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Bug List for 0.41a


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#21 Sir BillyBob

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Posted 17 August 2007 - 07:36 PM

Her charm person ability is an innate/special skill not a spell. It is part of her kit that I never really finished developing. Priest/ess of Sune have the ability to charm or dire charm people. Check out the Sembia book series about the half-elf priestess who casts a love charm on the Huron's mage advisor. I based it on this but never actually wrote a kit description for her. Mainly because at the time I couldn't find any material that I liked and didn't feel like being "original" and creating my own. I guess I need to buckle down and finish this some day...

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#22 Mayro

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Posted 18 August 2007 - 02:05 AM

As I said I supposed it was part of a kit. It is suitable for a priest/ess of Sune to charm someone. What was/is weird is that her charm ability appears as a memorized spells when you click the moon-with-stars (magic) icon, not the star (for abilities) icon.

Maybe you can borrow the Sune priest kit from Divine Remix, I think there is one Sune priest kit there. Or if not, take ideas from there. But anyways it's not something to important to worry about now. Bye!
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#23 --Chris--

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Posted 18 August 2007 - 08:09 PM

One of the guards near the gate has a key(just west from it) to the gate inside the gave. Search them fully!


Thanks for the tip, Jarno. However, for me at least, there isn't a key on any of the dead lizardmen.

I went back and made sure I had the latest .40 full file, the latest .41 patch and .41R patch, reinstalled everything and started a new party from the beginning. Same result once I got to the lizardman lair.

I notice from the old message boards that an early version of the mod had a bug where there was no key to the lizardman lair. Any chance that bug has re-appeared or I've done something wrong somewhere along the way?

I've really enjoyed playing this mod, but this key thing has me ripping out my hair. Any further suggestions, even a cheat to get around it so I can play the rest of the mod, would be appreciated.

#24 leahnkain

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Posted 18 August 2007 - 08:23 PM

I never had this problem, I have checked the area. On the outside of the enterence there should be 2 lizardmen guards and a troll. Kill the lizardmen, loot the body to get the key.

If not try this:
Open the Baldur.ini file with notepad, look for a heading called [Program Options]. Under this heading type: Debug Mode=1, then save and exit. Start your saved game of CA as normal and in game press Control+Space to activate the console.

Heal and Jump
When you have Debug Mode=1 in your baldur.ini file, you may use [CTRL] + R to heal a character, and [CTRL] + J to jump to the location of the mouse cursor. Do this to jump past the locked gate.

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#25 Jarno Mikkola

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Posted 19 August 2007 - 05:46 AM

.40 full file, the latest .41 patch and .41R

:blink: Sorry, but there is only two .41 patches. What you mean is probably file named as Classics041a_Patch.RAR, with should be right.

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#26 -Bombur-

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Posted 19 August 2007 - 10:42 AM

Okay, here's my next batch. Sorry that I haven't had time to research these fully.

TC0070.ARE

After allying with the lizardmen, trying to rest still spawns hostile lizardmen.


TC0081.ARE AND TC0082.CRE

On a related note, the lizardmen never move into the fortress, so that hostile sahuagin spawn when resting is attempted -- even after the lizardmen say they are moving back in.


TCSAUHA4.CRE in TC0082.ARE

Killing the sahuagin captain usually crashes my game. If I can kill him in one blow, I'm fine. But he must have a spell or response or animation that is broken, so that if he begins to respond to my attack, it kills the game.


TCSCRL01.ITM

The Speak with the Dead scroll: The viscount often vanishes immediately upon completion of the summons -- without me having time to speak with him. Maybe has to do with the spell's target? Seems to happen if an NPC is targeted, but not if the PC is targeted, but I haven't tested this theory.


TC0100.BCS

The script that spawns TCMARKX1 and TCMARKX2 does not check to see if Aesdale is alive:

IF
InParty("TCAESDALE")
Global("TCMerchantSpawn","TC0100",1)
Global("TCKessaSpawn","TC0100",0)
THEN
RESPONSE #100
CreateCreature("TCMARKX1",[3750.800],0) // Elf
CreateCreature("TCMARKX2",[3760.810],0) // Elf
SetGlobal("TCKessaSpawn","TC0100",1)
END

If Aesdale is dead they will initiate a pointless dialog with the PC, and count that as the first time talked to. As a result, once Aesdale is alive, they will not speak again.


TCMMCRIS.CRE, TCMMVEN.CRE and TCMMMAN4.CRE

I rescued Vildamyr before speaking to Crismar, Sir Vengerhawk and Pellidon, so that he was in my party when I finally did meet them. They all spoke as if he had died, despite the fact that he was standing right in front of them.


SPINTC05.SPL and related spells (e.g., 06, 07 and 08)

These are the weapon proficiencies "gained" via dialogs with Rivian. I put "gained" in quotes because the "modify proficiencies" spell effect does not *increase* proficiencies. Rather it *sets* them. Therefore, the spell may increase, decrease, or leave unchanged the PC's existing proficiencies, depending on what they are to begin with.


TC1003.BCS

When Rilithar is spawned in the bar in Westgate, he won't dialog, and therefore he is not joinable. However, if he turns hostile, he will then immediately begin his "shall I join you?" dialog. So, whereas I could not get him to join me by talking to him, I could get him to join by attacking him or failing at an attempt to pick his pocket. His .dlg file seems to indicate there should be an opportunity for me to question him about his appearance there, but I was not able to trigger this. Incidentally, loading Rilithar with valuable items (armor, weapons, etc.) then booting him from the party before talking to Captain Morgan is a nice way to keep many of my best valuables. :whistling:


TC1005.ARE / TCSLGIR.DLG

Not really a new bug report, since I already mentioned that Girana and crew won't dialog. But there is a nice fix that enables me to vent my frustrations on them (albeit the dialog doesn't make perfect sense): SetGlobal("TCSlaverTalk","TC1005",1). Ah, sweet revenge!

#27 -Bombur-

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Posted 19 August 2007 - 10:50 AM

Typo above: TCSAUHA.CRE should be TCSAHUA4.CRE.

#28 -Bombur-

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Posted 19 August 2007 - 01:40 PM

One more for today:

TCRIL.BCS

After Vildamyr has convinced the priestess of Shar not to work with the slavers, Ril enters constant dialog mode (similar to the earlier problem with Rivian in Westgate). This is the offending bit of script:

IF
AreaCheck("TC1105")
Global("TCVildSharTalk","GLOBAL",1)
THEN
RESPONSE #100
StartDialogueNoSet("TCVILD")
END

Deleting this argument fixes the problem.

#29 Celestine

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Posted 19 August 2007 - 06:12 PM

Thank you, Bombur for the detailed bug report. It is most helpful to us. I will get to those I can fix.

#30 -Bombur-

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Posted 20 August 2007 - 07:07 PM

A couple more:

TCRIVJ.DLG

In actions 59-61, the command sets the Global as GLOBAL instead of as LOCALS. All three should be: SetGlobal("TCRivPCTeachMe","LOCALS",2). Without this fix, the option to get the second lesson remains perpetually.


BVILD.DLG

The story of Vildamyr's prior experiences in Myth Drannor triggers awefully late in the game. I had already been to Myth Drannor with Vildamyr, and returned, before he began speaking about his time there with his prior party. Rihn had also been there. Both spoke as if we had not been there together.


TCKESSA.DLG

State 8 leads to Response 16 and only Response 16 even if Aesdale is not in the party. Therefore, when Aesdale is not there it, it throws an error ("NO VALID REPLIES OR LINKS"). I couldn't see an easy fix -- looks like the possibility of Aesdale not being in the party was never factored in. For a quick fix, I just pointed Response 16 to TCRIVJ.DLG state 382 with no trigger. This keeps the thing running, but it is obviously not the way the dialog should go.

#31 Celestine

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Posted 20 August 2007 - 07:11 PM

Thanks for catching that bug in TCRIVJ, I found them and fixed those.

#32 -Bombur-

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Posted 20 August 2007 - 07:34 PM

I should have played a little further before that last post -- found two more immediately afterwards:

TCOGRE02.DLG

Blackthorn's "Now here is your reward" speech (State 13) constantly replays because the trigger (Trigger 2) is constantly met. The easiest fix is probably to have Action 5 change the variables that set off the trigger.


TCALTHONJ.DLG

When I refuse to kill Markessa's clone so that Markessa can live, Althon sounds like he's going to attack me (State 94) -- but he doesn't. Looks like a script that didn't quite get finished. Action 22 sets this variable: SetGlobal("TCTurnCoaks","TC1206",1). I'm thinking that was supposed to be TCTurnCoats, with Althon going hostile. But as it is, he stays in my group as a happy camper.

#33 Sir BillyBob

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Posted 21 August 2007 - 12:11 PM

I just love typos. Yes, Althon's is definitely messed up. At this point, nothing is finished with my scripts anyways so it probably wouldn't matter. However, this is nice to know, so I don't waste three days trying to figure out why the fight isn't happening like it should.

Thank you.

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#34 MythrylEagle

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Posted 24 August 2007 - 10:49 AM

Still having trouble with the cutscene bug. Started over and avoided adding althon. I can now proceed further into the game.

Dialog with mistress Fielding in the potion quest - dialog option - 4: I have the potion ready. Here you go. (this doesn't make sense to me. The dialog options I thought were for the PC to choose from yet this dialog seems to be something that Fielding should be saying yet she then responds that the potion is not yet ready. )

When I do return later I am able to get multiple potions.

Potion of Voice icon is buggy. If I drag across the screen it leaves a trail.

Mage's amulet of prot - icon not centered, must be wrong size.

tried to drink potion of Voice using drink potion option on the item icon - get sound effect of drinking, but no noticable effect, potion remains, can not put potion into quick item slot. This item just doesn't seem to be fully developed.

tried to sleep in lizardmen swamp map, after alliance, hostile lizardmen random encounter.

I am having a difficult time finding a place to sleep anywhere in the lizardmen or sahuagin maps. I find it agrevating to travel 16 hours to a map and then not find anywhere that I can successfully recover/sleep. I need a few santuaries identified for me for these maps.

slept in Swamp outside of Sahaugin Fortress (outdoor battle map), a neutral snake appears to disturb my sleep. if I attack the snake then some of the Lizardmen become hostile. There are other snakes that already exist on this map, If I attack them I do not get this effect.
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#35 Sir BillyBob

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Posted 24 August 2007 - 12:10 PM

a neutral snake appears to disturb my sleep. if I attack the snake then some of the Lizardmen become hostile. There are other snakes that already exist on this map, If I attack them I do not get this effect.

Now that is weird. It is the same creature with the same scripts.

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#36 --Chris--

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Posted 25 August 2007 - 07:08 AM

I never had this problem, I have checked the area. On the outside of the enterence there should be 2 lizardmen guards and a troll. Kill the lizardmen, loot the body to get the key.

If not try this:
Open the Baldur.ini file with notepad, look for a heading called [Program Options]. Under this heading type: Debug Mode=1, then save and exit. Start your saved game of CA as normal and in game press Control+Space to activate the console.

Heal and Jump
When you have Debug Mode=1 in your baldur.ini file, you may use [CTRL] + R to heal a character, and [CTRL] + J to jump to the location of the mouse cursor. Do this to jump past the locked gate.


The jump cheat worked! Thank you very much. I'm back fightin' Sea Devils. Thanks!

#37 Sir BillyBob

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Posted 25 August 2007 - 08:03 AM

For rest areas, you can rest in the ogre area next to the wyverns. There is no sleep interruptions here. The Sahuagin area is only three maps. There are no valid rest areas here. You just have to take your chances. There is a war going on. Perhaps I could have the Lizardman Minister give you a dialog option to rest. That would be the only way to get around this. Unfortunately, sleep interruptions are defined at the area level. So anytime you are on that level you are effected by the same chances of someone bothering you. I don't know of a command that can turn off this function. Spawn points can be turned on and off but not the sleep interruptions.

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#38 Solar's Harper

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Posted 31 August 2007 - 05:13 AM

Found two bugs today which I haven't seen in this thread, but sure they are posted elsewhere.
Regardless.
1. Blush/Aesdale rejoin at Inn in Saltmarsh

When Aesdale intiates dialog the player gets to respond, but if adding him makes 6 people, the dialog where Blush supposedly joins doesn't appear, in fact, neither does she.
I barely got the chance to reposition my people to reveal more of the room as well. I had been up there previously.

2. When that spy bloke in the haunted house (forgot his name) betrays you, the bug where he attempts to rejoin still triggers during the middle of combat. I know for sure this one has been mentioned before.

Anyways the one about Rurik and his armor shop also came up today, along with Rurik doing the leave dialog if you force talk him in the first chapter before the trek into the Grove.

btw is it just me or does anyone else think side quests are too far and few inbetween?

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#39 Lysan Lurraxol

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Posted 31 August 2007 - 05:25 AM

I found the Rurik bug too. It's not a major bug though, thankfully.

Also, there's a bug for Ilhara in Myth Drannor, she'll start the same dialouge about the Sepulchrum?. over and over again until you leave the area.

BTW Solar's Harper, I've found quite a few side quests, there's at least two in Saltmarsh, Mistmorr is basically a sidequest, as is Myth Drannor, plus Myth Drannor has a few small optional quests. Westgate and the slavers could do with a few sidequests though


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#40 Lysan Lurraxol

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Posted 31 August 2007 - 05:54 AM

Found another one, the Paladin/Imp of Torm in the School Of Wizardry, he asks you to help him, Althin says this is crazy, Then No Valid Replies and the dialouge ends


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: Classic Adventures Visit our homepage at Classic Adventures Homepage