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#443004 Installation on a Mac

Posted by agnar on 10 April 2009 - 05:20 AM in Classic Adventures

i'm not a mac user but since you asked about a mac friendly patch and i didn't see an answer to that question i thought i'd toss up this link i came across.

http://www.macgamefi....php?item=17975

That looks to be the patch needed.



#443002 Bug Report for Version 0.49

Posted by agnar on 10 April 2009 - 05:17 AM in Classic Adventures

Something in the Ankneg Plate Mail(Plat06) is wrong; either the description, or the usability flags, as Terra can use it, and the description would say that she couldn't, as it says...


Another thing about the same armor... in a way, Rurik doesn't want to make it, I have the money(19000+) and a Ankneg shell, but I can't reply for him to make one... And the problem is, that the dialog(tcrurik.dlk state 24: option 3) need the TCMISC12 which is :blink: the Lockpick set. :crying:
So that needs to be changed to MISC12.


i noticed the armor error from rurik, i think i reported it elsewhere in bug threads. The fun part is rurik only looks for the lockpick set but if you console the lockpick set in, then have him make the armor, he takes the shell and cash correctly. So you can then drop the lockpick set, no real game-cheating harm done. :)

As to usability i think that's another one, like the wand of heavens that is fracked in the original bg2 item so just carries over.



#442465 Bug Report for Version 0.49

Posted by agnar on 04 April 2009 - 10:32 AM in Classic Adventures

i believe i was chaotic neutral that game, so not evil, just not overly attached to any particular way of doing things. i donated at the temple of umberlee, so not exactly lathandarites there... And even evil i want my rep at least average because the game is tilted, by engine, toward things like high prices and guards harrassing you if your rep is too low. When i donated, i had already lost the 5 points (or whatever that encounter costs) so i was sitting at 6 or below, don't recall exactly where.

Had you actually donated money to Cath at the beginning(in the Palace of the Silver Princess) and not fight against him, you would have gotten a guest to destroy the Temple of Umberlee... Lathanderite!

i'd never played with cath in my party before so i didn't know what other encounters might be coming. i didn't want to suddenly find myself with a rep of 2 or something, so i donated enough to get from a 6 or so up to a 10 or 12.

So that's a 400(6->7)+200(7->8)+300(8->9)+400(9->10)=minimum of 1300 gold pieces=1300/22GP per chain mail top sell price=59.1 chain mailed guardians. That's a lot of metal. And far worse is if you go to 12 cause the it's costs you extra of 1200 gold pieces more, so there. The costs are taken from my the reputati.2da...



yes, i know i can get that quest from cath, i just went a new way this time. But despite cath's wanting to destroy the temple, the umberlee followers aren't exactly nice folks. They're just a bit less nasty than banite or shar or bhaal followers, at least in BG-world.

As to the cost, i probably didn't go above 11, i wasn't trying to get a great rep, just good enough to shield against any possible future FF merc-type encounters that would cause an auotmatic rep drop. And if i'm just selling chainmail, yeah, that'd be alot of chainmail. Of course, i sold a bunch more than that and i think i was down at 4 or 5. i think i did the haunted house before, so selling the gold stuff and the silver princess artifacts to the book merchant brought in plenty to do the donations.



#442431 Bug Report for Version 0.49

Posted by agnar on 04 April 2009 - 06:41 AM in Classic Adventures

Really seems odd i'm the only one to get to a 20 rep so far, i think i just donated my way from disliked back up to average or something, after losing 6 points in that cath encounter with the FF mercs. i think i was sitting around 10 or 12, lost 6, then donated it back to around 10 or 11. After that i was just playing through, and didn't notice my rep getting so high. Actually it's a bit amusing having guys leave because i'm too good then asking why i dumped them. hehe. i'll just need to keep a closer eye on my rep for now.

Solar's Harper had that earlier, and he too made too many donations... and from 10 to 12, you'll loose only 5 points, as I did too-oo-oo. Now why in the Unheaven would you wish to donate if you are evil?


i believe i was chaotic neutral that game, so not evil, just not overly attached to any particular way of doing things. i donated at the temple of umberlee, so not exactly lathandarites there... And even evil i want my rep at least average because the game is tilted, by engine, toward things like high prices and guards harrassing you if your rep is too low. When i donated, i had already lost the 5 points (or whatever that encounter costs) so i was sitting at 6 or below, don't recall exactly where.

i'd never played with cath in my party before so i didn't know what other encounters might be coming. i didn't want to suddenly find myself with a rep of 2 or something, so i donated enough to get from a 6 or so up to a 10 or 12. Not goody-two-shoes, but not going to draw the ire of the goody-goods either. i only did it the once in saltmarsh. And how i got from there to a 20 is beyond me.

But really, look at how Althon is in the game, the guy is definitely evil now. But he doesn't walk about slaughtering everything he sees, doesn't recommend us killing slaves we come across, evne if, in his heart he'd like to kill them. Being "evil" or just "not terribly nice" doesn't mean being a ravening lunatic killing all you see. An evil guy can do stuff that might seem good, like freeing a bunch of slaves. But his purpose might be not nice, like hoping the escaping slaves will keep the slaver guards busy and off his back while he does what he needs to do. But in the game you can get a rep point, no matter your true roleplaying motives. Really, what's 100, or 500 gold, when we're buying stuff costing thousands in the game, if it causes my enemy some headaches?



#442358 Bug Report for Version 0.49

Posted by agnar on 03 April 2009 - 06:01 PM in Classic Adventures

There are problems with reputation and reaction to it. My party reached a 20 rep with althon and cathmandrus in it. right away cath leaves the group, then initiates his "why'd you kick me out, should i rejoin" dialogue, and will keep leaving, rejoining, leaving unless your rep drops magically. Althon does the same if i distract cath long enough with casting a healing spell or something. The leaving at 20 rep is understandable, but i wasn't getting any outright complaints from them that i noticed as the rep neared that level. and they didnt say "i'm leaving because you're a bunch of heroic pantywaists" they just left, then asked me why *I* kicked them out. The only way i stopped it was to shadowkeeper my rep down to 13 or so and then they stayed in the party without issue. So the leaving dialogue for too high a rep seems broken.


It isn't broke. It doesn't exist.

I haven't gotten around to it yet. Interesting results though. Even playing a paladin I haven't gotten my rep up that high to trigger this. I guess your donations helped get you there faster than me.

Either the wand of the heavens or dirbert and paraway are screwed up i think. archers and rangers should be able to use wand of heavens but dirbert and paraway cannot.


The wand is screwed. According to the usability, Rangers can't use it. Clerics, Druid/Fighter combos, Druids, and Monks are allowed to use it.



The wands in-game description is wrong then, because it says it's not usable by fighters, mages, bards and thieves. i guess i never noticed the screw-up in the straight BG2 game. i just thought something might've gotten messed up in the cre files or kit descriptions in CA. Ah well, definitely seems like anyone who can cast priest spells ought to be able to use them. :)

Really seems odd i'm the only one to get to a 20 rep so far, i think i just donated my way from disliked back up to average or something, after losing 6 points in that cath encounter with the FF mercs. i think i was sitting around 10 or 12, lost 6, then donated it back to around 10 or 11. After that i was just playing through, and didn't notice my rep getting so high. Actually it's a bit amusing having guys leave because i'm too good then asking why i dumped them. hehe. i'll just need to keep a closer eye on my rep for now.



#442219 Bug Report for Version 0.49

Posted by agnar on 02 April 2009 - 08:28 PM in Classic Adventures

There are problems with reputation and reaction to it. My party reached a 20 rep with althon and cathmandrus in it. right away cath leaves the group, then initiates his "why'd you kick me out, should i rejoin" dialogue, and will keep leaving, rejoining, leaving unless your rep drops magically. Althon does the same if i distract cath long enough with casting a healing spell or something. The leaving at 20 rep is understandable, but i wasn't getting any outright complaints from them that i noticed as the rep neared that level. and they didnt say "i'm leaving because you're a bunch of heroic pantywaists" they just left, then asked me why *I* kicked them out. The only way i stopped it was to shadowkeeper my rep down to 13 or so and then they stayed in the party without issue. So the leaving dialogue for too high a rep seems broken.

If your PC is good enough at heart to get a rep of 20, then why is he hanging around with evil bastards anyway? :whistling:


The rep of 20 wasn't intentional, i didn't realize it was that high. After i had the cath specific encounter early on it dropped my rep way down so i did a few temple donations to get it where i wouldn't get rotten fruit thrown at me. After that i tried to pick stuff that allowed me to progress, get the goods without being too goody-goody about it. But early on it's kind of hard.

Like the lizardman/sauhagain thing. Sure, i could have picked a fight with the lizardmen but they would have murdered me quick. Those damned machine-gun throwing spears which they never actually are holding after death are impossible in great numbers so early on. i barely make it past the ones guarding the route in the swamp unless i just walk past invisible and ignore them. i don't know where the thorwing spear lizardmen came from but they're WAY tougher than the sauhagain's are. They should be able to take back their fortress on their own i think.

So i pick the "good" route because i'd rather be alive than dead. That gets a rep point. i dont know if there's an evil path at mistmoor laid out, but with cath there i didnt get the option, other than just saying no, which loses me too much xp and the chance to get rihn and myth drannor (more xp and too many good magical bits.).

So far, though i love CA, it seems like the good path is much more rewarding monetarily and magic item-wise. So unless i go around randomly killing peasants to force my rep lower, it goes up fairly fast. i think the only rep points i found that i could easily duck without any lose on my part of money or goods are the cash donations to the escaped slaves and the other donation when rescuing chaarna. Now granted, i could leave chaarna or treat her badly, but why? A bad guy would dig the new chaarna.

Hope none of the above is considered a spoiler.



#442125 Bug Report for Version 0.49

Posted by agnar on 01 April 2009 - 07:32 PM in Classic Adventures

There are problems with reputation and reaction to it. My party reached a 20 rep with althon and cathmandrus in it. right away cath leaves the group, then initiates his "why'd you kick me out, should i rejoin" dialogue, and will keep leaving, rejoining, leaving unless your rep drops magically. Althon does the same if i distract cath long enough with casting a healing spell or something. The leaving at 20 rep is understandable, but i wasn't getting any outright complaints from them that i noticed as the rep neared that level. and they didnt say "i'm leaving because you're a bunch of heroic pantywaists" they just left, then asked me why *I* kicked them out. The only way i stopped it was to shadowkeeper my rep down to 13 or so and then they stayed in the party without issue. So the leaving dialogue for too high a rep seems broken.

Althon in group, go into barracks to face girana. althon says girana has his sword, girana confirms it, calls him a dog. after the fight, there's no sign of teargiver, althon's sword.

The sauhagain queen dialogue cuts out early, the button says continue but ends dialogue instead.

Either the wand of the heavens or dirbert and paraway are screwed up i think. archers and rangers should be able to use wand of heavens but dirbert and paraway cannot.

i did myth drannor with pc, althon, vild, rihn, shadow, rivian. After finishing and rihn being healed but still in vault of ages i removed althon, rihn and vild. After being sent back to the bridge i allowed dirbert, aesdale and paraway to rejoin me. As soon as the last of them rejoined the screen faded, the game autosaved, some new area tried to load (like for a cutscene) then back to the bridge without seeing any cutscene. It did that over and over in a loop, trying to load some cutscene but never succeeding. When i removed rihn and vild only in the vault, then go back to selgaunt bridge, it worked fine and allowed me to dump althon without problem. So it must have been trying to load some althon related cutscene, though it didn't do so the last time at all.



#441818 Overall Progress: Questions & Feedback

Posted by agnar on 29 March 2009 - 12:52 PM in Valen Expansion

Hello there. Are you still planing to release this mod? If so, when?


give him some time. he only recently announced (in Novemeber) his harddrive problems and has likely spent most of his free time since trying to recover as much of his info as possible. As has been said before, when he has something new to tell us, he'll post it in the update section. Let him know we're still eagerly looking forward to this mod, but let's not harp on the poor guy. :)



#441628 Missing Keys in Adlewerg Keep

Posted by agnar on 26 March 2009 - 07:51 PM in Classic Adventures

You really shouldn't go to the fortress without the glove. For one thing, it doesn't make much sense. The glove asks you to go there and you decided to throw it away and go there anyways.

The glove was created to be used by the fortress captain/chief/whatever the top dude is called. It is supposed to help that person against anyone wearing the other glove. The end battle should be of the two gloves destroying each other. So...without the glove, I am probably going to have to block your access to this map area. You can't complete the quest without it and as you just found out, the quest locks up without you being able to leave the fortress and not being able to continue.


i was trying to figure out what hippy guy she gave it to... *smile*

Maybe you can make the keep's front door blocked without the gauntlet on? One thing i did want to mention, i wondered if the way to start the glove's conversation is not easy enough to find? i did find it, but i wonder if some might not think to click the glove and choose the converse option.



#441626 Bug Report for Version 0.49

Posted by agnar on 26 March 2009 - 07:36 PM in Classic Adventures

That's what i found too solar's harper, but i didn't want to assume i knew what i was talking about in the actual code after a previous mistaken assumption by me. :) i figured it would be easy to find for those who know the coding better than me.



#441427 Bug Report for Version 0.49

Posted by agnar on 24 March 2009 - 03:44 PM in Classic Adventures

Another bug i forgot to mention, Paraway's wolf talisman, doesn't work as it says it should. It says 3x a day, and it has the 3 charges shown. But after using it once it's out of charges until the next day.

Cath's (not going to try spelling his name) banter story about Kira?sha loops at the second portion of the story, it never completes, so he just keeps asking if i want to hear the rest of the story, tells the second bit, then says we need to move on and he'll finish it later. i got it 3 or 4 times before i figured out what variable to move from 3 to 4. hoping that stops it for good, it's been awhile now since he triggered.

And i had no problem with falastra joining in MD, it ran fine for me.



#441426 Missing Keys in Adlewerg Keep

Posted by agnar on 24 March 2009 - 03:21 PM in Classic Adventures

Hello again: I am back for a little more assistance, but strangely with a similar request. I am on one of the basement floors of Adlewerg Keep, I have cleared out all the rooms i can, (& searched all bodies & containers) but cannot find keys for the 2x Easterly facing doors on that level, plus they are 'not conventionally locked'.

Is there a possibility that this is a bug, or am I just not thorough enough?

Mrs Cake


As the game is currently configured, you need to open those doors with the sentinel glove, before confronting the gauntlet. i think sir billybob is planning to make it so the sentinel ring left behind will also open the cells. But as it is in .49 and earlier, you need to open those cells before the final confrontation.


I think I gave the glove to some hippy in Piney Bluff.......so I don't have it.....do you think i can recover the situation (Item code for the glove maybe??) as when i step outside the keep, I get roasted by the giants & their fiery balls for not having the princess with me :(

Many thanks for the prompt reply.

Mrs Cake


Hmm you shouldn't be able to clear the whole place out without the sentinel glove, but the sentinel does vanish when you fight the wearer of the gauntlet in one of the cells, ending in something of a big boom.

The item code for the sentinel is TCSENTIN so that should open up all the cells in the keep.



#441411 Missing Keys in Adlewerg Keep

Posted by agnar on 24 March 2009 - 01:23 PM in Classic Adventures

Hello again: I am back for a little more assistance, but strangely with a similar request. I am on one of the basement floors of Adlewerg Keep, I have cleared out all the rooms i can, (& searched all bodies & containers) but cannot find keys for the 2x Easterly facing doors on that level, plus they are 'not conventionally locked'.

Is there a possibility that this is a bug, or am I just not thorough enough?

Mrs Cake


As the game is currently configured, you need to open those doors with the sentinel glove, before confronting the gauntlet. i think sir billybob is planning to make it so the sentinel ring left behind will also open the cells. But as it is in .49 and earlier, you need to open those cells before the final confrontation.



#441373 Bug Report for Version 0.49

Posted by agnar on 24 March 2009 - 04:24 AM in Classic Adventures

Most likely my fault actually, I recall being asked to overhaul some of her dialog and I think that dialogue was among them. I think the reason was about the loose ends the original left behind, I'm not sure if anything else might've been altered in it however, t'was a fair while ago.


Couldn't say who added it but yeah, it's definitely there. looking at her .d file there's a stat check against Charisma if i read it right, and options for male and female PC's, and if the Charisma os over 14 her joining in mistmoor can happen currently. Understandable for such things to happen with so many things "in progress" and such a huge project.

It's not bad either way, though i would say, if her joining in mistmoor is kept as an option, a bit of tweaking for her dialogue there would be good, because she goes in the same sentence from saying she cant leave to saying i've convinced her. *grin* So one more line from the PC perhaps with a final convincing dialogue, or non-convincing dialogue, depending on the stat check. It's not bad now, but it does read a bit oddly now. :)

Maybe the pc can offer to donate a bit of cash to help her aunt hire some temporary help while falastra helps the pc look for her uncle and his own family and that can convince her.



#441247 Bug Report for Version 0.49

Posted by agnar on 22 March 2009 - 03:07 PM in Classic Adventures

Fala'stra is being overhauled and a lot of banters need added. I am surprised she can join right after Mistmoor.


oh, sorry about the spoiler. i wasn't thinking when i posted that. Thanks to whoever covered my ass there!

It happened pretty easily, so long as the other banters are completed before you tell her you're done and need to leave, so i just assumed it was meant to be an option.



#441243 Bug Report for Version 0.49

Posted by agnar on 22 March 2009 - 02:31 PM in Classic Adventures

Do I have to find Fala'stra's uncle before I can have her join?

No she will join in Myth Drannor if you ask Ilewtharyn who else is available.
Ilewtharyn will offer you
Blodgett, Ilhara, Rivian and Fala'stra.

I don't remember writing an option for her to join after Blush leaves. The first chance you have to get Fala'stra is Myth Drannor.


Unless it's changed from .48 to .49, i was able to get her to join in mistmoor (in version .48). One time it worked fine, i did the romance stuff in the tavern, and once i completed mistmoor and said i was leaving, she seemed sad, i asked her to join, falastra at first said she couldn't, then quickly decided she could, and joined the group. That time i had no problems, i think because i then took the caravan option to selgaunt so it missed the fadeout error.

A second time i got her to join in mistmoor, and i saw what's described above every time i tried to leave the tavern, i reappeared inside, the rest of the party was outside and it kept fading to black, forcing the pc to appear right next to falastra.

What's odd to me is i've never encountered such a cut scene when i romance her, then leave without her in the group, so i'm not sure what the cutscene is, what's supposed to happen there.

Fala'stra Spoiler

Spoiler



#441067 Bug Report for Version 0.49

Posted by agnar on 20 March 2009 - 12:59 AM in Classic Adventures

A few more, again, cannot say for sure all are bugs. some may be screwed up because of something i did in playthrough, others may just be unfinished, like the Terra stuff.

So, i picked up Terra this time, had her with me when i got to mistmoor. The guys with terra's gear react wrong if terra is in group. they do thier lines with the storekeeper, then a threatening line to us, then they stand there doing nothing else. They never go hostile unless i start it and even then it's only partial, the guys attacked go red, the untouched ones stand there until i get to them, and the mage casts horrid wilting!!!! But when Terra is not in group, they will pick a fight with group easily, all go red at once, and they're a more normal level battle, no horrid wiltings. Like i said though, i realize this may be due to it being unfinished, if so, no worries, just passing the info on in case.

in the ghost tower, entering the room to left of chessboard, where the hellhounds come out of the surrounding doors, the screen goes dark for too long, and you cant see anything even while the fight has started. i think a couple rounds passed before i could see the fight.

rurik's ankheg shell, ankheg armor upgrade is broken, he looks for the set of lockpicks instead of ankheg shell, but he takes the ankheg shell when he creates the armor.

i took the piney bluff only path and jak never spawned so i had no legal way to westgate. what did i miss? i did piney bluff, then, i admit, i did cheat my way to mistmoor because i didn't realize it opened up after the ghost tower, then i did the ghost tower. (which worked perfectly, except the mage didn't spawn, which you know about.) so i get released back at the bridge, but there's no jak anywhere, and stein wont talk to me. The saltmarsh captain wont talk after i said no to going to the swamps chasing lizardmen. So i'm clueless what to do outside of spawning jak manually. Did i screw up some variable by hitting mistmoor myself, before the ghost tower? or did i screw up somewhere else?

i did myth drannor, but upon my return i felt like going for it minus althon this time, do i need him to get it going? i did pick up icar again to try that.

Also, when i come back from myth drannor, and i kick althon, he still goes back to the balthis estate. So when i went back to saltmarsh to see if i could trigger some way to westgate, i go to the balthis estate and find balthis, icar, and 2 althon's, the early version who gives piney bluff quest, but seemingly never vanishes or updates to see the quest is done. And the newer althon i took to myth drannor.

if it matters my party is pc, shadow, ilhara, paraway, aesdale and icar currently.



#441020 Bug Report for Version 0.49

Posted by agnar on 19 March 2009 - 03:59 AM in Classic Adventures

Hi, a few more bugs, on a second play through, trying the alternative paths, sunless citadel instead of silver princess. And piney bluff instead of lizardmen. Again, not sure all of these are bugs, but listing things that seem like bugs.

In saltmarsh, i do the haunted house, then the pirate ship, rescuing aesdale. Then i turn down the captain after that, go see balthis. i don't know if this causes errors that i went aboard the ship to get aesdale before turning down the lizardmen thing. But when balthis introduces me to althon, he sees aesdale and paraway, thats all good. But he then goes on to offer his help with the lizardmen. i turn him down, then talk to him again and he starts the piney bluff quest.

When i do the Priestess Joy quest, it sets the variable to 3 after talking to benthic, before talking to Joy. Should have set to 2 after benthic convo. When it goes to 3 in saltmarsh, that means going back to piney bluff, Joy has nothing to say about the quest.

asking to see icar's regular store crashed game. he doesn't loop anymore, and he seems to handle the special items fine, but his regular items for sale crashes the game every time.

Maybe i'm an idiot, but i now cannot get to mistmoor. The guy in the piney bluff tavern offers to pay me to help him travel to selgaunt. mistmoor isn't on my map, no clue how to get there without cheating myself to the map. This may be intentional, but it seems like a huge amount of stuff is lost with this action, as it eliminates mistmoor xp and myth drannor xp.

It also seems messed up because Icar says he needs to meet althon, who was going through mistmoor to selgaunt, and the woman upstairs who talks about mistmoor and vildamyr, i got the impression i should be able to access mistmoor from piney bluff too.



#440979 Bug Report for Version 0.49

Posted by agnar on 18 March 2009 - 02:16 PM in Classic Adventures

Here are two little bugs that I have noticed while playing CA 0.49:

1) Armor Melt -spell is supposed to be a cleric spell but my mage could still try to learn it, the result was always a failure and the spell scroll was consumed in the process.

2) Random kobolds, orcs and sahuagins start consuming potions as soon as PC's party enters the area and they keep consuming those potions indefinitely until the monster is slain. This has happened to me in several areas, for example in Citadel, Palace of The Silver Princess and The Sahuagin Fortress.



the potion consuming thing is an odd, ongoing bug you'll see off and on throughout the game. it doesnt seem to do anything beyond making it hard to keep up with the feedback messages. And giving away some of the enemies you're likely to meet on that map.



#440937 Bug Report for Version 0.49

Posted by agnar on 18 March 2009 - 05:04 AM in Classic Adventures

I eventually ctrl-y'ed him and then consoled in a constitution book to get back the point i lost because i didnt want to deal with the familiar running about on it's own when i was barely armed.

<_< Next time, use the Lesser Restoration spell to remove the constitution penalty. Cheater. ;)


hmm i didnt think restoration would cure that, i thought it was a permanent penalty unless cheated past. But i'd rather not need to do it period, i want my familiar to keep working right... :)



#440936 Something i've been meaning to mention/ask about

Posted by agnar on 18 March 2009 - 05:02 AM in Classic Adventures

...

Well, I always give myself a good head start on xp, 1000 at most though... well, I once played the Reaver kit who needed the 60 000 on the mage class to dual to a thief which then turns into the real class, so I just gave him the start xp with the console, and dualed.



oh i know i can console myself extra xp, but i'm speaking more to the totally legit in game experience. With dirbert saying that the pc had lead patrols going after wolves and goblins and killing them, there's no way the pc has no experience when the game starts. Sure, with dirberts wicked bow skill, it's reasonable to assume he'd have more xp than the pc does. But the pc surely would have gotten a couple hundred xp along the way on those patrols.



#440923 Something i've been meaning to mention/ask about

Posted by agnar on 17 March 2009 - 11:21 PM in Classic Adventures

but kept forgetting. It seems a bit off that the pc starts as a level 1, with no experience and only a wooden staff. i say this because dirbert is well equiped with 500 xp, and dirbert declares that he and the pc have gone after a thief, and the pc is supposed to have been active in the town militia before this. i understand, due to different character classes that equipping is impossible but it seems like the xp thing should be a bit more generous to start. if dirbert has 500 xp shouldn't the pc have a couple hundred points at least? everyone in the game is a good ways ahead of the pc.

Not a serious issue, but it does seem a bit off considering dirbert's banters about prior experiences with the pc catching a thief and so on.



#440919 Bug Report for Version 0.49

Posted by agnar on 17 March 2009 - 09:55 PM in Classic Adventures

okay i finished my first .49 run and had a few more bugs/questions.

at the slaver fortress, in the duergar lair section, a couple of the duergar don't go hostile, don't talk, they just stand there. They're located around x=1540, y=447 in area tc1260. This is after i've killed all the other duergar so they likely ought to be pissed...

The +2 slings and the bone club from that area still vanished, but i cant recall if you changed the expiration thing before or after .49 so you might already know that one.

Markessa and Kessa both still seem a bit touchy in the joining/removing areas. i took the clone into my group then went to suderham. althon still proposed the reviving markessa thing, so i went to the docks and left the clone there, thinking i could send her off with the still waiting captain, but she wont talk and just stands there.

And when markessa is brought back to life, there's still only one dialogue path to get her to join successfully. the other 2 choices and she just stands there not talking.

In suderham, when the earthquake opens the cell door, for some reason dialogue by my pc pops up. i ran it a couple times, and each time my pc says "Sniff. Me in trouble big. Sniff." (Is that a line of meepo dialogue?)

i was playing a fighter-mage multi-class and after the capture on suderham, when i'm in the jail cell, my familiar is messed up. when i tried to put him in my pack for safety, he would suddenly pop back out, but i still had the item in my pack. no matter how many times i tried the little **** would pop back out next to me. i eventually ctrl-y'ed him and then consoled in a constitution book to get back the point i lost because i didnt want to deal with the familiar running about on it's own when i was barely armed.

right after i take the portal out of the suderham prison, rivian declares she has nothing to say to me right now, without me force talking her or anything.

the 6th party member still appears at around x=4149, y=2915 upon arriving in selgaunt after leaving suderham. And they're still trapped there on that dock.

How does Blush get into selgaunt? She's an elf and it's right after killing the slave lords. i realize this bit may be explained more in later versions, just thought i'd mention it.



#440833 Silver Princess

Posted by agnar on 16 March 2009 - 01:47 PM in Classic Adventures

Ok, I am fully prepared to admit I'm a total idiot, if I overlooked something, but this is my first time trying this (very interesting looking) mod out and I've spent the first hour trying to figure one thing out, namely - if I wanted to do the Silver Princess bit, rather than the Sunless Village, how do I accomplish that?  It says to place the classic B3, but what exactly does that entail?  Sorry if I'm just being a moron.  Mind you, I'll probably play the Sunless Village first anyway, but little details like this drive me crazy.  Thanks :)


Head over toward the druid's cave and the stone steps up, you should run into the lovely Chaarna there. Hear her out for another path.



#440831 Bug Report for Version 0.49

Posted by agnar on 16 March 2009 - 01:43 PM in Classic Adventures

i'm only part way through but thought i'd post a couple. some are bugs others im not sure but thought they might be.

i first noticed it with the Dirbert/Candella/PC banter where dirbert's teasing the PC about liking Candella, but i've since seen it with other NPC's and other banters. Even though it is the PC answering whatever banters, the dialogue from the PC shows up as some other NPC. i've seen Rurik telling dirbert he didn't love candella, and Aleigha asking Althon what he knows about wines and liquor, and both should have said my PC's name as the speaker.

Aesdale seems to have the portrait of Bergon now, instead of the aesdale portrait.

In mistmoor manor, on the roof, when Reveri is talking to us, she gets stuck in a bit of a loop on the althon dialogue. She addressed althon twice, repeating the darkness thing, then as i was about to leave, to escape the loop, she addressed someone else in the group, i forget who, so i let that one play through. Then she did the althon one again, so i quickly left the roof before it could run a 4th time.

The reward talk with rilithar didn't seem to complete correctly, i think shadow's interjection cut it out early maybe. i recall the pc used to have the chance to accept the knighthood, or just the free place to stay, but i never get that. Rilithar addresses the rest of the party, until hitting shadow, he says yes, shadow will still get paid, then the dialogue exits, without payment of course, but also without ril ever directly addressing the pc. All the npc's got their dialogues in though.

i ran into, fought and killed the bandits who stole Terra's gear in mistmoor, except i didn't do the piney bluff adventure, i did the lizardmen thing only, so had no way to get the gear to Terra. Not a big deal, just mentioning it.

When i went with pelja and gathered my myth drannor party i had an issue. before pelja, my party was pc, shadow, althon, aleigha, rihn and aesdale. When i go into myth drannor, i assembled the party of pc, shadow, althon, rivian, rihn and vildamyr. To my surprise, as i was walking toward hotzkettle's tower, Aesdale asked me, from back on the selgaunt bridge, what had happened there and did i still need him. i sent him back to saltmarsh since i was a bit busy. But then i had to run back to saltmarsh to pick him up.

Also, when i went to the selgaunt bridge and released aleigha to do the myth drannor thing, she announced she was going to piney bluff, temple of lliira. Except i'd never been there so i couldn't get her back if i'd wanted to. Any chance her exit dialogue could add piney bluff to the map, or she could have 2 different exits, one if we did the gauntlet path the other if we didn't?

Which brings my next one, Aesdale seems to wait in an odd spot, the kitchen of the saltmarsh inn. i nearly missed him, i just barely saw the ioun stone animation in the darkened room, opened the door and found him in there. Guess he was washing dishes to pay for his room and board? *grin*

In myth drannor, Azimer appears in the area before the dragon, instead of his office in the final area. Not sure if that's on purpose or not. He appeared in area MD1002, around x=645, y=1168.

i didnt have vildamyr in my party until myth drannor, but once i got him, he repeated his "would you like to know more about me" banter 3 times or so, before i dumped him after MD was done. It wasn't a loop exactly, because they were spaced out, but he did it more than once.

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on the good, you got some big ones fixed well. The Cath quests worked perfectly, except i had to kill the umberlee priestess, so i couldn't properly finish the bane priest quest later without artificially creating the priestess again. But that's not a bug so much as a choice i'd have to make i guess. :)

And althon joined and reacted to aesdale perfectly this time, making it possible to only do one of the 2 paths there, lizardmen or piney bluff.