chaarna didn?t spawn in cell one game, did spawn the other 2 games. Chaarna?s joining dialogue is REALLY repetitive as I think I tell her to join me 3 times before she actually does.

- chaarna romance triggered really fast when I went to silver princess route, did not seem to trigger at all when I did goblin citadel even though I brought her flowers.

- small village of escaped slaves near fortress never recognize I gave them the money and they never move on to safety.

- elvish slaves with shar priestess never leave after I rescue them.

- the captain beril and crew recruitment work out of order, recruiting the crew first then beryl.

- Elora goes hostile upon escaping suderham prison and trading her for althon. She goes hostile along with all peasants and soldiers when the captain says the ?there they are, don?t let them get away? line.

- minister tudwill bribery thing only works sometimes, others it breaks and says no valid replies or links and doesn?t take the cash.

- the lack of a falastra revelation seems a bug. She says its too dangerous, vanishes, then she?s there fighting you, but there?s never any ?she was a spy? sort of dialogue upon that confrontation, nor my character asking wtf is she doing with them.

- markessa (evil) and falastra have a banter where markessa keeps calling falastra ?ketta? and says she has red hair.

- I got the shadow hunters encounter even when she wasn?t in the group. I never realized it was her they chased until it happened once with her still in the group. Also shadow didn?t react after we killed them and kept her safe.

- the cath/aleigha encounter is still really buggy. I never seem to get aleigha?s dialogue before dying where she can join. Only way I got her is by killing her then creating her again, forcing her to join, or doing cath?s missions. His missions still don?t work right, cant complete them all.

- glasses of identification on pirate ship are broken, no charges ever.

- aleigha has some kind of invisible amulet equipped because I cant put any amulets on her and it says item cant be removed.

- cant rest near the lizard minister despite his saying he?d watch over me as I did. When a spider awakes me from rest near the minister and I attack the spider, the lizard man minister also goes hostile for no reason.

- swamp snakes aren?t hostile

- wyverns tail upgrade by icar is broken, cant get it to upgrade.

- icar is broken near the blacksmiths shop in piney bluff. Wont stop asking me if I want stuff worked on. Some variable isn?t setting.

- when icar and rurik take gems/potions for upgrades they take the entire stack not just the amount needed. So if I have 4 rogue stones and the upgrade needs 2, I lose all 4 unless I move 2 into another characters pack.

- I had the renfeld poisoned/harpers encounter when going back to piney bluff from the gauntlet quests? ending.

- should there be some reward, other than XP, for rescuing the frost giant princess? Or is that left open for the later mods involving the giants?

- rilithar CAN equip a bow even though his kit shouldn?t allow that, like althon?s.

- pelja didn?t force talk my pc on the selgaunt bridge so I could have walked past her without initiating that.

- dialogue loop if I say no to althon rejoining in selgaunt. He keeps asking over and over until I say yes, or I manually reset the ?IWasKickedOut? variable to 1.

- ilhara cannot wear amulet of power even though paladins ought to be allowed, and elora CAN wear it even though monks shouldn?t be able to.

- spacing in selgaunt upon arrival is off, 1 of 6 member party appear on a dock way down on the southern edge of the map while the other 5 appear on dock next to ship.

- some clarity that parties items are in box on ship might be good as first time through I missed the box and so never picked it up.

- also seems to be some unique items that don?t always come through, others that shouldn?t be there. I get rihn?s sword and living flesh thing even when she?s not in the party, but I don?t get rivians sword. Some other things too but forget exact details.

- does rivian eventually get the chance at getting the pommel gem for her sword back from eanwulf?

- even after I get to selgaunt I was getting the suderham peasants yelling for the ?guards? message over and over.

- upon reviving markessa in suderham only 1 talking option results in her joining, the other 2 she just stands there with nothing to say and dialogue exits abruptly. Seems some further talk should happen when I ask for her help.

- perhaps not a bug, perhaps to be explained later, but I had the markessa clone In the group when I went to suderham and restored the evil markessa to life. I told her to meet us in selgaunt, she vanishes, I continue on with the clone. After capture by the slave lords in suderham, the markessa clone is suddenly named Ceri without any explaination. Ceri is the name/pic of the woman icar meets in piney bluff, but there?s never any mention of all that.



#439674 Bug Report for 0.48

Posted by agnar on 04 March 2009 - 01:23 AM in Classic Adventures

I think I just found out why Althon and Icar seem totally oblivious to Aesdale (at least early in the game, i havent yet had aesdale all the way through to the slavers). In the dialogue where Althon is supposed to first meet the pc, and notice aesdale, then offer to help with the lizardmen, it's checking for TCAESDALE being in the party. But his cre file is named TCAESDAL without the E, so won't this always cause this dialogue check to fail?

In my games at least, when i accept the saltmarsh mission to find the lizardmen, then go visit althon, he doesnt notice aesdale and acts like i turned down the saltmarsh captain, offering only the piney bluff missions and Icar.

i also found at least one spot in Icar's dialogues where it also checks for TCAESDALE.



#440046 Bug Report for 0.48

Posted by agnar on 07 March 2009 - 11:59 PM in Classic Adventures

Incorrect.

Dialogs and scripts check for a creatures's "death name" not their filename. This allows the game to have several CRE files for the same creature. Go browse the Imoen files to see. She must have a dozen of them if you are playing BGT. The script wasn't checking for Aesdale because of some other variables higher up in the dialog and brought over from the captain. Hopefully I have that fixed now but I see that Althon still brings out Icar even though I am trying to go do the lizardman quest. Something still isn't right and it won't be right in version 0.49 either. I'll keep working on it.

Althon's dialog has become very complicated over the past year. Right now he has to check if Paraway in in the group, Aesdale is in the group, both are in the group, and finally whether or not you are doing the Piney Bluff quest or the lizardman quest. Sigh. As I already said, it is broken. I'll work on it some more as I keep trying to get 0.49 uploaded. My ftp software is giving me timeout problems with SHS.


Ah, ok, that's what i get for trying to wade through the files without knowing shit about how they really work, yet. :) i should've known it couldn't be so simple, or you all would have fixed it already.

On the upload thing, would something like http://www.freedownloadmanager.org/ work for you? i had to use it to download the .49 successfully, and it has an upload feature, though i haven't used it. i'm not sure if any compatibility issues come up with SHS, but thought i'd mention it as a possibility. It cut my download time for .49 waaaay down and got it all cleanly, no errors.



#444189 bug report for .49a

Posted by agnar on 19 April 2009 - 06:40 AM in Classic Adventures

since you said you fixed or thought you fixed most of the posted .49 bugs i thought you might prefer this in a new thread. But if not, let me know.

i've only just begun a new run through with .49a so only have 1 bug run into so far. im not totally sure if this was one you thought was fixed but upon entering the smuggler caverns beneath the haunted house (the actual cavern part, through the secret door, not the first bunch of rooms), i got that old evil "smuggler quaffs a potion" message over and over. It did stop once i fought and killed the first group of guys near the little boat. so one or more of them might still be using some kind of wrong script or potion still i guess.

Oh i forgot, i also got new dialogue from um shadow, candella and dirbert (i think) that came up twice, once out front of the haunted house and again when i got to the 2nd floor. This *might* be because i went in and explored the first floor, then candella was suddenly exhausted (i forgot to rest in saltmarsh after arriving) so i went back to town, rested, then came back and went upstairs, etc. But it didn't trigger again when i came back to the front of the house, only after i got to the 2nd floor.

But, i did like the new dialogues i got so far, so great work on those and i didn't see any potion quaffing in the silver princess, no bugs there at all that i can recall or made note of. Even the cath/aleigha battle went well and i was able to get aleigha on only the second try. (first time i just had a bad strategy and bad luck, not a bug.)



#444446 bug report for .49a

Posted by agnar on 20 April 2009 - 11:22 PM in Classic Adventures

Candella has a comment when you get to the second floor.
Shadow has a comment when you to the front door.
Dirbert, Erky, and Rurik all should have possible comments on the first floor. Most of these check to see if the other member is in the team before triggering, thus they shouldn't all say the same thing.

Potions, it seems, are still buggy in the script. I don't ever remember the pirates doing this so I need to see what happened. Probably another random potion that can't be used by that person (Heroism on the mage, Wisdom increases on somebody with high Wisdom already - I don't let them use it, only low status can use stat potions to bump them up, etc).


They didn't all make the same comments as each other. i got candella saying something about the place not looking welcoming, then shadow and candella (i think) each said thier own additional lines. That was out front when i first got there, they were new to me. Then inside, first floor i didn't get the normal lines from shadow, rurik, etc. my first time there, though i walked around and snatched all the stuff on the 1st floor. i went back to town, rested and got stuff id'ed then came back. This time no one said anything outside, and rurik, etc. did their normal 1st floor lines pretty quickly after i entered. Since i'd already cleared the 1st floor i went upstairs, and candella and shadow both said the same lines that they said out front about the place not looking welcome. i'm afraid i'd need to play through the scene again to get exactly which 3 or 4 lines triggered twice.

Also, i was curious, is the shadow banter thanking <charname> for saving her from the zhents supposed to trigger at a set point? i haven't gotten that one, so wasn't sure.

And like i said, this time, it was only 1 or more of the smuggler/pirates in the front part of the cave, near the boat. once i offed them the potion msg stopped, so the guys back by the wizard seemed ok. But yeah, potion use sure as hell seems to enjoy being buggy... Sorry to deliver that bit of news that some folks are still quaffing potions.



#444679 bug report for .49a

Posted by agnar on 22 April 2009 - 04:41 PM in Classic Adventures

Shadow's comments about the Zhent mercenaries should be 10 rounds after the talk with the Zhents. It will only trigger if there is no combat so the fight would need to be over by then or it will trigger after the last round of combat. Also, this dialog only triggers if you had agreed to turn her in. Defending her doesn't trigger this talk.

Shadow should talk inside the old house, not outside. Candella should have one outside. If in the party, Dirbert, Erky, and/or Rurik will add to that conversation. On the second floor, Candella should mention the noisy floor.

All of these will only trigger once. So even if you go back to the house, they won't say it again.


i meant her banter about the zhents, found in the bshadow.d file where she says "You... You saved me from those bounty hunters. I never met anyone willing to do that for me before. Thank you." i saw the other stuff in her normal .d file that triggers if i go for turning her over, but i didnt do that dialogue option so didnt expect to see that. But when i was looking back at the huanted house stuff to refresh my memory before posting the bug, i saw that in her banter file she mentions it, but i never got that talk, and it seemed odd she never said anything unless i offer to turn her over.

As for the haunted house dialogs, i will play through the haunted house again if i have a save game from before my first visit there, and i'll make more careful notes, because i'm sure at least some of the dialogs triggered multiple times in my earlier playthrough.

*edit* i had a save game from just before i first visit saltmarsh, so i hit sm again, got the haunted house quest and popped over. This time i paid more attention and here's what i got. When i walk up to the front door of the haunted house, candella does her "not welcoming place" line, followed by dirbert's and rurik's matching lines, nothing from shadow or aleigha.

i went inside and got, surprisingly, no dialogs on the 1st floor, i know shadow and/or rurik should each have something to say here soon after entering, but they didn't trigger for some reason. i did explore 1st floor, walked all about, got the good treasures but no dialogs, though i know some exist.

Went to the 2nd floor and, as earlier, candella did her not welcoming line (instead of the creaky floor line) which the triggered the same lines from dirbert and rurik.

i wont try to guess why the right dialogs didnt trigger, just reporting what i got in my game of .49a



#434028 Bug Report

Posted by agnar on 13 January 2009 - 04:02 AM in Xulaye

I didn't get a chance to finish the game, and got busy elsewhere when the bug first happened. But i just remembered and wanted to mention it. I'm afraid i don't have the debug report from that exact build as i've pulled some stuff off and added others, since then. Anyway, the issue, it's not huge but...

i go into Ust Natha, having dropped my 6th member. when i go to get the rescue mission, all goes as it should, with Xulaye inserting into the dialogue like she's going to join the group, but when imrae and soula run off, xulaye is still not in the group and she tells me to bugger off basically. So i went off and rescued phaere, came back, xulaye still said bugger off. Only after i meet phaere in the tavern for the second mission, go back to the platform, then she will join but she acts like phaere still needs to be rescued.

Sorry i can't provide more specifics on which exact mods i had installed at that point. i know the first time i tried i had the new mod npc Ninde in the group and otherwise i think it was all non-mod npc's. i think i dropped minsc to get Xulaye first time. when i got the bug, i went back to a pre-city save and dropped ninde and tried again, same thing. i never played further with her after that bug as i worried some stuff wouldn't trigger if she didn't recognize phaere's rescue.

But i look forward to trying Xulaye again, anything that expands the underdark and enhances the time there sounds great! These days i tend to run through the UD quickly, avoiding some quests i find more annoying than interesting. So more fun stuff sounds great. :)



#443538 BG2Fixpack

Posted by agnar on 13 April 2009 - 06:31 PM in Classic Adventures

without going and looking over all the inclusions in the fixpack i can just say i would trust your judgement on what's needed/helpful to make CA run more smoothly. And i would definitely say do what is easiest on you. You folks have enough work to do making CA without adding excess work/effort of having to track and update stuff from the fixpack and so on.

Also i think it's easier on the users, knowing we can get the fixes but only worry about installing one mod. Thats one thing i like about CA, i get the "whole new world" feel, all new npc's and so on, without having to install a couple dozen different mods and worrying about compatibilities, install order and so on.

So whichever way is the easiest on you and anyone else working on CA seems like the best option to me. :)