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Bug List for 0.42


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#41 Toxeus

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Posted 16 September 2007 - 07:46 PM

Something strange during march from swamp to Saltmarsh, when i return to council to tell about alliance.
Screen
Game stops, we all just stand, and i can only press alt+f4 for exit.

Edited by Toxeus, 16 September 2007 - 07:50 PM.


#42 Celestine

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Posted 16 September 2007 - 08:29 PM

It looks like the cutscene between Icar and Kessa. I think SBB fixed it earlier. here The patch will be released in the next version.

#43 Solar's Harper

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Posted 16 September 2007 - 08:47 PM

Um, actually thats the exact same cutscene bug I encountered before. :(

The only solution so far is to not have Paraway in the group when Althon is first introduced and you accept him in, or reject him. Then you can grab both and not have the cutscene trigger at all when returning to the Swamp a second time. :)

Its a matter of missing links in the scripting I'd say, but I'm no expert.

There is a curious matter in regards to returning to the Saltmarsh captain after defeating the Sahaughin and asking, what was the other news? etc, she kinda says something about Selgaunt and how we informed Mistamoor's mayor, even if the player hasn't even visited the town yet.

Still things play as normal when you get to the town, and you can't go to Selgaunt just yet. :)

And yes, plenty of typos also found, but I forgot to add them to a list. :doh:
I'm aware that "suprise" when it should've been "suprised" was one of them, in the Bane Cleric quest if I remember correctly. ;)

There's also one other nasty bug I've found, if the party is too high on Rep for someone like Althon to quit complaining about, everytime he talks about leaving, it instead jumps to his rejoin or leave, as if I've kicked him out in Reform Party way. ;)

This also prevents me from saving in anyway, except the autosave. :(

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#44 Toxeus

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Posted 16 September 2007 - 09:04 PM

The only solution so far is to not have Paraway in the group when Althon is first introduced and you accept him in, or reject him. Then you can grab both and not have the cutscene trigger at all when returning to the Swamp a second time.

And what if i have them both but have no early saves? :)

The patch will be released in the next version.

Can i fix it myself (with Near Infinity or something)? Then please explain how ;)

#45 Jarno Mikkola

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Posted 16 September 2007 - 09:37 PM

Solar's Harper, your reputation, how did you receive your high rep, as there are only a few (2 that I have encountered) quests that do increase your reputation, you cheater! :lol: Alright, I know that you can increase it, by donating to the churches, but what kind of an evil man would do that?

By the way, as I don't know the whole story of Althon, is he even that evil, or has the circumstances just made him a loser, as the Lord Baltis made him such as he is the end on all evil. Yes, if he does lead you to the evil path, maybe his alignment could change too, with his class etc. or is he always going to be a Fallen Cavalier, as that's a little waste of his abilities.

Can i fix it myself (with Near Infinity or something)?

Have you tried of kicking one(Althon) of them out just before you go back, and then take him back in Saltmarsh?

And by the way, as I kick out Paraway, Dirbert and Shadow, they don't go to Saltmarsh, as they did previously, what's up?(in Oakhurst or the Tinker area) This is no biggi, but...

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#46 Solar's Harper

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Posted 16 September 2007 - 09:39 PM

Its just the first convo that you must not have Paraway in otherwise the sequence triggers for some reason.

I haven't noticed any negative effects from it yet, I've tried salvaging the files that did have Paraway in that convo when it happened, trust me, the cutscene still happens regardless. :(

And as a result... game doesn't proceed.
The only thing I haven't tried is kicking, Paraway, Althon, Blush and Aesdale out of the party and trying to head for the swamp.

Oh and another bug, the "rest" talk that Aesdale makes after stating his wondering about his old companions (two of whom were present) happened in the Sahugian fortress rather than in a more appropriately timed area.
Also Blush and Aesdale haven't had one chat ever since their first encounter.

Edit: Looks @Jarno's post; I'm testing things out Jarno, you don't expect me just to stick to one line do ya?

Edited by Solar's Harper, 16 September 2007 - 11:52 PM.

Classic Adventures - a Total Conversion compilation dedicated to bringing many of the old and new PnP modules into the wonderfully dangerous world that is Baldur's Gate II.   Fancy link button to Downloads page.
 
CA Forum.  Bugs to be squashed, feedback to be welcomed!

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#47 Celestine

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Posted 16 September 2007 - 10:06 PM

SBB is away this week, I'm not sure if he'll check the forums. I'll try to see the baf files I have and if I find something that resembles a fix for the cutscene, I'll upload it.

There's something going on for Althon and believe me, he is evil. But less of the type of insane or maniacal evil but more of an honorable and manipulative nature. The PC can turn him back on the good path. Part of this is in the game, and something major will come up in A3 and A4 for him.

#48 -tika-

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Posted 17 September 2007 - 01:09 AM

hi, sorry for the english.
i read that the problem with the quest of 2 kids and patricia was segnaleted. But i can speak with patricia all time i want, and take 1000 Exp and 1 point of reputation (???, i don't know in english).

the mod is very very very good. incredible, good work

#49 leahnkain

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Posted 17 September 2007 - 05:59 AM

Something strange during march from swamp to Saltmarsh, when i return to council to tell about alliance.
Screen
Game stops, we all just stand, and i can only press alt+f4 for exit.


The script was still calling for her old CRE file. SirBillyBob changed part of the scene and posted it soetime ago. However, the scene carries across 3 scripts and he missed the name on the other 2 scripts. (This script only happens if you had Paraway in the party when you turn down Althon.)

Please bear with us, this new version has an entirely new area, it has been tricky for SirBillyBob to include this adventure.

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: Visit our homepage at http://classicadventuresmod.com/


#50 Celestine

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Posted 17 September 2007 - 10:26 PM

Thanks so much to K'aeloree, he compiled these files. Copy to your override folders and I hope it fixes the cutscene.

Attached Files



#51 Toxeus

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Posted 18 September 2007 - 12:26 AM

Does not work for me :(
Girl (Kessa?) now looks like she want to start conversation, but nothing happens

#52 Celestine

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Posted 18 September 2007 - 12:57 AM

Oh dear. I'm sorry. I have no idea how to fix that with my limited scripting skills. Its better to wait for SBB to post a patch. Meanwhile, if you have an earlier save game, dump out Paraway before you recruit Althon. That cutscene won't trigger then.

#53 tika

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Posted 18 September 2007 - 12:37 PM

this is not a bug, but is a problema. i can't never sleep in a dungeon. never. if i want sleep i have to go to city. i understand that is strange that a team can sleep in a dungeon, but ever return in the city is a very frustrated for a player

#54 Sir BillyBob

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Posted 18 September 2007 - 03:20 PM

First off, a BCS file here won't help you. Well, it should fix the problem, but the dialog text which gets displayed will be trashed because it points to your dialog file which is different for each person. So the scripts should work but you will need to ignore the strange text you see on your screen.

As for some of the other issues, not sure if I can get to any of them until this weekend when I get home to the computer with the game installed.

Solar - the dialog you mentioned between the Saltmarsh captain and the party states that she has information for you. The information is that you are to go to Selgaunt to meet someone. As she says, this is because the mayor (Saltmarsh mayor) had forwarded on your info about the slavers to the higher government officials. Mistmoor is not in that dialog. This is the dialog that makes Selgaunt Bridge appear on your map. You still can't get there immediately, you need to travel to either the Sahuagin area or Mistmoor. The bridge is currently only linked to those two areas (just like you can't get to Nalia's keep until you go to the Gate district first). I may change this to allow you to jump straight there from Saltmarsh but the idea was originally to guide you to Mistmoor first.

Patrica and child quest will be fixed for the next version. I already know about the repeated rep increase.

BTW, kicking out anyone during Chapter 1 (before Saltmarsh) causes that NPC to leave forever (except for Rurik). You don't have access to Saltmarsh at this point and don't know that Oakhurst is gone. So "assuming" the person heads to Oakhurst, they are either going to get captured or killed by the slavers. Once we have Piney Bluff added to the game, I will change this so you have other places to send them.

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


#55 Solar's Harper

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Posted 18 September 2007 - 07:45 PM

Yeah I had kinda considered that possibility, just a in-case thought I had I guess. :)

I may change this to allow you to jump straight there from Saltmarsh but the idea was originally to guide you to Mistmoor first.


I'd actually recommend against that, although I must admit my annoyance with Mistmoor being covered in fog, I guess thats part of the area. ;)

Anyways, currently the thought of going to Mistmoor first is sound in my opinion, since there are issues to clear up there before the PC can move on.

Classic Adventures - a Total Conversion compilation dedicated to bringing many of the old and new PnP modules into the wonderfully dangerous world that is Baldur's Gate II.   Fancy link button to Downloads page.
 
CA Forum.  Bugs to be squashed, feedback to be welcomed!

Website at: http://classicadventuresmod.com/
~***~***~***~

When in doubt, lockpick a mudcrab!

Beware the nug conspiracy!


#56 -Guest-

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Posted 25 September 2007 - 01:50 AM

Aleigha's hitpoints don't go below 1.

Candella seems to be mising some thieving skill points.

Didnt find any way to continue umberlees defilation quest thingmajing. Maybe i just missed it.

#57 Jarno Mikkola

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Posted 25 September 2007 - 02:59 AM

Aleigha's hitpoints don't go below 1.

Actually they do, but she has an item(necklace) that make her immortal, it should be removed after one goes and does the task for Catharandamus in the Saltmarsh, but as I don't know how to do it or haven't got it to work yet, as there is no water bottle nor any where to put is inside the church... but this all only has the effect you mentioned as there is no other effects such as surprice meating with Catharandamus when you leave Saltmarsh, but I believe that they are in the prosess of being implemented. PS, I tried to be as vague as I could to not spoil anything... I failed, I know. But there is only a slite chance that I am even right so... as I am not part of the moding team.

And then there is the bug with the description with the Dagger of Throwing +2(or something simular), it says that it can't be used by clerics, but as I can't use it with Candella, Aesdale or Aleigha, nor can it be thrown. I know that this item wasn't exusivelly made for this mod, but it should have a Script that allows the player change it form melee to throwing, with is missing too.

And now, to the compliments, I really like the new quest option, and the recoloring of the former ice halls into glorious ember halls, as the lizardmen do surelly like it more. :Bow:

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#58 Sir BillyBob

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Posted 25 September 2007 - 03:18 AM

I too like the new look of the sahaugin lair. Leahnkain did a great job recoloring these areas for us.

Cath's quest for Umberlee is broken. I had forgotten to make the holy water so he could give it to you.

As for Aleigha, the necklace is used in the game to keep important characters alive so they can say something just before dying. After their talk, the necklace is dropped. Cath wears one too. The problem here is that both of them have important dialogs to say and sometimes their chances to talk crash into each other and so one gets the dialog out but not the other one. Or worse, neither gets to say anything. It all seems to be based on your battle tactics. I can get different results depending on who I focus my attack on.

She should talk with only 1 or two hits against her. Cath needs to be damaged more.

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


#59 leahnkain

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Posted 25 September 2007 - 06:52 AM

Candella isn't missing any points, she has points in all skills which players would never use. Like detect illusions. I didn't want her to take anything away for Shadow, so I built her skills differently. Jarno, thank you for the compliment, I did my best to try to make CA's maps match the original modules. Sanjana helped create many new maps too. The Silver Princess has been a long time favorite module of mine. Expect more low level modules to be included in the future.(the outdoor maps are done for them, as well as 60% of the dialogs.) We want the player to have a lot of choices based on their stlye of play.

Edited by leahnkain, 25 September 2007 - 06:53 AM.

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#60 MythrylEagle

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Posted 26 September 2007 - 09:40 AM

Candella isn't missing any points, she has points in all skills which players would never use. Like detect illusions. I didn't want her to take anything away for Shadow, so I built her skills differently. Jarno, thank you for the compliment, I did my best to try to make CA's maps match the original modules. Sanjana helped create many new maps too. The Silver Princess has been a long time favorite module of mine. Expect more low level modules to be included in the future.(the outdoor maps are done for them, as well as 60% of the dialogs.) We want the player to have a lot of choices based on their stlye of play.



Candella does seem to have an odd choice of weapon prof. In my game she has two levels of prof in long sword, and three levels of prof in two handed weapon specialization. I would think that it should be three levels of prof in two weapon specialization (dual wielding).
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