Jump to content


Photo

Bug List for 0.40


  • This topic is locked This topic is locked
52 replies to this topic

#41 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 02 June 2007 - 09:13 AM

I think the Glitterhame document should be working. Can you reload and check again? (the quest won't come into play for a while so it won't effect your game.)


It was definately dialogs. What I needed to do was change TCRURIKj.dlg - Response #53 reference from imnbook.dlg - state 7 to tcmer03.dlg - state 7, Response #54 needed the same change from imnbook.dlg to tcmer03.dlg on State 9 and tcdirbej.dlg needed Response #59 to have it's reference changed as well from imnbook.dlg - state 15 to tcmer03.dlg - state 15.

I made those changes and was able to run through the dialogs and will now be stopping back in a week or so to check and see how the book merchantt's research has gone,,, :rolleyes:

Edited by erebusant, 02 June 2007 - 09:13 AM.

It takes a village...


#42 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 02 June 2007 - 05:11 PM

The book merchant is already fixed for the next version.

Tip to other modders - don't change a CRE filename and forget to change any associated dialogs or scripts.

At the end of the timeframe, he will tell you to visit his shop in Selgaunt. Right now, that is as far as this quest goes. This is Rurik's quest and it will be completed after you finish the Slaver mods. Well, once I get to it.

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


#43 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 02 June 2007 - 06:34 PM

Slight issue with Lizardman Lair. After meeting the Chieftain and getting the Wyvern Quest, upon returning to TC0074 area to go outside, the lizardmen remain hostile.

It takes a village...


#44 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 03 June 2007 - 11:32 AM

I've been having the same issue as others getting the Banechild to appear. In order to get it to work in my game I needed to make the following changes to the TC0025.bcs file.

Original File:

IF
 Global("TCGoToSelgaunt","GLOBAL",0)
 Global("TCBaneChild","TC0025",0)
THEN
 RESPONSE #100
  Deactivate("TRKID01")
  SetGlobal("TCBaneChild","TC0025",1)
END

IF
 Global("TCGoToSelgaunt","GLOBAL",1)
 Exists("TRKID01")
 Global("TCBaneChild","TC0025",1)
THEN
 RESPONSE #100
  Activate("TRKID01")
  SetGlobal("TCBaneChild","TC0025",2)
END

Modified File:

IF
 Global("TCGoToSelgaunt","GLOBAL",0)
 Global("TCBaneChild","GLOBAL",0)
THEN
 RESPONSE #100
  SetGlobal("TCBaneChild","GLOBAL",1)
END

IF
 Global("TCGoToSelgaunt","GLOBAL",1)
 Global("TCBaneChild","GLOBAL",1)
THEN
 RESPONSE #100
  SetGlobal("TCBaneChild","GLOBAL",2)
  CreateCreature("TRKID01",[985.2345],12) // Lise
  ActionOverride("TRKID01",Dialogue(Player1))
END

It takes a village...


#45 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 03 June 2007 - 09:09 PM

A couple of dialog bugs noted in my game. After finishing Mistmoor Manor got the "No Valid replies or Links" error during the rewards dialog.

After travelling to Selgaunt Bridge, in the dialog between Elminster and Rihn where she is talking about her husband being stoned, Elminster replies with a Elminnster - InParty("TCVILD") followed by a !InParty("TCVILD") before continuing on with his dialog with Rihn.

Selgaunt Bridge is not revealed by getting the SetGlobal("TCGoToSelgaunt","Global",1) from Militia Captain in Saltmarsh.

It takes a village...


#46 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 04 June 2007 - 09:18 AM

Bane quest already fixed - I found the same problem.
El's dialog - I don't remember seeing this before, so I will take a look at the problem.
Lizardman Lair - I need more clarification. Why were they hostile in the first place? If you attacked earlier, the King should have never given you the Wyvern quest.

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


#47 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 04 June 2007 - 11:08 AM

Bane quest already fixed - I found the same problem.
El's dialog - I don't remember seeing this before, so I will take a look at the problem.
Lizardman Lair - I need more clarification. Why were they hostile in the first place? If you attacked earlier, the King should have never given you the Wyvern quest.

Lizardmen were hostile when I 1st entered the lair because I never proceeded far enough past the gate to get the sub-chief to initiate his dialog in time before melee ensued. The lizardman just inside the gate went hostile before the dialog. Maybe if the sub-chief was moved closer to the gate he would respond quicker?

The Elminster dialog occured with PC, the ranger (for the life of me, I can't remember his name now!! <_< . The spear dude), Rurik, Dirbert, Vildamyr, and Rihn in the party.

Also, added a RevealAreaOnMap("TC0200") to TCSALTCA.dlg in the same Action as where SetGlobal("TCGoToSelgaunt","Global",1) occurs which resolved the Selgaunt Bridge reveal.

It takes a village...


#48 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 04 June 2007 - 03:54 PM

In area TC0200 and any of the houses, barracks, etc, when caught stealing the guards are summoned and after they arrive they are more than happy to answer any question you may have of the choices given. No fine, no arrest, no fighting,,, :blink:

It takes a village...


#49 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 05 June 2007 - 04:42 AM

A few Myth Drannor issues came up.

1. When we met Hotzkettle and meleee ensued, Rihn breaks right into the middle of the battle with her dialog about the Shop of Secrets.

2. After accepting Blight's quest, he allows you to loot the bodies before completing his quest instead of going hostile.

3. Azimer gives his initial dialog, but doesn't set the global to ("TCMDTalkLich","Global",1). I needed to manually set it to continue his dialog.

It takes a village...


#50 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 05 June 2007 - 05:19 AM

The lich is already fixed. The issue seems to be with not being able to see one of the three NPCs for the next dialog.

Rihn's dialog - interesting since this should kick in only if CombatCounter(0) is True. I will have to see if this is set correctly. Fixed

Blight is already fixed as well.

Sceptors in Selgaunt should be fixed now but I need to very this. I fixed the same problem in Saltmarsh and it should have carried to them but maybe not.

The Saltmarsh Captian should have the reveal area higher in the dialog but that may have gotten dropped somewhere. Fixed

The lizardmen don't normally attack immediately but I did make some changes to the same creatures on the Sahuagin battle map (TC0080) so it is possible that I broke something here. Can't duplicate the problem, don't attack them they don't attack you.

Edited by Sir BillyBob, 05 June 2007 - 04:02 PM.

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


#51 erebusant

erebusant

    It takes a village...

  • Modder
  • 2109 posts

Posted 05 June 2007 - 10:33 PM

Finished the Temple at Westgate.

In the Temple near Westgate, just after killing the Shar priestess and the 4 orcs in TC1102 I got a dialog between Althon and Vildamyr regarding not trusting Rivian (whom I had not met yet). Then I met her the next level down and when she joined and Althon was booted, he approached to do his kickout dialog but had no dialog and was stuck with "nothing to say" message.

Many of the dialogs with Rivian seemed to be based upon the thought that she was a party member previously (she did the banter about the Traitor Elf, and having to choose between him or a human). It was a little bit confusing since the party hadn't met her before.

Left the temple through the passage into the area that looks like the Southern Wastelands in BGT and went back to Westgate to sell the loot I had picked up. As soon as party entered TC1000 Rivian went into a dialog loop with the "20 questions" dialog and in the end continued looping with the "I have nothing to say to you response". This continued until I left the area, however anytime coming back to the area it continued.

Edited by erebusant, 05 June 2007 - 10:34 PM.

It takes a village...


#52 MythrylEagle

MythrylEagle
  • Member
  • 152 posts

Posted 13 June 2007 - 07:02 AM

My party entering chapter 3 included F/Mu/TH, Dirbert and Shadow each with ~74,000 exp. I also have Althon, Vil, and Rhin.

I dropped Althon to pick up Rivian in chapter 3. Althon now follows me around attempting to trigger dialog mode. I am unable to speak to Althon. This makes it difficult to search containers.

Upon returning to westgate Rivian now continuously triggers dialog mode.

With my current party and no containers, encumbrance is now a significant issue, and I am spending a lot of time sorting through possessions assessing value and weight. A store would be helpfull. A blackmarket merchant dealing in stolen goods might be appropriate. Or possibly a traveling merchant.
Always look on the bright side of life, da da - da da - da da - da da. "Monty Python"

#53 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 13 June 2007 - 03:46 PM

As mentioned in the other thread, check the warehouse in the upper left corner of Westgate.

There is also a small village near the fortress in A2. I don't have any stores in there yet, but that is a great idea. I might add a cleric here as well since there are none in Westgate (none that won't attack you).

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