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Secret of Bonehill v275 Bug Reports


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#41 EvilMax

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Posted 13 September 2011 - 01:23 PM

Some bugs that I encountered in version 2.75 SoBH

1. Still need to spawn manually BHFABIO in 2nd part of the quest. Same as in earlier version.
2. Unclear arrests of Balmorrow, Abraham and Harper. Their co-workers said that they were taken to interrogation, but creatures are in place. After going to attack Garrotten Castle I've found them there too and resqued. I think it is needed to really 'take' characters in corresponding moment of the game. There were no this bug in earlier SoBH, but it is in 2.75.
3. Strange bug encountered south of Garrotten at area where Assasin Grotto is located. After talking to character in tavern about removing somewhere my hero went to the south area and was attacked by orcs and their chiftean. Then again. And then I have the same company inside the grotto. So I have no dialogue in that area and 3 times killed bandit leader (3 katans +2 is good, but it looks weird). Got this bug soloing game.
4. CTD when entering most southern storage building in Restenford. Just never going there anymore :)
5. No letter delivering to druid in the forest from Restenford druid. Does this quest removed?

Edited by EvilMax, 13 September 2011 - 01:24 PM.


#42 i30817

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Posted 18 September 2011 - 11:08 PM

No valid replies in the Martin in Reddy forest dialog "Hmm, quite possible. We will need someone to find a solution to this problem", BGT.

Edited by i30817, 19 September 2011 - 04:37 AM.


#43 i30817

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Posted 18 September 2011 - 11:25 PM

And the mods affecting it

Spoiler


#44 i30817

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Posted 18 September 2011 - 11:38 PM

But actually restoring the BGTweak backup (for that and BHMARTI1.cre) didn't do anything.

#45 TDouglas

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Posted 19 September 2011 - 01:14 AM

I'm not sure where your problem is coming from, but I haven't had those issues before and the big difference is that I don't have BP-Balancer or XPMOD installed. I have all the rest, so maybe your problem is with one (or both) of those?

#46 i30817

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Posted 19 September 2011 - 04:36 AM

I can't be, since i restored the martin files from the backup from BGTweaks. Or maybe i'm checking the wrong file. Dialogs are separate from CRE files then?

Edited by i30817, 19 September 2011 - 04:37 AM.


#47 TDouglas

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Posted 19 September 2011 - 04:44 AM

Yup, though the CRE decides which dialog file gets called. Martins is BHMART1. If it's just that you don't have any valid replies that may be the problem. I'd check the bcs file as well though.

#48 i30817

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Posted 19 September 2011 - 05:00 AM

Yup, though the CRE decides which dialog file gets called. Martins is BHMART1. If it's just that you don't have any valid replies that may be the problem. I'd check the bcs file as well though.


Bizarre. The changelog for BHMART1.CRE is empty.

EDIT: since it's the wrong name, no wonder.
Spoiler

Putting the rr backup in the override didn't work.

What's the bcs file name?

Edited by i30817, 19 September 2011 - 05:14 AM.


#49 TDouglas

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Posted 19 September 2011 - 05:14 AM

Hmmm, the area code Martin spawns in is BH1400.ARE.

"But actually restoring the BGTweak backup (for that and BHMARTI1.cre) didn't do anything."

The cre I'm showing is BHMARTIN.CRE ... was that just a typo?

The CRE is pulling the dialog from BHMARTIN.DLG (BHMART1 is the .d file).

Pull up the area in NI and check his dialog from there.

#50 i30817

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Posted 19 September 2011 - 05:27 AM

The later response shows the other cre - the same result - restoring BH versions has no effect.

NI doesn't work, since i'm biffed - that's why i asked for names too.
Anyway:

BH1400.BCS, nothing affects it.
Spoiler



BHMARTIN.dlg, restoring xpmod version didn't work.
Spoiler


#51 TDouglas

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Posted 19 September 2011 - 05:33 AM

The later response shows the other cre - the same result - restoring BH versions has no effect.

NI doesn't work, since i'm biffed - that's why i asked for names too.



Actually, you should be able to look at both the area and his cre/dlg through NI whether you're biffed or not.

#52 i30817

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Posted 19 September 2011 - 05:49 AM

I believe now it's a original mod bug - but you can avoid it by finding the ogre mage in the cave in the gnoll map - i missed it - this will shortcut the quest by allowing a new dialog state (someone should is probably the last dialog, a hint).

As for NI - nope. I biffed everything and NI always throws a error when it tries to look at things in biffs for me.

Edited by i30817, 19 September 2011 - 05:52 AM.


#53 TDouglas

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Posted 19 September 2011 - 05:51 AM

Truth be told, I've always dealt with the ogre first anyways, so maybe I've just never seen it. Have you already spoken to Almax?

#54 i30817

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Posted 19 September 2011 - 06:37 AM

Before, yes.

#55 i30817

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Posted 19 September 2011 - 07:24 AM

After Ravenna leads us to the grave in the graveyard, the team can't exit from the south towards the temple - you have to go to the north and thorough the sewers.

And when exiting the island, fabio, which i didn't meet, suddenly appears and says he has to stick around the island.

Edited by i30817, 19 September 2011 - 07:27 AM.


#56 TDouglas

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Posted 19 September 2011 - 07:40 AM

I've heard a lot of issues with Fabio from other folk, but again I don't have issues with him myself (he spawns at the inn as written). I'm thinking it has to be some other mod interfering with him.

As for the exit, that may be the way it's written (exiting through the sewers leads you to where the thieves are hiding, not to mention giving you the map and stolen items from the warehouse).

#57 i30817

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Posted 19 September 2011 - 09:20 AM

wANT A FABIO CHANGELOG?

#58 TDouglas

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Posted 19 September 2011 - 04:34 PM

wANT A FABIO CHANGELOG?


If I were you, I'd be more interested in checking the bcs for the area he's supposed to spawn (look at it through NI). It may be another mod has screwed things up there a bit.

#59 i30817

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Posted 09 October 2011 - 09:01 PM

I just ignored that error, but i think it's a good idea to check it out.

Anyway, i just begun the second part of the mod, and when i entered the city on the south, i entered from the southern edge of the map, while the world map clearly shows the city to be south from my starting point (restenford).

I also don't think you should be forced to use the caves to exit the cemitery map after digging up the corpse in the first part.

For one thing, i'd already visited those maps, for another, it makes no sense. And besides, what's the harm in missing content? C&C.

Edited by i30817, 09 October 2011 - 09:02 PM.


#60 i30817

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Posted 13 October 2011 - 01:38 AM

After releasing the theater guy from the castle i went to talk to him. The first conversation was as if it was the first time i met him (it wasn't) but afterwards he talked to me correctly (asking about the missing teenagers, because i threatened to pin the murder on the simple guy that stole the harp to his girlfriend/exploiter),

Where are they btw?

Edited by i30817, 13 October 2011 - 01:40 AM.