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#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.



#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.



#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.



#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.



#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.



#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.



#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.



#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



#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.



#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.



#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.



#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).



#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.



#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?



#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




#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.



#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.



#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.



#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.



#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.



#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.



#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.