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#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).



#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.



#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.



#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.



#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.



#509109 Bug Report for 0.53

Posted by Sir BillyBob on 23 February 2011 - 02:30 PM in Classic Adventures

Mistmoor - okay, now I understand what you are talking about. Fixed.

Candella and thieves - Don't know that to tell you. Normally a party starts off with Shadow and can add Candella (or replace Shadow with her). Fala'stra is our third thief and we didn't see a need to add another one. There is Buranta but she is an assasin and not found until after Westgate. So while in Sembia for the first 2 chapters, you could get Ned from the haunted house but he was never supposed to stay with the party or have any banters outside of the house. You could always respawn Candella by creating TCCANDE.

Leaving coordinates are usually from cut-and-paste without modifying for a new location. Most leaving dialogs need to be updated to handle Chapter 3 in Westgate and Chapter 4 in Selgaunt. Most of the original characters haven't been updated for that.

Priest scrolls - I thought that was just me doing something wrong. So you see it also? Something to try to track down.

Rivian - dual class because we couldn't create a good multi-class that we liked.

Week vs. tenday - I went ahead and updated the lizard king but that also required updating the minister and Saltmarsh captain. I'm sure you will see this term used elsewhere in the mod as well. BTW, there is no game timer for this dialog, you can really take as long as you want. No penalties for taking longer.



#509269 Bug Report for 0.53

Posted by Sir BillyBob on 25 February 2011 - 06:50 AM in Classic Adventures

Masterwork arrows - okay you lost me here. What proficiency penalty? It is just an arrow with a +1 THAC0, same as in IWD where it comes from.
Bullets - not sure when that was added. BG2Fix actually removes this from the magical bullets but not from the normal one. So I removed the BULL01.ITM file out of our install. As far as I know, the sling is what lets you add strength, not the ammo.

Rurik's wand of hard knocks - I think I have this fixed now but I will need to test.
Bathis dialog - where does it break? There was an older problem with Paraway in the party but that was fixed awhile ago. Who is in your party and who was the last person talking?

Priest healing scrolls work fine for me. Some attack ones do as well but not all. Need further digging.
Barford - always attacked me but I do see a bug in the dialog that could be why he isn't always attacking. Fixed.

Rescuing Saltmarsh Kids - Journal should update to remove active quest and post completed quest. I think I fixed this several months ago but you all don't have that version yet. No XP for this quest and nothing really for seeing the barrels of wine/spirits in the mayor's home. What? You plan to feed it to the starving refugees? I guess that would take away their troubles but not much of a proper food - unless it was Guiness. We do have some small areas where the story just ends. The idea was to leave hooks for future modders to add their stories. Consider it as Unfinished Business for Classic Adventures.



#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.



#515189 Bug Report for 0.53

Posted by Sir BillyBob on 16 May 2011 - 04:41 AM in Classic Adventures

The Glab is actually that way in the original game, nothing we have changed. In fact, of the three versions of the Glabrezu, only the summoned version has XP. Which is reverse of logic because usually summoned creatures don't have XP and regular creatures do. So I may have to fix all of them.

In the original mod, Elmo dies. We added an option to save him if Candella is in the party. She will beg for Rurik or Blush to heal him. We may expand it later but for now, she needs to be in the party for you to continue that story line.



#515040 Bug Report for 0.53

Posted by Sir BillyBob on 13 May 2011 - 04:07 PM in Classic Adventures

Stalker - fixed (should have been fixed before)
Quest - have to look at
TC3300 - fixed in 0.54
TC3706 - didn't know those arrows even existed, not sure what they are for - fixed
TC3052 - fixed in 0.54 by using Infinity Animations now



#509876 Bug Report for 0.53

Posted by Sir BillyBob on 04 March 2011 - 02:13 PM in Classic Adventures

Or you could use Global("FAALT","LOCALS",1) trigger and SetGlobal("FAALT","LOCALS",2) action instead, since in the previous banter between Fala and Althon the value of local variable FAALT is set to 1


Okay, I'm going to use the LOCALS of 2 for the second dialog. Otherwise, there is a risk of the dialogs running out of order.

Rivian moves to 1201 in the next version.

Capt Beril issue isn't major. This is to remove him from the area if he is standing out on the docks. Fixed for next version.

Sharp Eye's dialog was corrected a few weeks ago due to her and Saltmarsh Captain conflicts. Global now only goes to 5, so dialog will allow you to purchase items even if you decline the quest.

Kessa actually has 2 dialogs here. So both needed to be updated. They will now only trigger if she is in the party and can detect the PC.



#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.



#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.



#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.



#503003 Bug Report for 0.53

Posted by Sir BillyBob on 13 December 2010 - 04:20 PM in Classic Adventures

The Perigold quest is fixed in the new 0.53a patch.



#500541 Bug Report for 0.53

Posted by Sir BillyBob on 07 November 2010 - 05:01 AM in Classic Adventures

Amber isn't finished yet. In fact, the only way to get there is to use the CLUA to jump to the areas. There really isn't much point since most of the story isn't done yet.



#500283 Bug Report for 0.53

Posted by Sir BillyBob on 02 November 2010 - 06:23 PM in Classic Adventures

I have never encountered a situation where the monster(s) don't appear. They may be off screen but they should be on the map somewhere. Even so, I have tested this bug by removing the scripts so the creatures don't appear. The bug happened either way, that is why you need the updated master area file I posted above. It stopped this problem from happening (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...



#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.



#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.



#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.



#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.



#500241 Bug Report for 0.53

Posted by Sir BillyBob on 02 November 2010 - 04:59 AM in Classic Adventures

After posting in your other thread, I just checked the area. Not sure why you get this because the main causes of crashes are missing files referenced by an area. All CRE files are valid, there are no animations and only 1 ambient file which is there. There are no spawns inside this area. So I don't see why you would find a CTD here. All I can recommend right now is to delete your \temp and \tempsave folders to make sure the game doesn't reload corrupt files and try again. You can also just try to jump into this area, TC1502 from the console and that would skip over the transition region if that is the problem.

Also, does the crash happen immediately during the load or after you appear in this area?