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Bug List for 0.42


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#21 Sir BillyBob

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Posted 09 September 2007 - 04:43 AM

Cath's dialog calls the wrong death variable for Aleigha and that is why she doesn't turn hostile. Fixed

Piney Bluff will be available at some point. There will actually be another mod series to follow instead of the U/Saltmarsh mods if you like.

Interesting about the missing P files, I just verified, and yes we don't have them for those two. There is also alot of banters and interjections into the game that will be forthcoming for all of the new NPCs, I just had to stop at some point to try to get this out.

Thanks for the comments on the new areas. Leahnkain has worked hard to create new areas for us to enjoy. I have a few more to add in the next version.

Oh, I have a fix for the Glowfire sword. The problem seems to be with the type of fire damage I was using. I changed it and so far the sword works for me. I'll post it later with it's missing inventory graphic. You would have to reinstall to use the item since it needs a description. Placing into the override folder will probably give you a very strange name and description, but it would work.

Blackthorn constantly talking and changing his gang into werewolves - this is still in 0.42. Fixed for next version.

Sahuagin and lizardman areas - Lizardman Minister and Merman leader (if you removed the lizardmen) both now offer a rest option in their dialogs. Saltmarsh captian dialog if you removed the lizardmen now works.

Edited by Sir BillyBob, 09 September 2007 - 06:33 PM.

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#22 leahnkain

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Posted 10 September 2007 - 05:41 PM

Duchess just disappears and doesn't tag along.

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#23 Jarno Mikkola

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Posted 11 September 2007 - 04:10 AM

For me, she does tag along fine. Where is your [charname] as she should walk/teleport near him/her quite frequently after you have talked to Candella, just like Meepo if he isn't allowed to join the group. As for me they work just fine.
I don't know, but maybe you should stick with the shortest rote out, as there might not be too many teleportation nodes.

And now to the bugs:
1)I don't know whether this comes from the aVENGER's Rogue Rebalancing mod as I have it installed, but Candella has 3 stars on two handed weapon style, as I suspect they should be in two weapon style, as she has two weapons equipped. Or then none at all.
2) And could you remove Catharandamus's second weapon as it increases his Tacho(sp?) a lot, in the fight! Maybe it's cause for me, he was 3 level fighter dualed into a first level priest?
3) The game crashes as I polymorph as Aleigha Ericsdotter into a wear bear.

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#24 Sir BillyBob

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Posted 11 September 2007 - 06:43 AM

The crash for changing into a bear is news to me. I had some problems getting her to cast this standard spell but it should work. Could it be you have her equiped with something besides her default items? I haven't tried with different armor or weapons. Should work though.

Duchess does follow but can get lost if the PC isn't in view. Don't worry, once you exit the palace, she appears outside. She will not follow you upstairs. Remember she wants to leave, not explore.

Cath is limited right now during his dual-class change. Once he is a higher level cleric (4th), he rocks. My only problem so far is mind spells seem to always hit him. Fear, Stun, etc. he doesn't have a good saving throw against them. So maybe during the lower levels, he should use a shield and mace to make him a better challenge.

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#25 Solar's Harper

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Posted 11 September 2007 - 04:42 PM

Ok I believe I've found two issues, one isn't nessecaryily a bug. -_-

The first involves Dirbert's armor, whenever his armor is removed, say because he was killed then raised etc, the armor refuses to be put back on. :angry:
I haven't tested that one throughly with this version, but it was certainly present in the previous version and I was meaning to bring that up, so here it is.

The second occurs after you speak with Nelleck in Oakhurst, or he speaks to you, the game refuses to allow you to save because it still thinks dialog is in motion. Going into the Inn cures this problem, but needless to say, it is annoying. ;)

Anyways, there's them two for notice. :)

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#26 Sir BillyBob

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Posted 11 September 2007 - 06:18 PM

Ah ha!!!

You found it! I have been trying to figure out why you can't save on the first map. I never realized it was because I talked to Nelleck. I have no idea what caused this. Maybe a corruption to his dialog file? Whatever, I will see if I can rebuild it and remove this problem. Thank you!

As for Dirbert, I have no idea. I just checked the ITM file for the armor. It can be worn by any half-elf ranger and all ranger kits (actually all kits are checked but only the ranger ones would be applied). His CRE file shows him as a half-elf ranger. So I haven't changed anything to cause this. Usually if an item can't be used, the area around the item in inventory has a grey or shaded cast to it. I didn't notice this with his armor. Since I always reload if someone dies, I haven't tested reequiping them.

Do you get the error message about changing armor in combat? Any error message at all?

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#27 leahnkain

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Posted 11 September 2007 - 06:34 PM

Or did you use Shadowkeeper to change his race? I have had him die and haven't had trouble with putting on his armor when his is raised. I just killed him and raised him and the armor worked fine. Did you modify Dirbert in any way?

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#28 Solar's Harper

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Posted 11 September 2007 - 07:37 PM

No. I'm afraid I tried it first with generic Dirbert, same result. :(
It is an issue early on, since it is one of his stronger defence items available.

Btw, still yet to check if doing the ravine after the Princess's Palace will cause inconsistencies ie: Paraway spawning twice, etc.
I doubt its possibility, so if anyone knows this, please tell so I don't end up reloading for a bad reason.

btw, nice touch in adding in SOA's final battle music for a fight outside the palace (in the Watchers Keep like area).
Been looking everywhere for that music, and TOB stuff is next on the list. :)

Oh and about that duchess thing, I can't say I encountered any problems with her, sure it was irritating tagging her and Candella along and constantly getting in my way, but that comes with the territory. :lol:

Strange thing is that bug involving Chaarna still triggered when I recruited her, but that's likely a fault on my own part. So no need to fret about that one. ^_^

And yes again Leahnkain, nice artwork, especially liked the outlook of Oakhurst after the attack, looked like it had been attacked for real this time. ;)
Tho I do have one thing to say about Saltmarsh, I think its kind of gone down in graphics rating, the ground is blury as all get out and sometimes having all the buildings much the same light in color is a bad idea. Nice attempt tho, and I liked the idea of the fountain, although I will admit I like Trademeet's one better.

Anyways, back to huntin for me :lol:

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#29 Sir BillyBob

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Posted 12 September 2007 - 09:09 AM

Saltmarsh isn't never really described in the paper mods as being anything more than a fishing town. So the fancy water fountain was probably not in line with the description. Of course the fancy gate work, building structures, etc probably aren't either.

As for Chaarna, I have her fixed for the next release so you don't have her tell you what happened too soon.

I placed some code in areas TC0011 (ravine) and SP1000 (tinker) that should keep you from doing both quests as well as keep Paraway from appearing in both. You can always cheat and jump around the areas but I can't help you if your game becomes buggy from it.

The palace area is the Watcher's Keep. I just used the same area files with the new map. So the music is the same. That part wasn't changed. Oh, watch out for being here at night. I found that some bird noises caused my game to crash if you are up near the dock at night time. Day time doesn't seem to cause this crash.

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#30 aVENGER

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Posted 14 September 2007 - 11:52 PM

1)I don't know whether this comes from the aVENGER's Rogue Rebalancing mod as I have it installed, but Candella has 3 stars on two handed weapon style, as I suspect they should be in two weapon style, as she has two weapons equipped. Or then none at all.


What's Candella's class and kit?

#31 leahnkain

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Posted 15 September 2007 - 12:13 AM

She is a swashbuckler. It might have been my fault when I made the cre file.

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#32 aVENGER

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Posted 15 September 2007 - 12:32 AM

She is a swashbuckler. It might have been my fault when I made the cre file.


Well, Rogue Rebalancing only grants free TWS proficiency points to Blades (three stars at level 1). Swashbucklers are unchanged in this regard i.e. any TWS proficiency points must still be assigned manually.

#33 leahnkain

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Posted 15 September 2007 - 01:20 AM

I can't remember but I know I gave her some extra proficiencies before Rogue Rebalancing was released because the swashbuckler kit originally was weak. aDVENGER if you have a chance do you mind play testing the new area with a thief? It has a lot of traps and I am just wondering how a thief PC does.

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#34 Lysan Lurraxol

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Posted 15 September 2007 - 01:36 AM

I've found a couple of bugs in the Silver Princess Palace.

When you meet the creature on the third floor (Cath's floor), the one disguised as a woman, Dirbert interjects only after you've killed it, and I think the interjection's supposed to come first.

Also, when you meet the Silver Princess, she only takes Chaarna after you've killed the Silver Knight.
After you kill the Knight, the third dialouge option with the Princess is broken


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#35 aVENGER

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Posted 15 September 2007 - 03:06 AM

I can't remember but I know I gave her some extra proficiencies before Rogue Rebalancing was released because the swashbuckler kit originally was weak. aDVENGER if you have a chance do you mind play testing the new area with a thief? It has a lot of traps and I am just wondering how a thief PC does.


Sure, I'll give CA a try in a few weeks, after I'm done with RR v3.8. :)

#36 Solar's Harper

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Posted 15 September 2007 - 03:18 AM

I've found a couple of bugs in the Silver Princess Palace.

When you meet the creature on the third floor (Cath's floor), the one disguised as a woman, Dirbert interjects only after you've killed it, and I think the interjection's supposed to come first.

Also, when you meet the Silver Princess, she only takes Chaarna after you've killed the Silver Knight.
After you kill the Knight, the third dialouge option with the Princess is broken


I think thats a problem with the timer. 'She' doesn't metamorph until you're close enough and dialog isn't normally possible in what the game considers combat. Anyways I encountered the same issue, it didn't really change much though, because Dirbert started up his next one almost immediately after, so quickly it made little difference.

And yeah, I also got a problem there, if you kill the knight before the dialog is given the chance to start, it can cause a sort of jump between times, although if a total of 3 is all there was meant to be there, then I'd say it wasn't broken, but just outtimed.

Edit: Ok, I didn't make much sense then with 'she the dialog' ;)

Edited by Solar's Harper, 15 September 2007 - 03:19 AM.

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#37 leahnkain

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Posted 15 September 2007 - 05:22 AM

I can't remember but I know I gave her some extra proficiencies before Rogue Rebalancing was released because the swashbuckler kit originally was weak. aDVENGER if you have a chance do you mind play testing the new area with a thief? It has a lot of traps and I am just wondering how a thief PC does.


Sure, I'll give CA a try in a few weeks, after I'm done with RR v3.8. :)


Thanks, this is a huge update and it would be nice to have your experience to give some feedback to the new areas.(Especially when using a thief.)

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#38 Sir BillyBob

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Posted 15 September 2007 - 05:59 AM

I've found a couple of bugs in the Silver Princess Palace.

Also, when you meet the Silver Princess, she only takes Chaarna after you've killed the Silver Knight.
After you kill the Knight, the third dialouge option with the Princess is broken


And yeah, I also got a problem there, if you kill the knight before the dialog is given the chance to start, it can cause a sort of jump between times, although if a total of 3 is all there was meant to be there, then I'd say it wasn't broken, but just outtimed.

Okay, you all lost me here. Lady Argenta talks to you when you grab the gem. At the end of her dialog, the knight appears. She will not say anything again until he is killed. Then she says "Thank you for helping me defeat the ". You have three responses, all will take you to the next option which is her asking Chaarna to leave with the gem. You can rest, you can let her go, and you can try to stop Chaarna. All three still lead to Chaarna leaving you with the gem. So where are you seeing it breaking?

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#39 Solar's Harper

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Posted 15 September 2007 - 07:31 PM

Well for me it wasn't breaking, just the sequence was oddly timed if you're really quick in killing the knight. Its kinda like putting 3 before 2, you know, not numerical if it starts at 1. ;)

Anyways I have another bug to report, the cutscene with Lord Balthis once returning to the swamp and have Althon in your party is still screwing up, no dialog is made, two figures are now present but thats it, no one talks, the game is at a standstill. :angry:

I let Althon join when he first offered, my party consists of Paraway, Shadow, Althon, Blush and Aesdale.
I didn't revisit Balthis since leaving with Althon.
I haven't changed any variables manually. (never do anyways :) )

All I see is the two standing facing each other (is the other person meant to be an elven woman in golden like colors?)

I did have a random encounter on my way back to the swamp before the cutscene took place. And I haven't tested it yet to see if it works if Althon isn't in the party.

Anyways, there's the bug, still being a menace. -_-

btw the Blush appearing at the Saltmarh Inn second floor one works fine now for both genders, all tests have met with success. :cheers:

And I still haven't a clue where this child you can supposedly give to Patricia (if female since males can't get that far into dialog with the fat -) comes from. ;)

Ok thats all I've identified for now. :)

Edit: OH! And just something that isn't a bug, but a typo: "loose" when its meant to be "lose" when you are speaking with the captain about the possible Sahugain attack.

Edited by Solar's Harper, 15 September 2007 - 07:34 PM.

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#40 Sir BillyBob

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Posted 16 September 2007 - 04:48 AM

I finally got the cutscene solved. This is between Icar and Kessa. We had changed Kessa's name and so the script was still calling for her old CRE file. I changed part of the scene and posted it awhile back. However, the scene carries across 3 scripts and I missed the name on the other 2 scripts. BTW this script only happens if you had Paraway in the party when you turn down Althon. Since he isn't in my party, I didn't see this scene run at all.

The child that you send to Patricia doesn't appear until you are done with the Sahuagin and report back. Once the captain tells you to go to Selguant, when you appear outside, she will come up to you. This starts the Bane Priest mini-mod.

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