Version 1 bug reports
#1
Posted 25 December 2007 - 06:27 AM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
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#2
Posted 30 May 2008 - 07:33 PM
#3 -Guest-
Posted 04 August 2008 - 12:56 PM
also, a minor grammatical error in b!aidan.tra:
@246 = ~And that is the charge I would place upon thee: to restore this sacred artifact to the its place in the temple that has fallen into shadow.~
#4
Posted 10 September 2008 - 12:03 PM
#5
Posted 30 September 2008 - 09:00 PM
I have noticed that if Aidan leaves like the above posters described, it is because player 1 can't be seen. Hopefully we can get some more info on that from others as I do not have a lot of time to play mods right now.
For example, equipping items that give invisible effects will cause him to leave and force talking him will get the "is busy" text.
Hope that was some help to anyone with the problem if they encounter it.
"If you think that a size of the mod indicates an amount of bugs that it introduces and their severity you're totally wrong...
Try not to use next time a load of shitty "super-mega-improving-tweaking-revising" small mods that you have installed and try to meet Wulfgar once again." - King Diamond
The Definitive Guide to Trolls
"Finding food and a place to sleep is your own business. I imagine Paul the Cat should have some fun with you, too" - Potencius in The Darkest Day
"You have been warned, little bastard!" -Khelben to a young <CHARNAME>in Check the Bodies
There are those who will snivel, and offer nothing in return except criticism, meanwhile never lifting a finger to do other than to cut other peoples labor down simply for the fact that they lack the capability to put anything of their own together. -erebusant
#6
Posted 01 October 2008 - 06:04 AM
I poked around a little and I think I know what is happening. If you complete the quest for Kamir, the paladin in the graveyard before Aidan is spawned, Aidan will leave the graveyard and you will not be able to talk to him. If you have not talked to Kamir first, Aidan should work as expected.
I could work around the issue by changing the Global variable KAMIRWARD to 0 and respawning Aidan, but I didn't want to reactivate Kamir's quest. A better solution was to change the Class script in Aidan's creature file from KAMIR.BCS to NONE. When I did this and then respawned Aidan, everything worked fine.
#7
Posted 08 December 2008 - 03:59 PM
It says, roughly, that Aidan was distracted by dryads and failed to complete his last mission, delivering a holy mace to the temple of Amuantor. I have agreed.
Presumably it is 'I have agreed to help him complete his mission' or something like that is intended.
Edited by lac, 08 December 2008 - 04:00 PM.
#8
Posted 22 December 2008 - 04:25 AM
or ...Is it likely the lich will use it against us?
Aidan tells you that no undead can wield it, but doesn't then either a) leave or b) get back to a menu with more talk options. He just stands there, and is unwilling to talk with you. All the other choices give you a chance to have Aidan stay and talk a bit.
#9
Posted 14 February 2009 - 06:21 PM
Line 110, MONHP instead of MINHP1.
Correct me if I'm wrong.
#10
Posted 14 February 2009 - 06:44 PM
But thanks for pointing that out! It's cool that folks read the tp2.
Turns out that there have been some posts while I was not signing on so often.
The lich can't use it against you. When you get it, you'll see why.Meeting Aidon outdoors, I think the second meeting, he wants to describe his lost mace to me. Ok. If you select the dialog options ....that and it will likely be in the hands of a lich
or ...Is it likely the lich will use it against us?
Aidan tells you that no undead can wield it, but doesn't then either a) leave or b) get back to a menu with more talk options. He just stands there, and is unwilling to talk with you. All the other choices give you a chance to have Aidan stay and talk a bit.
I'll have to look into that, about the not leaving. It's been a while, I'm afraid, so I dont quite remember how that talk was supposed to end. Sorry.
Yes, your journal should probably say that you agreed to help him with his quest. I'll see about getting that updated.Presumably it is 'I have agreed to help him complete his mission' or something like that is intended.
Gah. That really is inexcusable. I copied the CRE on the fly from one I knew was a paladin and wearing plate mail. It's an easy fix. I'll change the script assignment in the tp2.I could work around the issue by changing the Global variable KAMIRWARD to 0 and respawning Aidan, but I didn't want to reactivate Kamir's quest. A better solution was to change the Class script in Aidan's creature file from KAMIR.BCS to NONE. When I did this and then respawned Aidan, everything worked fine.
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
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#11
Posted 14 February 2009 - 11:01 PM
But I haven't found the item with that name in my game...Turns out that MINHP does something else, and that MONHP was the item I wanted.
#12
Posted 02 March 2009 - 10:39 AM
My knowledge of Near Inifinity is basic in the extreme, but I thought I'd take a whack at fixing the issue, since it seemed fairly simple. Unfortunately, I didn't know how to change the script to NONE, but since all that was needed was to change it from Kamir to a different paladin who didn't have anything to do, I changed it to Ajantis' script (the guy pretty much just dies in SoA, right?), and crossed my fingers.
Getting around the graveyard CTD was a little more troubling, but a little snooping in Shadowkeeper turned up the Aidanexists global, which was set to 1. Crossing my toes, I set it to 0, saved the game, and loaded back up.
All worked like a charm. Aidan was where he was supposed to be, he said the things he was supposed to say, and since we're only more or less one talk away from the resolution to his quest, I think it's safe to say that I done good. I always used to dream of being a modder; now, I ARE one!
By the way, I know this isn't the proper place for gushing praise, but I LOVE this mod. The quest is simple but important, the dialogue is EXTREMELY well written, and Aidan is a marvelously poignant creation. My only beef is that Amauntor should let me keep the damn mace, especially given all I've done for him. Failing that, it would be nice if some mention were made of the battle with Bodhi, and how useful the mace would be during that, after which it could be delivered to Amauntor. But these are just quibbles. Kudos on a job extremely well done.
#13 --Ajnos--
Posted 25 March 2009 - 07:49 AM
Gah. That really is inexcusable. I copied the CRE on the fly from one I knew was a paladin and wearing plate mail. It's an easy fix. I'll change the script assignment in the tp2.I could work around the issue by changing the Global variable KAMIRWARD to 0 and respawning Aidan, but I didn't want to reactivate Kamir's quest. A better solution was to change the Class script in Aidan's creature file from KAMIR.BCS to NONE. When I did this and then respawned Aidan, everything worked fine.
The version number hasn't changed, is this Kamir problem still an issue?
#14
Posted 04 April 2009 - 07:40 PM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
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#15
Posted 05 April 2009 - 07:20 AM
Open up the tp2, and look for the block that begins COPY_EXISTING ~kamir.cre~ ~override/b!aidan.cre~ and ends with SAY INITIAL_MEETING @5
Replace that whole block with this
COPY_EXISTING ~kamir.cre~ ~override/b!aidan.cre~ ADD_CRE_ITEM ~sw2h01~ #0 #0 #0 ~IDENTIFIED~ ~WEAPON1~ EQUIP ADD_CRE_ITEM ~monhp~ #0 #0 #0 ~IDENTIFIED~ ~AMULET~ ADD_CRE_ITEM ~ghost~ #0 #0 #0 ~IDENTIFIED~ ~LRING~ WRITE_ASCII 0x248 ~b!aidans~ #8 // assign override script WRITE_ASCII 0x250 ~~ #8 // assign class script to null from kamir.bcs WRITE_ASCII 0x2cc ~b!aidan~ #8 // assign dialogue file WRITE_ASCII 0x280 ~b!aidan~ #32 // assign DV WRITE_ASCII 0X34 ~b!aidans~ #8 //small portrait WRITE_BYTE 0x2c 105 //metal color (white) WRITE_BYTE 0x2d 105 //minor color (white) WRITE_BYTE 0x2e 105 //major color (white) WRITE_BYTE 0x2f 13 //skin color (light pure silver) WRITE_BYTE 0x30 105 //leather color (white) WRITE_BYTE 0x31 105 //armor color (white) WRITE_BYTE 0x32 10 //hair color (light pure gold) SAY NAME1 @4 SAY NAME2 @4 SAY INITIAL_MEETING @5
Install the mod, and you should be good to go.
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum
#16
Posted 31 October 2009 - 05:37 PM
#17
Posted 22 March 2010 - 10:51 PM
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
berelinde's mods
TolkienAcrossTheWater website
TolkienAcrossTheWater Forum