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Bug Report for 0.50a


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#1 Sir BillyBob

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Posted 08 September 2009 - 07:57 AM

Rurik should now be able to make all items without leaving components in his inventory. That doesn't mean you won't still have a dialog problem with him, but hopefully that is fixed as well.

Narcissa wasn't joining after Ril talked to you. She shoud now walk up to the PC to talk.

M.E. found lots of typos in the dialogs - fixed.

Fixed the gauntlets that the mage in the Tower of Inverness dropped for you. Also fixed the mephits and giant.

Fixed the Adder's Kiss spell and scroll.

Fixed Terra's bears. They should spawn as enemies now.

Fixed missing stores in Westgate but have not touched the dialog file of the carpenter yet. Don't worry, you don't really need him right now.

Added new area map of haunted house. Added new sounset for Meepo.

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


#2 Sam.

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Posted 08 September 2009 - 12:48 PM

Would it be possible to fix the soundset issue in the next patch, if there is one?

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

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#3 Jarno Mikkola

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Posted 09 September 2009 - 01:31 AM

Would it be possible to fix the soundset issue in the next patch, if there is one?

Meaning the small problem that can be fixed by just copying the files from the \Classics050\WAVC\ to your override folder, this of course can cause a bit lag, but there is far more lag causing things that can be easily solved with the help in here:#4.

Besides the new files would need to be biffed to not cause the lag, and that's bad solution... that can be corrected with either just reinstalling or not caring of it and using the above solution.

Edited by Jarno Mikkola, 09 September 2009 - 01:34 AM.

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


#4 --tufuq--

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Posted 09 September 2009 - 05:48 PM

My party come to the Council of Nine.After Brother Milerjoi say time to kill,it shows no valid replies or links.I tried it after dismiss the party,still show no valid replies or links.Then the dialogue ended,but nobody become hostile.My party killed other seven lords and make Eanwulf and Klim near to die,but no talk happen.How to make the story continue?

#5 tufuq

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Posted 10 September 2009 - 05:50 PM

My party come to the Council of Nine.After Brother Milerjoi say time to kill,it shows no valid replies or links.I tried it after dismiss the party,still show no valid replies or links.Then the dialogue ended,but nobody become hostile.My party killed other seven lords and make Eanwulf and Klim near to die,but no talk happen.How to make the story continue?


I use CLUAConsole:SetGlobal("TCSlaverFightStart","TC2052",1).The story continue.

#6 Sir BillyBob

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Posted 10 September 2009 - 06:24 PM

Still not fighting? I haven't heard anyone mention that bug in awhile now.

Sam - sorry, I totally forgot about that problem with version 0.50's installer. Thanks for reminding me. I probably won't fix it until the next major release. As mentioned, biffing the WAV files is needed to keep your game from slowing down.

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


#7 aKarma

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Posted 18 September 2009 - 09:47 AM

When you combine the signet rings at Rurik's, the items combined aren't removed.
You still have the individual signet rings and the scrolll of Protection from Fire

#8 Jarno Mikkola

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Posted 18 September 2009 - 10:57 PM

When you combine the signet rings at Rurik's, the items combined aren't removed.
You still have the individual signet rings and the scrolll of Protection from Fire

Did you really install the v0.50a patch, cause for me, the patching worked... so it removes the rings.

The door at area tc1300(at about x=260 y=1060) doesn't let anything in, don't know if it should but I can't get the go inside icon to show up.
The area tc1106 seems just a bit unfinished, the Madam Daisy and Fhalyssa both come to speak to me when I enter and the talks don't pause the game, so if I am not quick enough to answer M's question only F's options remain. Also the Bartender doesn't have shop, so the game crashes when I try the Drinking option.
Spoiler

Edited by Jarno Mikkola, 19 September 2009 - 01:58 AM.

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#9 Sir BillyBob

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Posted 21 September 2009 - 10:36 AM

Most of Westgate isn't finished. Right now I just wanted to get the new maps into the game so the other team members can start working on dialogs and plots for all these new buildings. And anyone else that has some ideas for stories here.

As for the doorway, no that isn't finished. To me the building looks like a factory. But I don't have any good interior maps to match the shape of the building. So for now, it doesn't let you go in.

Madam Daisy - okay, I'll work on Fhalyssa and the bartender. Thanks.

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


#10 joshuar9476

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Posted 01 October 2009 - 12:16 PM

When you combine the signet rings at Rurik's, the items combined aren't removed.
You still have the individual signet rings and the scrolll of Protection from Fire


the same thing happened to me ... i had the rings combined but everything stayed ... the patch is installed.
i have a witty signature thought up, i just haven't posted it yet.

#11 begolf00

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Posted 02 October 2009 - 02:19 PM

Dont know if this is my fault or a bug anyway the silver palace that Chaarna wants you to go to, it works great except the end. I kill the cleric and get the girl thats a werebear and who has that ruby sword the only problem is however that Chaarna wont say anything about the quest, nothing about getting the ruby sword. I've cleared the whole place out and she wont say anything about being there. If I go to the sunless citadel she leaves my party because I didnt go to the silver palace even though I've been there and cleared it out, along with killing the cleric and getting the girl with the ruby sword. So is this a bug, trigger scripts not activating. I'm using a clean bg2 with throne of Baahl install and the latest patch with classic adventures 0.50a. Everthing is working good except this.

One more note, I believe the protectors in the silver palace are either giving the party to much exp or there respawn rate (when resting there) should be reduced as a party can quickly level up there. Or they could be made harder.

Sorry if this is the wrong spot for this. I used the search engine but couldnt find to much to do with the silver palace. Like the mod alot, keep up the good work.

Edited by begolf00, 02 October 2009 - 02:20 PM.


#12 Sir BillyBob

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Posted 02 October 2009 - 03:52 PM

Interesting twist there.

You aren't looking for a Ruby Sword, you are looking for a Ruby Gem. Go back one map from the cleric and Aleigha and look for secret doors off the big throne room.

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


#13 begolf00

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Posted 02 October 2009 - 05:22 PM

Interesting twist there.

You aren't looking for a Ruby Sword, you are looking for a Ruby Gem. Go back one map from the cleric and Aleigha and look for secret doors off the big throne room.




Found it thanks for the help

#14 Sam.

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Posted 07 October 2009 - 08:39 AM

One more note, I believe the protectors in the silver palace are either giving the party to much exp or there respawn rate (when resting there) should be reduced as a party can quickly level up there. Or they could be made harder.

When I attack them, they rarely go hostile, and when one does, none of the others do. Tons of easy XP.

Sir BillyBob, for what it's worth I ran this Bad Area Ambient File Finder on my install and the only one from Classic Adventures it had a problem with was <AM_1005.wav> form TC4009.

TC4009: AM_1005.wav placed in #0 sound ref entry at 48 within Ambient Entry #0 has an invalid name (ie Does not exist)
TC4009: AM_1005.wav was erased because it did not exist.
TC4009: Ambient Entry #0 -- Sound count decreased by 1


"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#15 Sam.

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Posted 11 October 2009 - 06:45 AM

TCTAM.CRE seems to have some funky, corrupted items in the creature file but not set in his inventory.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#16 joshuar9476

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Posted 12 October 2009 - 12:24 PM

sorry i f this is known ... had rurik in my party since the beginning .. after getting blush and the others i told rurik to return to his shop .... the next time you talk to him you tell him all about what happened in you village as if he was never with me ...
i have a witty signature thought up, i just haven't posted it yet.

#17 Sir BillyBob

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Posted 15 October 2009 - 05:45 AM

Okay josh, I'll see why that is still happening.

Sam - ambient will be in the next version. Tam seems to be fine in DLTCEP. I'll have to verify with NI.

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


#18 joshuar9476

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Posted 15 October 2009 - 06:18 AM

Okay josh, I'll see why that is still happening.


i just noticed why it's happening when i went back in to talk him him there are two rurik's ... the one who's the merchant and the one that i dismissed from my party ... if it matters, i cut him out of my party in his shop.

also, in the bottom of the pirate ship where you pick up aesdale, i had quite a bit of a problem with the non enemy rats. They all congregated in that tight spot wheere you go back to talk with aesdale , thus preventing me from getting to him without ctl-j or killing them all. after the cut scene, they prevented me from getting back up the stairs. not a big deal, just something i noticed.
i have a witty signature thought up, i just haven't posted it yet.

#19 Sam.

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Posted 15 October 2009 - 06:21 AM

Tam seems to be fine in DLTCEP. I'll have to verify with NI.

DLTCEP doesn't have the capability to pick up on the problem. NearInfinity is probably the only utility that does.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#20 -Not a stripper-

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Posted 18 October 2009 - 10:39 PM

My party come to the Council of Nine.After Brother Milerjoi say time to kill,it shows no valid replies or links... Then the dialogue ended,but nobody become hostile.


Same thing here. I had to initiate the fight, which gives a great advantage.

My party killed other seven lords and make Eanwulf and Klim near to die,but no talk happen.How to make the story continue?


Almost the same. I used AoE spells, exploding potions and arrows, and no dialogue, but 8 council members dead and an unkillable pissed off cleric chasing me.

I then retried with more care and Eanwulf gave his dialogue just fine when wounded enough.


Then I was robbed of my possessions and left naked, without any possible way to avoid it, for the second time. That's when you guys lost me. Too bad, I liked this mod well enough until then. Second time's not the charm. Sorry. :unsure: