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#499398 Bug Report for 0.53

Posted by Sir BillyBob on 20 October 2010 - 04:10 PM in Classic Adventures

The Shar priestess has nothing to do with finishing this quest. Did you fight Sturm and pickup his documents on the table?

As for TC1044, usually everyone claims to keep repeating the same fight, but you claim no one appeared? I'll have to try to duplicate on my system.



#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.



#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.



#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.



#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.



#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.



#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.



#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.



#510412 Bug Report for 0.53

Posted by Sir BillyBob on 11 March 2011 - 08:23 AM in Classic Adventures

You can't kill Calcryx. He wears an item like Imoen's belt in SoA. Once he talks to you about giving up, you have an option to continue trying to kill him. Otherwise, he surrenders. This was the only way to keep the party from killing him before the cutscene. If you ever say you plan to kill him, he "should" drop the item that makes him unkillable.

Sir Braford will not attach due to a bug in Belak's dialog (I thought we covered this already?). Just frag him with a fireball/potion of explosions. It will be corrected in version 0.54.



#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.



#523006 Bug Report for 0.53

Posted by Sir BillyBob on 19 September 2011 - 04:57 AM in Classic Adventures

Depending on other globals, you may be successfully setting TellCouncil to 1, but something else then sets it to 2. To verify, use the console to GetGlobal("TCLizTellCouncil","GLOBAL") and this should show you what the global is currently at or if it even exists.

Lu -
IDS file corrected. Never noticed this before but since I don't use that command, never had a problem. Corrected now just in case. Thanks.



#524770 Bug Report for 0.53

Posted by Sir BillyBob on 13 October 2011 - 05:35 AM in Classic Adventures



Captain Girana (TCSLGIR.dlg) in area TC1007 - tavern in Westgate docks will never turn hostile if you have
certain persons in your party. Can't remember exactly who those people are, but it surely is a bug.
You need to fix blocks 36, 37, and 38

I also ran into this problem, and I don't see anything in Sir B's reply addressing it. In TCSLGIR.D, I see:

IF ~~ THEN BEGIN FinalScenePara1.1
SAY ~We shall see about that, wild elf!~
IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN FinalSceneAesd1.1
SAY ~*smirks* Blame it on your foolishness in following a dumb leader.~
IF ~~ THEN EXIT
END

IF ~~ THEN BEGIN FinalSceneRiv1.1
SAY ~Your pathetic blade skill is no match against mine. I shall show you what true sword fighting is!~
IF ~~ THEN EXIT
END

Note that the statements "SetGlobal("TCSlaverTalk","TC1007",2) SHOUT(ALERT_79) Enemy()" which occur with other characters are missing for these three.


Fixed.



#524772 Bug Report for 0.53

Posted by Sir BillyBob on 13 October 2011 - 05:43 AM in Classic Adventures


Thanks for info guys. Now for other strange things I noticed: when I massacred kobold clan ( poor Meepo ) I get my hands on key for barred door. Behind it I encountered Jot ( very nice xp ) and Dragon priest. After each blow I delivered to priest there was message in blue: Dragon priest use a scroll. After he goes down I pelted him with six or seven acid arrows before he finally goes for good. Then I went second route and I finished Silver princess quest. No journal entry, I refused to take gem and let go of Chaarna ( she goes of her own ), no xp reward, nothing. Is it supossed to be like this or I missed something important?

I encountered the same issue with the Dragon Priest. In addition I got ".... uses a potion" over and over in many different parts of the game. For example, I kicked Paraway out of the party when he was injured (told him to wait so he didn't go anywhere). I think he still had the healing potion he starts the game with. Every time I was on the same screen as Paraway I kept getting "Paraway uses a potion" until I finally took him back into the party .... and hey, waddayano, he still had the healing potion and was still injured.


The priest has a scroll of healing. He will attempt to use it, and usually does.

Being a jerk to the ghost and not helping gives you no experience. Hey, you didn't do anything, why get XP for it? There are several cases of this throughout the game. Deciding not to do something doesn't mean it won't get done, but it also means you may not get any XP. Your decision.

Potion/scroll bugs seem to be a problem with the game engine. Usually, an NPC will consume a potion if their HP is below a percentage. It should not happen otherwise. However, for some strange reason, they use it but the potion doesn't go away. Therefore, they think they can use it again and again. It doesn't happen all the time but when it does, it will continuously. Also, there are some potions that actors will try to use even though they don't meet the requirements to use it. You may find some orcs will try to use potions of Intelligence even though the requirement is that they must have INT > 14. Orc don't but they try to use it anyway. It is as if the game engine runs through scripts for some creatures and not for others, or ignores conditions for some and not for others.



#500141 Bug Report for 0.53

Posted by Sir BillyBob on 31 October 2010 - 05:51 PM in Classic Adventures

I just got the party to Suderham. Okay, issues I have found so far and what I have or haven't done to fix them:

TC1044 and TC1045 - hosed. I have no idea why these 2 random encounter areas are causing the party to not be able to rest and you can't save your game anymore (though the game still saves between areas). I even rebuilt TC1044 with a new area map but it still has problems. I have been able to prove it isn't Suna Seni and company. The area causes this problem even without an area script to spawn them. So I have to assume the problem lies with the Worldmap. If so, that sucks because any changes requires a new game to play since this is stored in each saved game. Still working on it, but for now my recommendation is if you go between Westgate and the temple or the fortress and you hit an encounter, exit and reload the auto save and try again.

Westgate - yeah it is very empty. Most of the houses have no one in them. We are slowing adding people and dialogs.

Perigold - This quest is broken. He tells you to enter the storage building/barn behind him and you see a trapped door but the lock doesn't allow you to open it. This makes no logical sense because the guard you are following already went down there, so the doorway has to be unlocked. I went ahead and unlocked it and opened the doorway so you can easily follow down. BTW, Perigold doesn't have any dialogs here and little to say below. I'll have to work on that.

Anyone else have Sturm (thief in temple/A1) talk to you but not spawn his three mages? Weird, that has never happened before but it sure made the fight easier.

Other Westgate issues -
Since my party is very weak (Mage, Dirbert, Shadow, Aesdale, Candella and now Rivian), I noticed that there are no weapons for mages anywhere on the Westgate docks. Little for thieves also. I'll see about doing like SoA's beginning and stocking some gear in a crate. No magic items.
You can't rest anywhere on the docks, but the drunken sea captain has people sleeping on the floor. Obviously no one bothers the drug addicts here. So this area you can now rest in.
Chesnar the carpenter is supposed to offer you help but I haven't included the dialogs yet. This you should see in the next version. Leahnkain has already written them, I just haven't included it due to the involvement of scripts and other stuff I've been skipping.



#500149 Bug Report for 0.53

Posted by Sir BillyBob on 31 October 2010 - 08:28 PM in Classic Adventures

Okay, stupidity on my part. I haven't updated the Master Area file in ages. I thought this was all done back when we added in the new Westgate areas but I guess not. So, download this file and place in your override folder. This will fix the areas so you can now rest or save once you enter Chapter 3, Westgate.

You need to delete the last four positions of the filename, ie ".TXT" for this to work. It has to be MASTAREA.2DA in your override folder. I thought they fixed 2DA files here but I guess not.

Attached Files




#508823 Bug Report for 0.53

Posted by Sir BillyBob on 20 February 2011 - 05:56 AM in Classic Adventures

Rivian is a dual class fighter/mage. That would be why no one ever called out the "bug".

Durnn has no proficiencies, just like about 99% of other monsters in the game. I have been giving some Bioware creatures proficiencies just to make them harder. No rule saying I have to not not have to.

Morale codes? They are the settings that the NPC had when it was created as a player character and then converted to a CRE file. So that would be the same morale setting your character has.

Cath - don't know what happened there. 32 in Mace proficiency? Very strange but now corrected to 4. 2 in dual weld.

Nothing wrong with Mistmoor Inn - I hide the mage items in that room (this area is from IWD if you don't know). Later after the slaver quests, Fala'stra will be able to show you the items or you may find them yourself. But for now you can't access the room.

Althon's sword - corrected.

TCSCEPT2 - corrected.

Jak - corrected.



#501094 Bug Report for 0.53

Posted by Sir BillyBob on 18 November 2010 - 04:30 AM in Classic Adventures

That's a long walk to Cormyr.

More than half of this area is finished. However, I haven't run through the whole quest with Aleigha here to check all options. So don't be concerned if you defeat the wraith but no one talks about it.



#510596 Screenshots

Posted by Sir BillyBob on 13 March 2011 - 12:25 PM in Classic Adventures

Future mods we are working on are the Giants series, G-1-2-3. The first is with Hill Giants. So, in version 0.54, we plan to add some of the first maps for this area. It won't be finished but it should give some of you another area or two to explore. Be prepared for some serious fights.
G1 Giants.jpg



#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



#514521 Plan for an update?

Posted by Sir BillyBob on 06 May 2011 - 08:14 AM in Classic Adventures

Working on it. Probably still another month or two out. We have a couple more maps to build for Castle Amber. Once I can do a full run through that mod, I'll see about getting this out to everyone.



#500015 Should this be possible?

Posted by Sir BillyBob on 29 October 2010 - 06:31 PM in Classic Adventures

The sword will get upgraded in Myth Drannor, assuming you take her with you.

Rurik's soundset is from IWD

The only part of the U series you should be able to do is the first one, U1 which is to investigate the haunted house and the Sea Ghost. Once they are done you can decline the Captain and start Piney Bluff through Althon and Icar. If you accept the Captain's request to go to the swamp, Althon will ask to join you but he will not ask you to go to Piney Bluff. One or the other all based on what you tell the captain.

Interesting that Althon still offers this quest. I will have to see about blocking that.

Rurik's interest in the keg has nothing to do with the UK mods. That is a side quest to tell you that the sword can be upgraded.



#500016 Should this be possible?

Posted by Sir BillyBob on 29 October 2010 - 06:39 PM in Classic Adventures

My own errors found:

Candella keeps repeating her banter with you. Fixed
Aesdale and Blush - Blush doesn't appear at inn. Fixed by changing the coordinates of where she spawns in.
Scroll about chair. Fixed, item can't be equipped and therefore you can't duplicate the scroll.
Key to Lizardman lair. Never broken, it is the guy outside the entrance, not the other two lizardmen, however, if all three fight you I can see why there is confusion on this.
Lizardmen animations. Not fixed yet but several creatures have reversed animations, as in a guard has the red lizardman and the higher level creatures have the green. Issues will show animations without proper weapons do to the green lizardmen not have staves, just shield and axe.
Sanbelt will cast Magic Missle 2 using a wand at the PC - this is a killer if the PC is a low level mage. Fixed to now casts spell at person he is talking to. So I used Dirbert who can handle the damage.

BTW, my current party is PC - elf mage, Shadow, Dirbert, Candella, Aesdale, and Blush. It has been incredibly fustrating playing such a weak bunch of characters. It is doable though.



#500090 Should this be possible?

Posted by Sir BillyBob on 30 October 2010 - 08:28 PM in Classic Adventures

Bug free? There is a reason why this is only version .53 and not 1.53. It isn't done!

There are plenty of incomplete areas and I am still finding buggy dialogs. That is the nature of a mod in progress. I would recommend that you search the forum here whenever you find an issue. More than likely it is either a known bug we haven't gotten to or a fresh new bug which we don't know about yet. Either way, all you can do is try to continue on. Some cases will require using the CLUConsole to reset a global variable or kill a creature or jump yourself to the next area.



#503450 Should this be possible?

Posted by Sir BillyBob on 19 December 2010 - 10:41 AM in Classic Adventures

Correct. The idea is to give you optional paths to play. Just like you should be doing either the Sunless Citadel or the Silver Princess, you should be either doing the Lizardmen series or the Gauntlet series. At the end of each you should be able to continue on to Mistmoor and then to Selgaunt's Bridge district. Mistmoor is totally optional for either paths. All paths will lead to the Bridge District.



#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.