Jump to content


Photo

Bug Report for Version 0.49


  • Please log in to reply
83 replies to this topic

#21 agnar

agnar
  • Member
  • 86 posts

Posted 15 March 2009 - 02:19 PM

Interesting. My install of v0.49 (also on XP) crashed partway through but worked fine the second time, but I thought it was just a fluke (until now that is...).


Hmm, i installed .49 on XP and it went fine. i removed .48 and .47 to get a clean start then installed .49 and it worked fine the first time.

#22 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 16 March 2009 - 05:11 AM

This is not an upgrade! You do need a fresh install of SoA/ToB. Don't install this on top of your current CA game.

Issues I have found:

Ril still doesn't work when found in Westgate.
This is due to him leaving the party and a variable (IWasKickedOut) not being set correctly. I have that now in his leaving speech (after returning from the vault). However, I still need to test this some more.

Althon and Kessa's Love n Death dialog.
I was able to kill Kessa without Althon saying anything. Version 0.49 already changes this story so that he won't turn against you and good party members won't turn against you if you keep her alive. However, now it is the same as killing any other boss. I still have to see what isn't getting triggered like it should.

Executioner still talks across dungeon.
I could swear this was fixed several versions back but it still seems to happen. Have to fix again.

Bone Club disappearing.
Fixed!!!! The club, slings, and a few potions were all flagged with "expiration" which is what you need for an Underdark item. However, these are not drow made and therefore shouldn't have been flagged.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#23 Sam.

Sam.
  • Administrator
  • 1292 posts

Posted 16 March 2009 - 01:18 PM

This is not an upgrade! You do need a fresh install of SoA/ToB. Don't install this on top of your current CA game.

I did a 100% clean install.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#24 agnar

agnar
  • Member
  • 86 posts

Posted 16 March 2009 - 01:43 PM

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.

------------

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.

#25 -Dan-

-Dan-
  • Guest

Posted 17 March 2009 - 04:14 PM

I just started a new play through, so I'll report stuff as I find it. So far, I've only noticed one bug. I escorted Duchess out of the Palace of the Silver Princess, and then I tried to talk to my party members. When I try to talk to Candella - she says "Are you sure you want me to leave, I'll try harder and focus on improving my technique if you give me a second chance" I then get the chance to boot her out or let her stay.

I'm didn't kick Candella out before talking to her, so she probably should either have nothing to say - or say something that makes a bit more sense.

Otherwise, it is looking good so far. I quite impressed by the amount of work that has gone into this mod, Thanks.

#26 agnar

agnar
  • Member
  • 86 posts

Posted 17 March 2009 - 09:55 PM

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.

#27 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 18 March 2009 - 12:30 AM

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. ;)

Edited by Jarno Mikkola, 18 March 2009 - 12:30 AM.

Deactivated account. The user today is known as The Imp.


#28 agnar

agnar
  • Member
  • 86 posts

Posted 18 March 2009 - 05:04 AM

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... :)

#29 Shaewaros

Shaewaros
  • Member
  • 7 posts

Posted 18 March 2009 - 08:54 AM

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.

#30 agnar

agnar
  • Member
  • 86 posts

Posted 18 March 2009 - 02:16 PM

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.

#31 agnar

agnar
  • Member
  • 86 posts

Posted 19 March 2009 - 03:59 AM

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.

#32 leahnkain

leahnkain
  • Modder
  • 7658 posts

Donator

Posted 19 March 2009 - 05:02 AM

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.


You will have to do the Ghost tower first then have a chance to be dumped in Mistmoor at the end of the Ghost Tower. Vildamyr will eb mentioned often throughout the game, haven a chosen of Lathander wandering around is a big deal. In Selguant there are future banters where people will comment about him being in the group...this could be good and bad.

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#33 agnar

agnar
  • Member
  • 86 posts

Posted 20 March 2009 - 12:59 AM

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.

#34 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 20 March 2009 - 02:52 AM

The "Armor of Middens"(TCPLAT02) is just a plate +1, unlike it's description says.
The the description on the 'Symbol of the Snowblooding Orcs' Armor Class Bonuses are switched between the +2 and +3, so the +2 has the +3's bonus and +3 has the +2's(TCSHLD02 and 03).

When I have Terra and Icar, Icar looks at her and says the first line something like; "What do you want wild woman?" But then the conversation just ends... Was the conversation supposed to continue?

Edited by Jarno Mikkola, 21 March 2009 - 02:20 AM.

Deactivated account. The user today is known as The Imp.


#35 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 21 March 2009 - 10:14 AM

Potions

I think I have finally gotten the potion issue resolved. Some creatures try to use potions but aren't allowed because they are the wrong class or have some other race/class/stat restriction. In the case of orcs, sometimes they carry potions of heroism but only fighters can use these. Orcs are a class of "orc" not fighter so they can't use it. However, the script keeps trying anyways. So I added in a line to the script saying the class must be fighter to use this. That should fix them.

Other creatures do the same thing with other potions. I have changed several of script blocks to now only drink the potion if they see a party member. This should help remove those annoying text blocks in Westgate, the slaver fortress, etc. I haven't seen any creatures lately still try, so I think I got all of them to work now. This isn't in .49 of course, but it will be in the next patch.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#36 Steve

Steve
  • Member
  • 142 posts

Posted 22 March 2009 - 05:39 AM

There's a looping problem in MM0100.bcs in this block:

[Codebox]IF
Global("TCMMFalastraRomance","GLOBAL",8)
Exists("TCFALA")
THEN
RESPONSE #100
FadeToColor([30.0],0)
Wait(1)
ClearAllActions()
ActionOverride("TCFALA",DestroySelf())
SmallWait(2)
StartCutSceneMode()
ActionOverride(Player1,LeaveAreaLUA("MM0103","",[608.436],10))
ActionOverride(Player1,Wait(2))
ActionOverride(Player1,MultiPlayerSync())
EndCutSceneMode()
FadeFromColor([30.0],0)
END[/Codebox]

Fala'stra was in my party and TCFalaRomanceActive is 1. I couldn't tell if she is supposed to leave the party, so I added !InParty("TCFALA") to the triggers and was able to continue.

Edit: I should probably explain what was happening. I did the Mistmoor quest and romanced Fala'stra well enough to have her join the party after Blush walked out. Whenever I went outdoors, this loop happened:
1) Fade out
2) Fala'stra disappears but still in party alive and nowhere to be found
3) Fade in
4) Player1 teleported into tavern, but not Fala'stra

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

Edited by Steve, 22 March 2009 - 06:00 AM.


#37 leahnkain

leahnkain
  • Modder
  • 7658 posts

Donator

Posted 22 March 2009 - 06:28 AM

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.

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#38 agnar

agnar
  • Member
  • 86 posts

Posted 22 March 2009 - 02:31 PM

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

Edited by leahnkain, 22 March 2009 - 02:55 PM.


#39 leahnkain

leahnkain
  • Modder
  • 7658 posts

Donator

Posted 22 March 2009 - 02:56 PM

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

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#40 agnar

agnar
  • Member
  • 86 posts

Posted 22 March 2009 - 03:07 PM

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.