Jump to content


Photo

Bug Report for 0.45


  • Please log in to reply
57 replies to this topic

#41 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 19 February 2008 - 06:20 AM

No time delay. I didn't build one in. Rilithar leaves the party in the mansion and is moved directly to his home in town. It should take the party a hour or so to walk back to his home. He should be ready to reward the party.

Logically, this doesn't make sense because his reward dialog makes it sound likes his employees have gone through the vault and inventoried all of his new items. That would be impossible to accomplish before the party gets to his home, but hey, every story has a hole in the plot somewhere.

Not sure why Ril wouldn't leave the party once they teleport back to the mansion. The condition is just to make sure that Erebus is dead. So if for some reason he isn't, Ril won't leave the party.

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


#42 younes

younes
  • Member
  • 68 posts

Posted 19 February 2008 - 06:33 AM

Not sure why Ril wouldn't leave the party once they teleport back to the mansion. The condition is just to make sure that Erebus is dead. So if for some reason he isn't, Ril won't leave the party.


Sorry, English is not my first tongue so I may not have explained what happens correctly: After killing Erebus and going through the mirror (thanks to your most recent bug fix), Ril does leave the party. When he does so, he asks to come see him at his home for the reward. When I do so, he does not start any "reward" related dialog. He just start the " do you need me in your party" dialog. Sorry for the confusion.

#43 Jojo

Jojo
  • Member
  • 46 posts

Posted 20 February 2008 - 03:09 PM

This TC rocks! Here are some bugs I found.
Why can't I go on after roasting the slavelords? Is it supposed to be another capture scenario? I had too many arrows of detonation and potions of explosions, not to mention the element of surprise, to have this fight be a problem. Shadow triggered the dialogue while hiding in shadows, then told everyone where to target their web scrolls and exploding devices. It still was scipted excellently, however, and it turned out to be a good fight. Stalman won't die, however, and I ended up leaving his invulnurable but almost dead self in an obscure corner in the previous area while we all turned invisible and ditched him. What's the deal? Let me into the dungeons, dang it!
There's a problem with CTD's regarding the +3 fire bastard sword "Incinerator". Perhaps with the stun effect, I think, but when I used a different weapon, my CTD's dropped down to zero on Suderdam.
Is the backpack of holding found on Captain Girana supposed to have the PC's stuff in it? It has consistently caused a CTD every time I try to open it.
Buranta Kal sounds interesting, but my good aligned PC party had no room or time for her. When I dumped her, she turned blue and ignored me. I might try to advance an evil PC who can appreciate her more.
I love Rivian, but she won't give me more than sympathy! What, are good aligned half orc berserkers not her type? The romance is dead (sniff).

#44 Solar's Harper

Solar's Harper

    Under Star & Sky.

  • Modder
  • 2758 posts

Posted 22 February 2008 - 08:13 PM

CA is currently unfinished, the next modules are not yet released in the current version but expect them soon. :)
Rivian only romances a male elven PC who is not evil, and she prefers a good hearted one.

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!


#45 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 26 February 2008 - 06:45 AM

Rivian is very racist. Don't expect to romance her with anything other than an elf or half-elf.

Girana's backpack STO file is corrupt in the .45 RAR package. I have it posted here somewhere. Just download it to your override folder.

BTW, trying to sneak around in the first fight with the slavers does cause many problems. I will need to keep adding conditions to the area so you can't do this. Remember that they have been watching your every move in Suderham. They know you are in the room. I thought about starting you off with a cutscene of the party walking up to Eanwulf, but cutscenes have a way of hanging up the game so I wanted to avoid it.

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


#46 Lysan Lurraxol

Lysan Lurraxol
  • Modder
  • 976 posts

Posted 26 February 2008 - 11:22 AM

I thought about starting you off with a cutscene of the party walking up to Eanwulf, but cutscenes have a way of hanging up the game so I wanted to avoid it.


Also, cutscenes can be excruciatingly boring, especially when you're just sat watching lots of white text. Even more frustrating for fast readers like me. The cutscene at the atart of the Sheena mopd was the reason that I deleted that mod :wacko:

I imagine playing with 3D style cutscenes might be fun...but probably very time consuming.

*ramble over*


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


#47 --newbie--

--newbie--
  • Guest

Posted 27 March 2008 - 09:27 AM

Firsts things first, hello and many thanks for this great project. I'm currently playing it and encountered some things that appear to me as "bugs".

In Saltmarsh, the magic shop owner gives you as many voice potions as you want. You just have to pick the dialog line again and again, before leaving the shop. Not that it matters much, since they can't be sold and seem to do nothing when drunk, but still...

In some areas, like the sahuagin fortress and the ghost house near Saltmarsh (exterior map), the giant snakes are neutral and not hostile. Since they pop up constantly to prevent you from resting in the fortress map, I assume they were meant to be hostile. Same with neutral lizardmen guards in the lizardmen lair, entry level at least.

That's it for what I think are bugs. I read a bit on this forum because I had trouble resting, and saw that thread

thread about resting

So you supposedly have a chance to rest even if a slim one. Well in the big outdoors map around the lizardmen lair, you can't rest. At all. Even if you try a hundred times, a lizardman guard will pop out and prevent you from sleeping. I don't know if it is intentionnal or not. If it is, it's weird since it made me go back to town just to rest, and then come back.

#48 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 27 March 2008 - 09:43 AM

In some areas, like the sahuagin fortress and the ghost house near Saltmarsh (exterior map), the giant snakes are neutral and not hostile. Since they pop up constantly to prevent you from resting in the fortress map, I assume they were meant to be hostile. Same with neutral lizardmen guards in the lizardmen lair, entry level at least.

There is(should) always be a reason why the creatures are neutral, for example the snakes and other animal are neurtal if you are a druid or ranger, or one is close by so they don't turn hostile, but if you don't have one or go far enough with them, but leave the others standing near, they'll do turn hostile. The lizard men in the cave, are neutral cause because they are ment to be so you can talk with the captain/the brown lizard and go with him to talk with their leader. The interrupt is intentional, but only in the cave.

Deactivated account. The user today is known as The Imp.


#49 --Newbie--

--Newbie--
  • Guest

Posted 28 March 2008 - 04:27 AM

There is(should) always be a reason why the creatures are neutral, for example the snakes and other animal are neurtal if you are a druid or ranger, or one is close by so they don't turn hostile

I have Paraway in my team so that would explain it. Ok cool.

As for the lizardmen in the fortress, I assumed as much but I didn't know enough about modding to know if it was possible or not to have multiple "factions" for the same monsters on a single map. It's just weird to be prevented from resting by "neutral" creatures. :blink:

I'm having a blast so far with this, so I'll let you know if I encounter some other "bugs", but anyway I'll post some feedback in another thread when I'm through with my play.

Thanks again for your work.

#50 seven

seven
  • Member
  • 3 posts

Posted 28 March 2008 - 07:19 PM

Apologies if this has been posted before.

Wanted to highlight a possible bug I encountered while trying to get Blush in my party. So here's the story:

1) Rescued Aesdale from the ship and returned to Saltmarsh.
2) Reported to Saltmarsh Captain and was asked to return later for a meeting.
3) Went to Elence's shop - Aesdale departs for date with Blush.

Herein lies the bug:

4) Rested at inn, then went to see Saltmarsh Captain.
5) Returned to inn (upper level) and met Aesdale. However, Blush was not present, hence the full dialogue could not take place. Aesdale re-joins the party, but not Blush (naturally).

I realised that if I had went to pick up Aesdale before seeing the Saltmarsh Captain, both him and Blush would be at the inn's upper level and I would be able to recruit both of them into the party.

Edited by seven, 28 March 2008 - 07:20 PM.


#51 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 29 March 2008 - 05:28 AM

The order of meeting Blush vs talking to the captain do not matter. Blush and Aesdale should always appear 6 hours after they left you. Therefore, you can go talk to the captain, rest, wander around, whatever. After the 6th hour, both should spawn near the stairs. I am not sure why sometimes this works and other times it doesn't. I have tested it many times now and it has been working for me just fine.

Blush should appear first, than Aesdale. Once he sees a party member he will start the dialog asking for Blush to join you.

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


#52 FuzzT

FuzzT
  • Member
  • 9 posts

Posted 03 April 2008 - 09:48 AM

I want to comment on the Lizzardmen bug,
Whenever I tried to rest (After talking to the lizzardmen so they turned neutral) I still "woke up from monsters" and a blue neutral lizzardman guard stood there, not doing anything or dissapearing.
Otherwise I think this is a GREAT mod and if you need any help due to anything then don't hessitate to ask. (not saying you need it though)
-FuzzT-

#53 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 03 April 2008 - 10:30 AM

I want to comment on the Lizzardmen bug. Whenever I tried to rest (After talking to the lizzardmen so they turned neutral) I still "woke up from monsters" and a blue neutral lizzardman guard stood there, not doing anything or dissapearing.

The lizard's work as guards of their own cave, just like the city guards do in the cities, and so do the police in real life, you aren't supposed to live on the streets, including sleeping there, so the guards come to wake you up etc. be they human or lizard. Or have you tried to sleep in the Saltmarsh streets, don't the guards come to wake you up? -> If not, then there is a bug!

Edited by Jarno Mikkola, 03 April 2008 - 10:31 AM.

Deactivated account. The user today is known as The Imp.


#54 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 03 April 2008 - 10:47 AM

You will also encounter this "wakeup" when sleeping near the kobolds. However, I did add some random giant rats to trigger battles as well as just being awaken from kobold guards.

BTW, if you had fought the lizardmen, the one waking you would not be neutral. Game areas allow for different wakeup creatures but not different conditions on when you would be awaken. So even if you clear out an area, there is still a percentage chance of something waking you up. Definitely a limitation on the game engine but that is how it works.

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


#55 stilus luminis

stilus luminis
  • Member
  • 3 posts

Posted 08 April 2008 - 06:06 AM

Hi!

This is my first post here at the spellhold studios, please let me know if I did not choose the right place/thread for it.

First, thank you all for your efforts. I am enjoying the CA-Mod very very much. It's fantastic to play BG without being a baalsspawn (although being a god's offspring was not that bad either!). Please keep on going!

I experienced some of the already mentioned bugs (mirror in the haunted mansion in mistmoor, CTD after Kessa joins you on your way out of the slave holders dungeon, btw: killing her before she starts her dialogue helps also, the drunkard captain and his new crew...). But I found always the necessary information here at spellhold, so the problems were solveable.

However, now I am stuck. I am in that slavers city on the island captain tankard brought me to. I walked through the portal and was beamed to the city again. I killed several magmans and lesser fire elementals (what is not easy with the available weaponry), and killed the slaver gang in front of the ship. Now, if I use the ship's steering wheel, I get a messages: This chapter is now finished, and I am transported to a map which is partially looking like the Baldurs Gate dock district. But the map works not. I have no possibility to leave this map. And I can walk over water and through walls and houses. Well, being not a god's son anymore, I think the walking over the water -thing is not intended.

Any help how I can proceed?

Thank you!

#56 leahnkain

leahnkain
  • Modder
  • 8431 posts

Donator

Posted 08 April 2008 - 06:26 AM

You have just reached the end. We are working on more adventures to add to CA. There is another path to try if you talk to Chaarna in Oakhurst. We will be updating CA soon with more banters and three new modules.

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/


#57 stilus luminis

stilus luminis
  • Member
  • 3 posts

Posted 09 April 2008 - 05:51 AM

You have just reached the end. We are working on more adventures to add to CA. There is another path to try if you talk to Chaarna in Oakhurst. We will be updating CA soon with more banters and three new modules.



Ah, ok, did not know that. Thought that I might can go to Salgaunt (or how it is written) or somewhere else...

However: Thank you once more for the absolutely interesting mod and its colorful NPCs. I had a lot of fun! Looking forward seeing the next version!

#58 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 12 April 2008 - 04:09 PM

Ah, ok, did not know that. Thought that I might can go to Salgaunt (or how it is written) or somewhere else...

However: Thank you once more for the absolutely interesting mod and its colorful NPCs. I had a lot of fun! Looking forward seeing the next version!


Soon, very, very soon.

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