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Bug Report for 0.53


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#121 -Lu-

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Posted 16 September 2011 - 02:14 PM

There's an error in ACTSLEEP.ids file. The last line:
351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,
must be corrected, I think, to
351 LeaveAreaLUAPanicEntry(S:Area*,S:Entry*,P:Point*,I:Face*)

The error (obviously inherited from the original file) is present in both copies, i.e in Core and Core\script compiler folders

I've just reported it at BG2 Fixpack forums at G3, but I thought you might want to know it, too. It definitely would be easy to fix in future versions of CA

#122 -Alias-

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Posted 18 September 2011 - 11:20 AM

Hallo everybody.
I'm playing CA 053a, I got the saltmars captain problem. I tried to type
CLUAConsole:SetGlobal("TCLizTellCouncil","GLOBAL",1)
I get nothing in the message window, just like it worked. No result though. I CLUAConsoled an item to make sure the console works, and it does. What's going on?

#123 Sir BillyBob

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Posted 19 September 2011 - 04:57 AM

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.

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


#124 -Alias-

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Posted 19 September 2011 - 06:42 AM

Hello Sir BillyBob.
The GetGlobal worked, it is set to 1. I tried to set to 2 but that makes no difference. I screwed the ship infiltration mission and I always get the "find the lizardmen hideout" task, no matter what the global variable is set to. The "Talk to the council about an alliance with the lizardmen" entry does show in my diary.
For the record: clean Tob and expansion install in D:\games, official patch, ca53, then the 53a. No other mods installed. I reloaded twice a save I made just before leaving for the swamp. When I get back to Saltmarsh I always get the same Captain dialogue as above.
Anyway, thanks for your answer and keep up the good work.

#125 Noelstrum

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Posted 07 October 2011 - 06:43 PM

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.

#126 Noelstrum

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Posted 07 October 2011 - 07:07 PM

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.

#127 Sir BillyBob

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Posted 13 October 2011 - 05:35 AM



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.

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


#128 Sir BillyBob

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Posted 13 October 2011 - 05:43 AM


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.

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


#129 Miloch

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Posted 13 October 2011 - 06:37 AM

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.

This sounds like a trigger/action mismatch for the potion. There was at least one of these in one of your scripts I pointed out a while back which I'm pretty sure was fixed. Could be others though - if you can track down the script names, might want to take a look at them. There are also some tools out there that will detect script loops.

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#130 -Lu-

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Posted 15 October 2011 - 12:47 PM

The same error, i.e using trigger InParty() where InPartyAllowDead() is required, occurs in quite a few scripts (TC1602, TC2052, TCBERGON; I fear, the complete list will be much longer)
The problem is, InParty() returns TRUE only when the respective creature is in the party AND alive
Thus, in the block where you have these two triggers (TC2052)
InParty("TCALTHON")
!Dead("TCALTHON")
the second trigger is redundant
No big deal, of course, but using the wrong trigger becomes critical in the following block
These two together
InParty("TCALTHON")
Dead("TCALTHON")
will always return FALSE

The correct lines will look like
InPartyAllowDead("TCALTHON")
Dead("TCALTHON")
or
InPartyAllowDead("TCALTHON")
!InParty("TCALTHON")

#131 -Lu-

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Posted 16 October 2011 - 12:40 PM

TCDUNKIN.dlg: the conditions in two blocks are !Dead("Marl") and Dead("Marl")
However, Marl's DV is not Marl but TCMARL

#132 Noelstrum

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Posted 19 October 2011 - 04:44 PM


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.

Thanks for the reply. I'd just like to say that I played through CA twice and thoroughly enjoyed it. I particularly liked A2, UK2 & 3, the boarding of the pirate ship & the first D with Meepo et al. Extra kudos on the latter for making a lvl 1 D so interesting.

I did hit a few other bugs, mostly minor. I've got a list, but I'm a bit nervous about posting them all for fear of bombarding you guys!

Looking forward to future instalments, especially G1,2,3!

#133 MythrylEagle

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Posted 05 January 2012 - 12:44 PM

Playing CA 053a

I finished the sunless citadel, then proceed to visit the tinker from the burning map. (I pick pocketed the wardstone). I sent my two thieves into the building behind the tinker and experience the ambush intended for Shadow. The shop keeper becomes hostile as a result of the ambush. I made no hostile actions within the shop. The shop keeper never returns to neutral.


I have a random encounter with sendu seni (?) in a transition map. I kill all the other hostile ambush party but sendu never goes hostile and gets stuck in dialog mode. No dialog ever activates. As a result I am unable to pick up treasure from ground or force the dialog from sendu. Stuck in broken dialog loop.

The sunless citadel is my all time favorite module with the infinity engine. Well done.

I like the many changes i've seen so far from when last I played with CA 050. Currently in the middle of Mistmoor. Love that Rurik now starts at 1st level and that his shop is no longer buggy. Sure wish i could get him to make some more items. The items he does make seem to require components that i never acquire.

I struggled to get the Bane cleric quest to start. No bugs to report, but I would have missed it had i not known that it was there. Would suggest some more dialog from additional sources to direct the PC toward this quest. I go upstairs and all of the adepts, initiates,... just direct me back downstairs. Couldn't get them to exchange any dialog at all. Couldn't even talk them into hostility.

I am overwhelmed by all the great NPC options.

I still have difficulty finding places to sleep when I go to the saguahan map. In fact this is a basic problem I have with traveling between many maps. There is often a travel time of 8, 12, 16 or more hours between maps. I arrive exhausted, often have an immediate encounter ( not unreasonable) but then have no opportunity to rest before continuing with the map.
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#134 MythrylEagle

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Posted 05 January 2012 - 02:42 PM

started a spellcheck of the CA053 and 053a

here are the first few finds

TCCHESNA.D

endevour > endeavor [British vs American spelling difference, will report anyway]

BRIL.D

whenever your smile > whenever you smile
Now, its not > Now, is not
for sometime now > for some time now [multiple occurrences]
any advise > any advice
harbour > harbor
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#135 Tchos

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Posted 05 January 2012 - 03:11 PM

any advise > any advice
harbour > harbor

Those last two are also correct English spellings. I wouldn't report anything that's dictionary-correct, unless they've stated that they intend for it all to be in American English spelling.

#136 MythrylEagle

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Posted 05 January 2012 - 03:13 PM

A few more for today:

TCPGOND.D

hearts > heart's

TCBURP.D

Realised > Realized
lets > let's

TCRUMOR.D

Zhentril > Zhentil
have be > have been

TCBOY03.D

Your goin' > You're goin'

TCPNASHK.D

bowes > bows

TCWOMAN6.D

rumours > rumors


another 108 files to spellcheck tomorrow, for now back to the game
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#137 MythrylEagle

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Posted 05 January 2012 - 03:27 PM


any advise > any advice
harbour > harbor

Those last two are also correct English spellings. I wouldn't report anything that's dictionary-correct, unless they've stated that they intend for it all to be in American English spelling.


I don't disagree with your comment at all. I did this spell check for the team several years ago and chose to report all the items and let them decide which to implement. If I remember correctly, at the time they chose to try to make it consistent but realized that it wasn't all that important. I also recall then Leankain had issues at the time with using a computer in Japan that was inconsistent in checking grammar and spelling which is why I did the check in the first place. Along with the fact that their talents were best used in game development rather than the typos that I could check easily for them. I don't claim that all my error and typo posts are necessary correct nor comprehensive ( I am an Engineer by profession) but I only hope to assist in the overall effort. I expect the CA team to utilize only the comments they see as appropriate.
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#138 Tchos

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Posted 05 January 2012 - 03:33 PM

Well, as long as the incorrect ones are fixed, I'll be happy. I won't mind if the other spellings are standardised one way or the other, though I'd personally prefer the British spellings. I hope your corrections will be of use to the team as well.

#139 DrAzTiK

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Posted 06 January 2012 - 02:34 AM

Hucrele signet ring provides 100% FIre resistance. (instead of 50% as per description)


At the beggening of the game, the druid in the cave say me he can provide spell but at the end of the dialogue, the priest menu doesn't appears at all.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-CLASSICS053.TP2~ #0 #0 // The Classic Adventures TC mod, version 0.53
~SETUP-CLASSICS053.TP2~ #0 #1 // Install Banter Accelerator
~SETUP-CLASSICS053.TP2~ #0 #2 // Install Exnem Items
~SETUP-CLASSICS053.TP2~ #0 #3 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-CLASSICS053.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-CLASSICS053.TP2~ #0 #5 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-CLASSICS053.TP2~ #0 #6 // Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
~SETUP-CLASSICS053.TP2~ #0 #7 // Turn Off The Hideous Cloak-of-Mirroring and Spell-Trap Animation
~SETUP-CLASSICS053.TP2~ #0 #8 // Install 1PP's Flaming Sword animations pack
~SETUP-CLASSICS053.TP2~ #0 #9 // Install the Ion Stone animations pack
~SETUP-CA053A.TP2~ #0 #0 // The Classic Adventures TC mod patch, version 0.53a
~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7
~1PP.TP2~ #0 #6 // One Pixel Productions: v3 Paperdolls (human, half-orc, elven, halfling, dwarves) (7): v2.7
~1PP.TP2~ #0 #7 // One Pixel Productions: v3 Legacy Shields - Bucklers (D1) (<img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' />: v2.7
~1PP.TP2~ #0 #8 // One Pixel Productions: v3 Legacy Shields - Small Shields (D2) (9): v2.7
~1PP.TP2~ #0 #9 // One Pixel Productions: v3 Legacy Shields - Medium Shields (D3) (10): v2.7
~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7
~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7
~1PP.TP2~ #0 #12 // One Pixel Productions: v3 Colourable Quarterstaves mod patches (13): v2.7
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #0 // 1PP : corrections d'avatars * elfes de sexe feminin en armure de cuir [EFB2]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #1 // 1PP : corrections d'avatars * elfes de sexe feminin en cotte de mailles [EFB3]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #2 // 1PP : corrections d'avatars * clerc elfe de sexe feminin en armure de plates [EFC4]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #3 // 1PP : corrections d'avatars * guerriere elfe en armure de plates [EFF4]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #4 // 1PP : corrections d'avatars * humaine sans armure [HFB1]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #5 // 1PP : corrections d'avatars * humaine en armure de cuir [HFB2]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #6 // 1PP : corrections d'avatars * humaine en cotte de mailles [HFB3]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #7 // 1PP : corrections d'avatars * clerc humaine en armure de plates [HFC4]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #8 // 1PP : corrections d'avatars * guerriere humaine en armure de plates [HFF4]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #9 // 1PP : corrections d'avatars * mage humaine sans armure [HFW1]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #10 // 1PP : corrections d'avatars * mage humaine en robe legere [HFW2]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #11 // 1PP : corrections d'avatars * correction de la progression des petites-gens [IFB1, IFB2, IFB3]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #12 // 1PP : corrections d'avatars * correction d'une erreur du clerc en armure de plates [IFC4]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #13 // 1PP : corrections d'avatars * nains en cotte de mailles [DMB3]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #14 // 1PP : corrections d'avatars * elfes de sexe masculin en cotte de mailles [EMB3]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #15 // 1PP : corrections d'avatars * humain en armure de cuir [HMB2]: v3
~1PP_AVATARS/SETUP-1PP_AVATARS.TP2~ #1 #16 // 1PP : corrections d'avatars * humain en cotte de mailles [HMB3]: v3
~1PP_FEMALE_DWARVES/SETUP-1PP_FEMALE_DWARVES.TP2~ #0 #0 // Separate Avatars for Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #1 // 1ppv3: Unique Thief Avatars (patch) -> BGII - Unique Thief Avatars (patch)
~1PP_THIEVES_GALORE/SETUP-1PP_THIEVES_GALORE.TP2~ #0 #2 // 1ppv3: Unique Thief Avatars (content)
~RR/SETUP-RR.TP2~ #1 #0 // Mise a jour du Combat a deux armes pour les voleurs et les bardes: v4.47
~RR/SETUP-RR.TP2~ #1 #1 // Revisions des kits des voleurs: v4.47
~RR/SETUP-RR.TP2~ #1 #2 // Revisions des capacites de haut niveau du voleur: v4.47
~RR/SETUP-RR.TP2~ #1 #3 // Ajustements raciaux propres pour les capacites de voleur: v4.47
~RR/SETUP-RR.TP2~ #1 #4 // Revisions des kits des bardes: v4.47
~RR/SETUP-RR.TP2~ #1 #5 // Revisions des capacites de haut niveau des bardes: v4.47
~RR/SETUP-RR.TP2~ #1 #6 // Progression des sorts propre aux bardes: v4.47
~RR/SETUP-RR.TP2~ #1 #7 // Equipement supplementaire pour les voleurs et les bardes: v4.47
~RR/SETUP-RR.TP2~ #1 #10 // Revisions des roublards -> Garder les potions par defaut et empecher leurs effets de se cumuler.: v4.47
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #100 // Restaurer l'infravision innee des personnages demi-orques: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #101 // Empecher les morts-vivants squelettiques d'etre affectes par l'attaque Devorer le cerveau des Illithids: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #105 // Porte dimensionnelle version papier: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #115 // Autoriser les mages a retranscrire des sorts memorises sur des parchemins -> Les parchemins peuvent etre retranscrits partout depuis le livre de sorts: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #120 // Retablir l'immunite naturelle des paladins aux maladies: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #125 // L'Empathie animale des rodeurs s'ameliore avec l'experience: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #150 // Demons de la version papier -> Les demons ajoutes par un mod ne sont pas affectes: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #155 // Convocation de demons davantage revisee: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #156 // Portail demoniaque: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #180 // Mephites version papier: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #185 // Creatures feeriques version papier: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #186 // Sort Appel des creatures des bois revise: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #200 // Permettre a Breche de dissiper les effets de Peau de Pierre conferes par des objets: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #201 // Incantation immediate pour les capacites innees du guerrier: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #202 // Pouvoirs de Bhaal revises -> Ameliorer les pouvoirs de Bhaal et standardiser leur temps d'incantation: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #203 // Rendre la metamorphose druidique impossible a interrompre: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #204 // Empecher les clones de Detection faussee de pouvoir chanter un chant de barde: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #205 // Empecher les images projetees et les simulacres d'utiliser des objets rapides: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #211 // Rendre Protection contre la mort efficace contre les coups  vorpals: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #210 // Restaurer la vulnerabilite a la Dissipation de la Magie des Nishruu et Hakeashar: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #212 // Rendre les sorts de detection des alignements plus precis: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #261 // Recompenses en XP alterees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges -> Recompenses en XP abaissees pour le crochetage de serrures, le desamorcage des pieges et l'apprentissage des sortileges: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #300 // Utiliser l'animation de Porte Dimensionnelle issue d'Icewind Dale -> Rythme d'animation eleve (equivalent a IWD): v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #301 // Changer l'apparence de l'armure de Valygar: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #302 // Changer l'apparence de la Robe de Vecna: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #310 // Coloration distinctive des creatures: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #315 // Jeux de sons de créatures distincts: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #500 // Capacite de stockage des contenants legerement etendue -> Utiliser la capacite de stockage recommandee (999): v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #510 // Services etendus des temples: v3.71

Edited by DrAzTiK, 06 January 2012 - 02:36 AM.


#140 MythrylEagle

MythrylEagle
  • Member
  • 152 posts

Posted 06 January 2012 - 09:40 AM

At the beggening of the game, the druid in the cave say me he can provide spell but at the end of the dialogue, the priest menu doesn't appears at all.


If my memory serves, the druid does not act like a store, but if you visit the druid with injuries he will cast cure light spells on the injured party members (at no cost).
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"