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Bonehill v2.05 Bugs


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#1 erebusant

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Posted 17 July 2006 - 03:11 PM

I've run across a couple of minor dialog bugs in the 2.05 version.

1st, when speaking with the bait seller when it comes to the part where he gives directions to the guard house, I get "No valid links or replies" in the dialog box, and in the acknowledgment box where you normally have the "continue" or "end dialog" I get the text about following the road to the south to get to the guard house.

2nd, when speaking to Pelltar to discuss all of the "wierd" happenings around Restenford, all the dialogs are fine until I go through the tree for investigating Bonehill, where I get the "no valid links or replies" error in both boxes. I can click on the acknowledgement box and continue on, and ask Pelltar to send me back to the temple, and then Gelpas bursts in and halts the transport, and the plot continues on as normal. Nothing fatal, that I can tell.

It takes a village...


#2 zachD

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Posted 18 July 2006 - 05:59 AM

I had the same bug in the baitsellers text but was on version 2.02.

#3 Sir BillyBob

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Posted 19 July 2006 - 01:57 PM

Agh, those are both old bugs!

I guess this means I can start building out a fixpack at some point. Keep posting bugs here. Thanks.

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#4 erebusant

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Posted 02 August 2006 - 05:25 AM

Couple of other slight bugs in Bonehill Part II.

1st - Mayor's Castle outside, and throughout the keep, the Orc Archers don't all go to hostile when battling the evil people. Same as MM75 on a different thread

2nd - In the Castle parapet towers, you can enter the lower chambers whether the lever for the doors have the doors shut or open.

3rd - I found the 2nd part a bit confusing, especially if one has never played through the scenario before. Many of the NPC's you talk to will give you the dialogs you would expect to get if you had previously spoken to a different NPC durting your investigation, regardless of whether you had spoken to them or not. Case in point, the 2nd bldg I went into was Abraham's tavern, I only talked to the guys at the table, and then to Basmar, and I was apparently able to discern that he was a bad honcho, and got attacked by bandits upon leaving the inn. I'm not sure if there needs to be "has spoken with" checks or what, but it ends up with never having encounters in the wilderness area SW of Garroten since Basmar Oscar and the other guy are killed off right away. Definately a walkthrough would be helpful for this part.

It takes a village...


#5 Sir BillyBob

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Posted 02 August 2006 - 03:21 PM

The southern area is supposed to check for deaths before creating the creatures there. Something isn't triggering correctly.

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


#6 Manduran

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Posted 22 August 2006 - 01:15 AM

Hi :)

Here's some bugs that also existed in 2.01:

1) Zardal's dialog - when he gives the rat quest instead of adding journal entry and finishing the dialog, there's "NO VALID REPLIES"
2) Yalta's dialog. After finishing the gnoll quest and talking to him I could talk to him about the gnoll problem again thus resetting the quest variable to 1 and unabling to report about it to Pelltar

Also, I killed Krellus and cannot report to Pelltar, however, I did not get the quest before (I heard of the caravan problem, but no quest entry in my journal appeared, but I didn't talk to the farmer (?), giving the quest)

[EDIT]
I removed the note about corrupt dlg files, this was due to another mod.
[/EDIT]

I have installed SoBH 2.05WM6 and BGT 1.01

Thanks!

Regards,
Manduran

Edited by Manduran, 23 August 2006 - 11:14 PM.

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

Manduran


#7 gamer99

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Posted 24 September 2006 - 09:46 AM

I've run across a couple of minor dialog bugs in the 2.05 version.

1st, when speaking with the bait seller when it comes to the part where he gives directions to the guard house, I get "No valid links or replies" in the dialog box, and in the acknowledgment box where you normally have the "continue" or "end dialog" I get the text about following the road to the south to get to the guard house.

2nd, when speaking to Pelltar to discuss all of the "wierd" happenings around Restenford, all the dialogs are fine until I go through the tree for investigating Bonehill, where I get the "no valid links or replies" error in both boxes. I can click on the acknowledgement box and continue on, and ask Pelltar to send me back to the temple, and then Gelpas bursts in and halts the transport, and the plot continues on as normal. Nothing fatal, that I can tell.


I think most of these "No valid links or replies" problems are due to some missing conditions in the dialogue logic. In this case the condition Global("BHGuardQuest","GLOBAL",1) is not covered in the "BEGIN 7" block. Actully if you talked to some commoners before you talked to the bait seller and if they did mention about the rats problems, and it will set the "BHGuardQuest" to 1 and then you will run into this "No valid links or replies" thing. Here is my suggestion:

IF ~~ THEN BEGIN 7
  SAY @15
  IF ~GlobalLT("BHGuardQuest","GLOBAL",2)
~ THEN REPLY @16 DO ~SetGlobal("BHGuardQuest","GLOBAL",1)~ UNSOLVED_JOURNAL @17 EXIT
  IF ~GlobalLT("BHGuardQuest","GLOBAL",2)
~ THEN REPLY @18 GOTO 8
  IF ~GlobalGT("BHGuardQuest","GLOBAL",1)~ THEN REPLY @19 DO ~AddexperienceParty(600)
SetGlobal("BHRatProblemDone","GLOBAL",1)~ EXIT
END

I am doing this because I am trying to fix as many bugs as I can before my new mega-install. And this one still exists in version205. I hope it can be fixed if a new version comes out. I will check the Pelltar and other dialogue errors mentioned in this thread and report back later. Thanks.

Edited by gamer99, 25 September 2006 - 03:54 PM.