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Bug list for 0.44


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#41 kerill

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Posted 14 December 2007 - 01:52 AM

One other issue I had was with Rurik after he entered the party. The first time we got to his smithy I could buy and sell things no problem and he gave me options for making things with the signet rings or rings of protection. However, ever since he made the new signet ring using the other two if I click on him in his smithy it says "cannot initiate dialogue, rurik is busy" after this rurik gets the same sort of jittery movement cancel bug that you would sometimes get with Aerie after becoming drow in the underdark. I have save games if anyone needs them.

On a side note to that the 50% fire resistance from the two signet rings stacks to 100% (as do their save modifiers) but the super signet ring only offers a total of 75% resistance making it technically worse (although it saves a ring slot). Not a big thing but worth mentioning.

For the corruption and smuggling quest after I got the downstairs key the secret door was locked and couldn't be opened by the new key (I had to ctrl-j to get to the other area beyond it, not that there is much there but still)

Finally for the sahaugin quest, the captain gave me the quest, I set off killed everything required. When I came back (with slaps on back from lizard king etc.) and talked to the captain it started off a new meeting dialogue where they once again tasked me to find the secret hideout and re-updated my world map. I had to talk to the captain again before balthis would offer up the NPC then go back and talk to the captain a couple of times before I got the final reward for the request. Again not a big issue since it isn;t a gamebreaker but I'll mention it just in case. Apart from that great mod and great use of the old areas rehashed as new.

My only problem is occasionally it isn't clear where you have to go or click to go to the next area and some signs might be helpful. For example how to get from the small boat to the ship (I was clicking on the circle arrows on the back of the ship for ages before trying the sail of the boat).

#42 Jarno Mikkola

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Posted 14 December 2007 - 02:55 AM

...after I got the downstairs key the secret door was locked and couldn't be opened by the new key (I had to ctrl-j to get to the other area beyond it, not that there is much there but still)

The key is for the other door in the basement, and to open the door you are talking about, you need to find the leavers for it(3) with find traps skill. :whistling:

On a side note to that the 50% fire resistance from the two signet rings stacks to 100% (as do their save modifiers) but the super signet ring only offers a total of 75% resistance making it technically worse (although it saves a ring slot). Not a big thing but worth mentioning.

I think this is a balancing issue, that's a good reasons why the resistance is only 75% and not 100%. There is only one +3 ring(that I have come upon to have), and the Signet ring would be +2 and 100% fire resistance, <_< now that's a little over powered.

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#43 Sir BillyBob

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Posted 14 December 2007 - 06:29 AM

Exactly, I didn't want to do 100% for fire resistance. You can always add other items to increase your total to 100% or higher.

As for Rurik, he should finally be working as of version 0.44. I fixed some settings that I broke in 0.43. Depending on when you did the conversation and installed 0.44, you may be stuck. Some globals need to be set back to 0 so he will say the right dialog.

Not sure why your conversations with the captain recycled. I haven't heard anyone else mention this yet. I did make a few changes to her dialogs in 0.44 but it shouldn't cause this problem.

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#44 Dr.Shaman

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Posted 14 December 2007 - 11:56 AM

Now that you mention rings, I notice that Ring of Protection +3 is not counted as magical item, and it is possible to use it with other items of protection and magical armor, which is a bit unbalanced too.

#45 Jarno Mikkola

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Posted 14 December 2007 - 12:29 PM

Now that you mention rings, I notice that Ring of Protection +3 is not counted as magical item, and it is possible to use it with other items of protection and magical armor, which is a bit unbalanced too.

No it's not, as you should have this component in your WeiDU.log:
SETUP-CLASSICS042.TP2~ #0 #3 // Wear Magical Armor AND Magic Rings (etc.)

But I found a bug with Collette, she also sells the 3 unidentefied potions of Invulnerability. The same as Tinker earlier. <_<

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#46 Dr.Shaman

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Posted 14 December 2007 - 01:03 PM

No it's not, as you should have this component in your WeiDU.log:
SETUP-CLASSICS042.TP2~ #0 #3 // Wear Magical Armor AND Magic Rings (etc.)

As far as I know, this is optional component, which in my opinion is a bit unbalanced so I did not install it.
This work almost same way as those signet rings... two are better than upgraded one, but one save a slot. So, common Armor with the item of protection +X is better than Armor +X because of bonus saving throws, but +X armor save a slot.

Edited by Dr.Shaman, 14 December 2007 - 01:32 PM.


#47 MythrylEagle

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Posted 14 December 2007 - 02:07 PM

a few more typos,

TCRILQ.d

negiotiating > negotiating [multiple]

TCMMEREB.d

distroyed > destroyed
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#48 kerill

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Posted 14 December 2007 - 07:01 PM

Ok a more serious bug this time. When I meet Pel'ja I get teleported to meet Ilewtharyn, dialogue works fine and I can choose party members. However when I finally agree I'm good to go he has a final conversation with althon, screen goes dark, loading area pops up- then I'm back at the same place except everyone except althion are in a dark area at the top left (otherwise only accessible with ctrl-j it seems). Althion is near Ilewtharyn and can talk to him- the same dialogue options appear as the first time (why am I here, tell me about the vault etc.) and I can choose the party dialogue (even though I now have 6 members). This time when I tell him I'm all ready nothing happens. But if I talk to him two more time I get the end of quest spoiler (about someone becoming a lich, get a reward from Ilewtharyn and get teleported back to the city. At this point it keeps on autosaving and re-loading the city until I paused it and saved (and re-loaded the save).

Short version would be I can't do the myth drannor quest. Originally in party were me (F/M/T), shadow, dilbert, rihn, Vildamyr and the paladin from mistmoor. OH I have a familiar as well but that doesn't seem to be the problem. I guess its something to do with the dialogue with althion since he is the only one who doesn't get teleported to the top righthand of the screen.

#49 Sir BillyBob

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Posted 14 December 2007 - 07:04 PM

Shaman,

Items that can't be combined are based and controlled by a 2DA file that the game has. Since this is a list of Bioware items, additional items (non original to the game) are not there, and therefore exempt. All the optional install component does is wipe out the list so everything can be combined if you want. The list could be extended for these items but I haven't touched the list to do so. Since I always add the option of removing this restriction, I wouldn't have anyway to really test it.

Therefore, if you want to, please post a list of such items and I will tweak the original list for those of you who prefer this restriction. So right now we have three rings? Four with the combined +1 rings. Hmm, that means all Item Upgrade items and Ruad Items need to be looked at also, though I don't think either adds many rings or amulets. What are the original restrictions? No armor and shields or just no rings and armor? I haven't played the game that way since it first came out. I don't even know anymore.

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#50 kerill

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Posted 14 December 2007 - 07:16 PM

For shamans comment :

The original restrictions were if you wear +X armour you can't have any +X rings, cloaks or amulets. If you have a +1 amulet you can't have any other +Xitems. In your mod you can wear armour +1, amulet +1 (in large supply via sahaugin priestesses) a +1 cloak and a +2 ring so its possible to get much better AS and saving throws. Personally I don't mind since it makes bards, thieves, mages and non-tank characters more survivable. Thats why things like the ring of gaxx were so important in the original- there were few items that could give you an extra +2save and +2 to saving throws. Thats alo related to the problem Imentioned with the two signet rings earlier- in the original they would probably set your FRto 50, so wearing two rings fire resistance would still be 50, whereas in your mod they all stack (so the two rings give you 100).

If someone can give me the right area code for myth drannor and an idea of where I should be starting that would be cool. Am I meant to start underground in the same are as the clay golem guarding the door or above ground where the alhoons are?

Edited by kerill, 14 December 2007 - 09:40 PM.


#51 Dr.Shaman

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Posted 15 December 2007 - 03:04 AM

As mentioned above, magical items are armors, cloaks, rings and amulets (no shields), so basically, items to add are cloaks, rings and amulets of protection and enchanted armors +X. However, I am unsure if it is worth the bother.

Err... Is it okay to travel to Slegaunt Bridge before Sahuagin/Lizardman quest is complete?

#52 leahnkain

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Posted 15 December 2007 - 03:16 AM

Err... Is it okay to travel to Slegaunt Bridge before Sahuagin/Lizardman quest is complete?

The only way would be to use a cheat. In the near future there will be a new path to take you there without going to a swamp. Myth Drannor starts above ground. Pel'ja is your only way back so I think you need to go through the usual route...I could be wrong. I have a question for everyone, has anyone successfully gotten Icar into there group?

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#53 Jarno Mikkola

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Posted 15 December 2007 - 03:18 AM

If someone can give me the right area code for myth drannor and an idea of where I should be starting that would be cool. Am I meant to start underground in the same are as the clay golem guarding the door or above ground where the alhoons are?

Above ground where the alhoons are.(upper right corner, the Pel'ja should be there)

Err... Is it okay to travel to Slegaunt Bridge before Sahuagin/Lizardman quest is complete?

Yes, if you don't mind missing the Mistmoor quest and the experience points and few NPCs, but basically you can, and you can always come back to them.

These are, if you don't mind cheating of course! :whistling:

What are the original restrictions? No armor and shields or just no rings and armor?

No rings, cloaks and armor. Shields can be what ever. Helms can be, and so boots, belts and so on, as long as they aren't just +x items.(So they need a specific name.)
The thing here is, it can be come quite difficult to balance the mod with the component, to the one without it, and the mod makers are busy enough without the need of it, and so I would recommend to use it. Buut... it's your private business, if you want to play it that way. Just keep it that way...

Edited by Jarno Mikkola, 15 December 2007 - 03:40 AM.

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#54 Dr.Shaman

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Posted 15 December 2007 - 04:29 AM

Err... Is it okay to travel to Slegaunt Bridge before Sahuagin/Lizardman quest is complete?

Yes, if you don't mind missing the Mistmoor quest and the experience points and few NPCs, but basically you can, and you can always come back to them.

These are, if you don't mind cheating of course! :whistling:

It is possible to do so without cheats. It is possible travel to Mistmoor from Sahuagin Fortress exterior (without going inside), and there’s a merchant in the Mistmoor tavern, who can get you to Selgaunt if you agree to guard his caravan.

#55 leahnkain

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Posted 15 December 2007 - 05:27 AM

Err... Is it okay to travel to Slegaunt Bridge before Sahuagin/Lizardman quest is complete?

Yes, if you don't mind missing the Mistmoor quest and the experience points and few NPCs, but basically you can, and you can always come back to them.

These are, if you don't mind cheating of course! :whistling:

It is possible to do so without cheats. It is possible travel to Mistmoor from Sahuagin Fortress exterior (without going inside), and there?s a merchant in the Mistmoor tavern, who can get you to Selgaunt if you agree to guard his caravan.


Thank you for pointing this out. I will email SirBillyBob about this.

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#56 Sir BillyBob

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Posted 15 December 2007 - 05:45 PM

Well, yes, you can bypass the Sahuagin war and go to Selgaunt this way. I don't really see a problem with it except that when you then head to Westgate, you should be about 4 levels weaker than a normal game. Therefore, it could be extremely tough to continue. Maybe not if you like that kind of challenge.

As for Lord Mac, the caravan leader, you do have to wait a few days (maybe a week) before he will take you to Selgaunt. Did you really just rest that long? I don't think I have the patience to attempt it. I don't really see anyway to block this loophole since we are working on a different path for players to take instead of the U modules. I guess Lord Mac could check to see if you completed one of the two module series. Again, at this point I don't see that being an issue other than making the slavers much harder for you. I can't think of any game plot lines this breaks.

As for the multiple protection items, I can update the list for our items but I could never be able to block any other mods you add, so in theory this list would always be out of date. As for the two Hucrele rings, you can wear both (thus getting 100% fire resistance) or do the same thing with a Ring of Fire Resistance and a Hucrele ring. Basically, adding a resistance can be done as either a percentage added to your base (usually a base of 0) or it can be a set amount. If set, it overrides any other bonuses you already have and can therefore lower a resistance. Since wearing both rings is no different than other solutions to give you high resistance, I don't see a reason to try to block this. Potions of Speed don't check to see if you are wearing Boots of Speed. Healing potions don't check to see if you are wearing a Ring of Regeneration. So there is no real difference here as far as resistance bonuses. That of course is totally different than the ability to wear multiple protection magic. For now I will leave the list alone and concentrate on other bug issues. But it is always good to hear how others attempt to play the game.

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#57 Dr.Shaman

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Posted 16 December 2007 - 01:45 AM

As for Lord Mac, the caravan leader, you do have to wait a few days (maybe a week) before he will take you to Selgaunt. Did you really just rest that long? I don't think I have the patience to attempt it. I don't really see anyway to block this loophole since we are working on a different path for players to take instead of the U modules. I guess Lord Mac could check to see if you completed one of the two module series. Again, at this point I don't see that being an issue other than making the slavers much harder for you. I can't think of any game plot lines this breaks.

I simple saw the possibility and attempted it. :) Of course, I had to rest some time before caravan is ready. And I wasn’t sure if it is a bug, and it’s possible to return anyway.

#58 Sir BillyBob

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Posted 16 December 2007 - 12:54 PM

True but you bring up a valid point for our next major release. Once Selgaunt is done and the party returns to it, a player could go back and fight the Sahuagins at level 15 instead of say level 7. That would be a must easier fight. While I may want to :new_bottom: any person that posts here about doing so and whining that the fight was too easy, it might be easier if I just block out this possible hole.

This is also a main reason why we only give you the Silver Princess or the Sunless Citadel mods as starting points. If you did both, the second one would be much easier than it was designed to be. I also don't want players going back after the slavers and attempting either one when they are now at level 12 or so. Again the issue is that this would be way too easy for you and attempting to strengthen each mod just for that possible sneaky player, isn't worth the work it takes.

Not to say that somebody else a year from now won't want to make a mod to toughen those areas for this very reason.

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#59 Solar's Harper

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Posted 16 December 2007 - 04:48 PM

Aha, now I remember what I was going to post before the stuff below.

I was wondering if anyone has been able to trigger banters (B"File".d linked ones) as of yet with the attachment provided in this thread (thanks Sir BillyBob)?

Because from what I've seen thus far, I'm not sure if any of them belong to those files, in fact some I know go to the J ones instead.
It's pretty curious.

No other special conditions (Only CA0.44 in other words)

I should also say that Blush and Aesdale also break up, and then Blush returns to the player requesting her leave, taking Aesdale with her to some inn. Is this canon content? Usually I don't bring them along so I don't know.

Then again this is also likely part of the bug mentioned a page or two ago on this thread, so I wouldn't rule that out.

Not to say that somebody else a year from now won't want to make a mod to toughen those areas for this very reason.

Aye, that is a possibility. :)

Just on that issue however, and I know this has no place in the bug list but I want to avoid wasting forum space with another thread, so please feel free to do whatever with this post moderators. :)

Edited by leahnkain, 16 December 2007 - 04:50 PM.
Moved half the post to the workrooms

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#60 Sir BillyBob

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Posted 17 December 2007 - 06:44 AM

Blush is supposed to leave the party after Rilithar rewards everyone. She will head to her new temple in Saltmarsh. You will be able to talk to her there and buy some items from her new store. Does this actually work? I don't know. I built the scripts and dialogs but haven't run a party through it yet to work out the kinks. I hope to do that this week if possible.

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