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#504190 Umberlee Quest Question

Posted by Sir BillyBob on 31 December 2010 - 07:05 AM in Classic Adventures

For the Bane quest, did you look through all the priests' books? One of them seems a bit old for Umberlee clerics. Take the book to the lady downstairs and tell her about it. That will get you going on this quest.

The Myth Drannor quest is currently broken. I had forgotten to add corrections to the dialog files into this patch. To fix it can continue, use the CLUAConsole and type:

CLUAConsole:SetGlobal("TCAmberIntro","MD0001",1)

This will break the Amber quest but that isn't ready yet anyways. To get this to work properly, use the cheat before he tries to teleport you. Anytime while deciding on which NPCs to summon will work.



#504191 Bug Report for 0.53

Posted by Sir BillyBob on 31 December 2010 - 07:09 AM in Classic Adventures

You should have met a halfing named Jak who talked to you outside the inn. Once inside, go up to the top level. He will be there again with a mage named Stein. That is the person that will start your next quest.



#504264 Bug Report for 0.53

Posted by Sir BillyBob on 01 January 2011 - 01:48 PM in Classic Adventures

After explore the swamp, kill wyverns and talk with lizardmen chief i go to saltmarsh. When i spoke to saltmars captain she dont react for that alliance with lizardmen but in the daily i got written that i must inform counsil. Meybe some CLUA commends...?

Global("TCLizTellCouncil","GLOBAL",1)

That will allow her to run the dialog asking you how you did. You should have gotten this set by the Lizard King. Not sure how that got skipped based on what you say you have done so far.



#504265 Bug Report for 0.53

Posted by Sir BillyBob on 01 January 2011 - 02:35 PM in Classic Adventures


You should have met a halfing named Jak who talked to you outside the inn. Once inside, go up to the top level. He will be there again with a mage named Stein. That is the person that will start your next quest.


Last night I found a few bugs with Narcissa, Jak, and that inn.

Jak wont spawn if Narcissa is in party. And if I kick Narcissa any place other then right inside the Outlook inn's first floor, she will become stuck off screen in the lower right corner of the inn.

PS: Really enjoy this mod!

Outside on area TC0200, go ahead and spawn Jak, TCJAK. That should fix the problem.

I see that I have him not spawn if she is in the party but there is no dialog for her to replace him. Stein's dialogs always assume you have talked to Jak even though she is in the party. I may just update his dialog to reflect that he knows who you are based on her being there.



#504536 Bug Report for 0.53

Posted by Sir BillyBob on 06 January 2011 - 04:55 AM in Classic Adventures

Blush appears after the 2 of them went out for 8 hours. So you could have either wandered around town or rested. Either way, they don't appear until 8 hours from when Aesdale left with her. Which, if you think about it, is a long lunch...



#504775 Bug Report for 0.53

Posted by Sir BillyBob on 09 January 2011 - 01:19 PM in Classic Adventures

Ander and crew are in front of the building but you are on the side. You have to move yourself around to him. I may see about moving them closer to you in the next version.

Shadow's comment is just her standard line when you are in a dungeon area. She seems to say it more often than other characters say their line here.



#504844 Bug Report for 0.53

Posted by Sir BillyBob on 10 January 2011 - 05:14 PM in Classic Adventures

Both area transitions now fixed for next version.

BTW, if you are saying you can't find Ander after talking to him on the docks, go to the inn on the same map (the one at the top of the map that looks has stairs going down into the inn). He will be there.



#504936 Resting Problem

Posted by Sir BillyBob on 12 January 2011 - 05:51 AM in Classic Adventures

Rest Interrupts are settings stored in the whole area file. Closing doors or sleeping in a corner do not modify the percentage chance of an encounter. For the percent chance in these areas:

Area Day Night Area Description
TC0012 50 5 Stairs going up and out of dungeon
TC0013 10 10 Kobold territory/Meepo/Dragon Priest
TC0014 70 70 Goblin territory/rats
TC0015 10 10 Belak/Lava Worms/Blights

As you can see, only the goblin area should be a problem. I know that the game has a problem with doing random creatures. There is something wrong with the game in that you can get 3 encounters in a row with only a 10% chance on each one. The same randomness seems to be related to how the game creates spawn areas for wandering monsters. I have some areas that will 100% spawn a creature and other areas that never seem to spawn anything.

For version 0.54, I am working on giving Meepo a dialog option to watch over you during rest. This will only happen after you successfully complete his quest and he is not part of your group anymore.



#505006 Bug Report for 0.53

Posted by Sir BillyBob on 13 January 2011 - 09:16 AM in Classic Adventures

Not sure if I understand half of what you are asking.

Ander and party will only be in TC3510 if you have already talked to them outside near where you arrived. Otherwise, they are still outside.

Bar boss in slums? You mean Bart? That quest isn't finished yet.

White Knight is a Suderham inn. The gnome inside is asking you to get him an item that doesn't exist. It is a trick to get you to go against the slavers.

Candella - We have done nothing to change how being tired works. She should show icon if really is tired.

Mysterious stone - quest isn't finished.



#505071 Bug Report for 0.53

Posted by Sir BillyBob on 14 January 2011 - 07:46 AM in Classic Adventures

I see the problem now.

The global that spawns Ander and folk needs to be set at "3" but if you talk to Phodor to get the quest, he sets it to "4". So if you then go to TC3510, Ander won't spawn. I'll set it so he spawns either way. To fix your game, use the CLUA and do this:

CLUAConsole:SetGlobal("TCRescuedTownFolk","GLOBAL",3)

That will spawn them in the inn. It shouldn't mess up any dialogs with Ander but I need to test it.



#505399 Bug Report for 0.53

Posted by Sir BillyBob on 18 January 2011 - 06:40 AM in Classic Adventures

Door can go anywhere. In the Citadel, most are just closets. The Deril Estate is the same as in Trademeet and that interior doorway is just a closet. These are used all over SoA but you have probably played it enough times that you don't even bother opening those doorways anymore, so you forgot.

Erky has the spell just like any other mage. You can remove it if you want. When I created him, I just selected random 1st level spells.

The splint mail has the correct description text:

"With the addition of the special Nephelium ore and a small blue gem already at the smithy, Rurik has added ..."

The plate and chain mail are now fixed. Thanks for finding that error.



#505419 Screenshots

Posted by Sir BillyBob on 18 January 2011 - 09:49 AM in Classic Adventures

Version 0.54 has several major updates. Mostly the integration of Infinite Animations (again). This time, it should work with those of you using non-English based systems. We are also working on adding in another module, X2 - Castle Amber. I don't have anything to show you yet for that mod. However, here are some others to look at.

The first is an Herbalist in Westgate. This is merchant/store from Check the Bodies. I had wanted to add in components from that mod for some time now. This is the first main one. You will see other items later. In Selgaunt, we hope to add in another Herbalist. Maybe the whole Herb and Potion mod. Dunno since I haven't looked at it in a long time.

The second is from the same area but this is meeting with the Fire Knives. As some of you know, this is a group of outcast Cormyrian nobles who now live in Westgate plotting the downfall of King Azoun. I had discovered that the plot wasn't working up to this point. So I am trying to get it working for 0.54 so you can try out Porph and Erin who have been in the game for several version now but never spawned correctly.

Attached Images

  • Herbalist.jpg
  • Knives.jpg



#505420 Bug Report for 0.53

Posted by Sir BillyBob on 18 January 2011 - 09:50 AM in Classic Adventures

The only wardstone I can think of is the one Charrna has for you to enter the Silver Princess area. You can sell it to the Book Merchant in Saltmarsh.



#506837 Bug Report for 0.53

Posted by Sir BillyBob on 30 January 2011 - 01:37 PM in Classic Adventures

TC1200 map - fixed (add some new ones as well)
TC1605 - illusionary wall, same as in IWD where this comes from
TC1309 - Couldn't tell you. I assume a spell hit you after he already died. Nothing here is changed from SoA.
Candella/Parents talk - we had changed this awhile ago and forgot about Elminster. His dialog is now fixed.
Maze - as far as I can tell, the stalks are all the same creature file. All should give you the same XP.
Rivian - interesting miss. I have her other dialogs pointing to the inn at TC1201 but not that one. Fixed.
Fletcher - What quest? They mention the spear, Heart Stopper, but there is no quest to give it to them.



#507522 Bug Report for 0.53

Posted by Sir BillyBob on 05 February 2011 - 10:05 AM in Classic Adventures

Dracandros - The only traps I see are on 2 containers. Nothing on the floor. I'll have to run a party through to see what you are encountering.
Maze - Yes, one of the CRE files is the wrong one. Fixed.
Mistmoor - I forgot about the side quests. I haven't run through them in over a year. I've probably broken the dialog when adding something else to the Captain's dialog. I'll take a look. Thanks.



#507747 Bug Report for 0.53

Posted by Sir BillyBob on 08 February 2011 - 10:04 AM in Classic Adventures

Mistmoor quest -
If you agree to the quest, the global is TCArrowQuest which is set at 2. The captain should talk to you asking if you need any assistance. There should be a dialog option to ask about Sharp Eye's payment. Everything looks correct from what I see.



#507959 Pool of Radiance/Ruins of Adventure?

Posted by Sir BillyBob on 10 February 2011 - 11:10 AM in Classic Adventures

No. We do have other quests using Myth Drannor, but not particular quest.



#508164 Bug Report for 0.53

Posted by Sir BillyBob on 12 February 2011 - 06:50 PM in Classic Adventures

Duchess and Candella work fine for me and always have. Candella is currently in my party, so this does work. Not sure what is triggering incorrectly in your game. Pls list any other mods you may have installed, maybe one of them is a problem or conflict.

Aleigha and Cath are both hard to have join because everyone has low HP and any good solid hit will kill them. They both wear an invisible item which should keep you from killing them but I still have had it happen. Aleigha just needs a couple of Dirbert's arrows in her to trigger her dialog. Same with Cath. However, if you used any poison or other lingering damage, it is possible for them to stop fighting but die anyways. My best suggestion is to take out the dwarves first.

BTW, Aleigha and Candella are in my current party.



#508239 Bug Report for 0.53

Posted by Sir BillyBob on 14 February 2011 - 05:50 AM in Classic Adventures

I encountered an issue tonight, which I see from older posts on this forum that it had come up several years ago with two other users. I completed the part with the pirate ship, and the guard captain back in Saltmarsh told me to go to the swamp, and my world map was updated. The swamp area showed up, yes, but it was grey and unable to be selected, so I couldn't actually go there. I tried leaving from both the top of the screen (leads to the map) and the bottom (leads to the haunted house). Also tried going to two other screens (the home town area and the Tinker's place) to see if I had to approach from one of those maps, but that didn't work either, and you don't seem to have intended that anyway.

In the end, I followed the advice listed in the other posts, which was to use the CLUA console to teleport to the swamp, after which the map worked correctly. Just letting you know it happened.

Because you needed to go out the Southwest gate and off the West edge of the map. South takes you to the haunted mansion, but West takes you to the swamp, Mistmoor, and Selgaunt.



#508240 Bug Report for 0.53

Posted by Sir BillyBob on 14 February 2011 - 05:56 AM in Classic Adventures

I have no idea what half of the mods you installed do. Anything that modifies the EXE file of the game has a chance of not working because we modify this file several times ourselves. Even more so in the next release. Any mod that adds items or changes what is in containers is probably not going to do anything noticable in this game because they change default areas of BG2 which we don't use. However, if you plan to use ShadowKeeper to add these items to your team, than it will work fine.



#508427 Bug Report for 0.53

Posted by Sir BillyBob on 15 February 2011 - 07:36 PM in Classic Adventures

Meepo? I haven't encountered this error before. I will have to try to duplicate it.

Duchess - your error message claims the MakeGlobal() command isn't valid, but it is. In fact, I use it for these 2, Rilithar, Chaarna, Meepo and others to move them around the areas as if they were NPCs. This is for situations where you didn't have them join but I need to make sure they appear in multiple locations without creating and then destroying their CRE files over and over again. I just ran Duchess and Can's dialogs through DLTCEP and it still shows everything is valid. Of course, it may be that I fix something a few months ago after releasing .53a and forgot I now have it fixed but you don't.

Stirge animations must have been changed from another mod. Hopefully this won't be a problem in .54 since the Aurora mod and CA both support Infinity Animations.

Paraway has had his class changed a few times over the years but I don't think it was in the last couple of versions.



#508454 Bug Report for 0.53

Posted by Sir BillyBob on 16 February 2011 - 06:01 AM in Classic Adventures

Get closer to the snake and you will find out.

They use the same script as bears. You have to be less than 10 feet away for them to attack. And the party member that close can't be a druid or ranger else they still won't attack.

Yes, the varg creature animation was in a goblin slot. It isn't anymore since I have added several PST creatures to IA. That doesn't mean my list is the same as the "official" IA animation slot list, but it is what I am using for now. I'll update it as the official version gets updated. What this should mean for players is that version 0.54 shouldn't have these animation problems with Aurora or any other mod as long as it uses the official IA animation list (I've just added to it, not modified what is already there).



#508460 Bug Report for 0.53

Posted by Sir BillyBob on 16 February 2011 - 08:37 AM in Classic Adventures

I think I have the Meepo problem fixed. There was an issue with his dialog file and also with area TC0014's script.

I can now have him join, leave, and rejoin as he should. There is also the dialog option to rest with him watching over you. That was only in one of his dialogs, not the other. I also found a map point error on TC0014 which is now fixed as well.

Thanks for finding this bug.



#508629 Bug Report for 0.53

Posted by Sir BillyBob on 18 February 2011 - 06:51 AM in Classic Adventures

Candella bug already found and correct for next version. My latest test with her has several banters now working as they should.

I believe that list of romances is correct. I can't think of anyone else. Several are much further along than others.



#508761 Bug Report for 0.53

Posted by Sir BillyBob on 19 February 2011 - 10:22 AM in Classic Adventures

The dragon priest holds a healing scroll, so he knows how to use it if he can.

Not helping the Silver Princess is going to net you nothing (why should you get XP for not helping?). However, I can't remember if we give XP for helping. So you may not get any either way. I'll have to see and give some XP for doing the right thing.

BTW, if I recall the ghost doesn't reappear to attack you even though she says he will. Something else I need to look at.