Bug Report for 0.53
#61 -guest-
Posted 30 January 2011 - 05:48 AM
Here are some points: TC1200 minimap Painbliss Hall and The House of the Wheel are interchanged. This might be a feature but on TC1605 you can walk through a wall, where some nasties are spotting you, or even missing a secret door there. An other feature might be the acid arrow from Dracandros (TC1309) hitting your party members when he and his mates are already dead. A trap he has been setting before the battle? Your character tells Candella that your mother died long time ago, but Elminster is going to tell your group that the slavers killed both your father and your mother in Oakhurst. Perhaps I misunderstood your text in this case. Have not the Area code for the maze in Suderham, but one of the three invincible stalkers wont score 500 Xp(=0XP). Perhaps this is not ready for now, but when I am freeing Rivian at the temple she offers to meet me in an Inn in Westgate, so I am not able to find her there again. And the last point are the Fletscher's in Mist Moore. Only one time the quest was soluble for me. Most of the time the captain in Saltmarsch has nothing to say. It seems to be easy for me to crunch your codes(Variablen).
#62
Posted 30 January 2011 - 01:37 PM
TC1605 - illusionary wall, same as in IWD where this comes from
TC1309 - Couldn't tell you. I assume a spell hit you after he already died. Nothing here is changed from SoA.
Candella/Parents talk - we had changed this awhile ago and forgot about Elminster. His dialog is now fixed.
Maze - as far as I can tell, the stalks are all the same creature file. All should give you the same XP.
Rivian - interesting miss. I have her other dialogs pointing to the inn at TC1201 but not that one. Fixed.
Fletcher - What quest? They mention the spear, Heart Stopper, but there is no quest to give it to them.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#63 -gust-
Posted 30 January 2011 - 04:10 PM
Elminster is an old man he is allowed to forget something, me too, so I did not remember this walkable wall. But I fear that Classic Adventures are guilty in this case, because of them I stopped playing IWD1 and Planescape games. This is the way of the old man, or in other words: Thank You for the work. TC1309 Dracandros is already dead. He has to go at first, otherwise my party could not stand this battle. It happens in the so called Shadowtime. When his fellows are slain then it is time to disarm two traps and then his acid arrow(or two) is (are) going to hit my party. But I remember that there is also a trap on the floor on one of these amnish maps, so it might be possible, that Shadow cannot detect this trap. Don't worry about that, I was just wondering. Maze-wise I checked with NI the three .cre files and found one with no XP. This might be my fee for the internet missing a byte or a word. Concerning the Mist Moor side quest. After Sharpeye returned home to his family, his wife gone ask you if you could talk to the captain in Salt Marsh what has happened to her payment due to her shipment to the city. On my first run with 0.53a this quest was soluble. But never before and with my second try with 0.53a it ends with a captain, who has nothing to say. So I twisted some pointer.
#64
Posted 05 February 2011 - 10:05 AM
Maze - Yes, one of the CRE files is the wrong one. Fixed.
Mistmoor - I forgot about the side quests. I haven't run through them in over a year. I've probably broken the dialog when adding something else to the Captain's dialog. I'll take a look. Thanks.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#65
Posted 08 February 2011 - 10:04 AM
If you agree to the quest, the global is TCArrowQuest which is set at 2. The captain should talk to you asking if you need any assistance. There should be a dialog option to ask about Sharp Eye's payment. Everything looks correct from what I see.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#66 -Guest-
Posted 10 February 2011 - 04:47 PM
#67
Posted 12 February 2011 - 06:50 PM
Aleigha and Cath are both hard to have join because everyone has low HP and any good solid hit will kill them. They both wear an invisible item which should keep you from killing them but I still have had it happen. Aleigha just needs a couple of Dirbert's arrows in her to trigger her dialog. Same with Cath. However, if you used any poison or other lingering damage, it is possible for them to stop fighting but die anyways. My best suggestion is to take out the dwarves first.
BTW, Aleigha and Candella are in my current party.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#68
Posted 12 February 2011 - 08:52 PM
In the end, I followed the advice listed in the other posts, which was to use the CLUA console to teleport to the swamp, after which the map worked correctly. Just letting you know it happened.
#69 -Guest-
Posted 12 February 2011 - 11:43 PM
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 4
~SETUP-CLASSICS053.TP2~ #0 #0 // The Classic Adventures TC mod, version 0.53
~SETUP-CLASSICS053.TP2~ #0 #1 // Install Banter Accelerator
~SETUP-CLASSICS053.TP2~ #0 #2 // Install Exnem Items
~SETUP-CLASSICS053.TP2~ #0 #5 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-CLASSICS053.TP2~ #0 #6 // Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
~SETUP-CLASSICS053.TP2~ #0 #8 // Install 1PP's Flaming Sword animations pack
~SETUP-CLASSICS053.TP2~ #0 #9 // Install the Ion Stone animations pack
~SETUP-CA053A.TP2~ #0 #0 // The Classic Adventures TC mod patch, version 0.53a
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.38
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.38
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #15 // Thrown Spiritual Hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v3
~AURORA/SETUP-AURORA.TP2~ #0 #0 // Aurora's Shoes and Boots: v5
~AURORA/SETUP-AURORA.TP2~ #0 #10 // Small portraits for NPCs -> Merchants and minor NPCs: v5
~AURORA/SETUP-AURORA.TP2~ #0 #9000 // Fix area creature references: v5
~P5TWEAKS/SETUP-P5TWEAKS.TP2~ #0 #60 // Increase Spear Range and Damage: v5.1
~SETUP-SUBRACE.TP2~ #0 #0 // Subrace Mini-Mod Pack Rebuilded version 0.76a Beta
~SETUP-BGII-SUBRACE.TP2~ #0 #0 // Subrace mini-mod for BGII v1.0
~SETUP-W_3KRADZIEJ.TP2~ #1 #0 // EXE PATCH
~SETUP-W_3KRADZIEJ.TP2~ #1 #1 // W_3kradziej
~SETUP-WARRIOR_PACK.TP2~ #0 #0 // Warrior KitPack
But I uninstalled all mods and left only classic adventures and patch for it and guess what: CRASH. I gave up old 0.52 version for this very thing and hoped that next one will remedy the issue. Tough luck it seems. All I can think of before I give up from whole thing is reinstall Throne of Bhall without my no CD crack but that is a slim chance and takes time. I remember that I seen strange thing after Candella and Duchess joining dialog, some synthacs errors in blue text. So strange that duchess finds way out in all games but my.
#70 -Guest-
Posted 13 February 2011 - 02:03 AM
#71
Posted 14 February 2011 - 05:50 AM
Because you needed to go out the Southwest gate and off the West edge of the map. South takes you to the haunted mansion, but West takes you to the swamp, Mistmoor, and Selgaunt.I encountered an issue tonight, which I see from older posts on this forum that it had come up several years ago with two other users. I completed the part with the pirate ship, and the guard captain back in Saltmarsh told me to go to the swamp, and my world map was updated. The swamp area showed up, yes, but it was grey and unable to be selected, so I couldn't actually go there. I tried leaving from both the top of the screen (leads to the map) and the bottom (leads to the haunted house). Also tried going to two other screens (the home town area and the Tinker's place) to see if I had to approach from one of those maps, but that didn't work either, and you don't seem to have intended that anyway.
In the end, I followed the advice listed in the other posts, which was to use the CLUA console to teleport to the swamp, after which the map worked correctly. Just letting you know it happened.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#72
Posted 14 February 2011 - 05:56 AM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#73
Posted 14 February 2011 - 07:05 AM
I see. I went back to an earlier save and tried that, and it worked.Because you needed to go out the Southwest gate and off the West edge of the map. South takes you to the haunted mansion, but West takes you to the swamp, Mistmoor, and Selgaunt.
I wasted a lot of time looking for an exit point that worked, on that map and the others, including looking for map notes stating what the exits were supposed to be. Since there was no map note on the intended point, I thought it was the same exit point as the one that went to the haunted mansion. It would be nice if you made it clearer in-game where exactly we're supposed to go. If not a map note, perhaps explicit directions in the journal/quest log, beyond "I need to go find a secret hideout in the swamps."
#74 -Guest-
Posted 15 February 2011 - 06:27 AM
Action Errors:-Action:MakeGlobal Not found. Check for proper brackets. Line Number: 5
My party consists of my pally Champion of Torm kit, Rurik, Dirbert, Chaarna, Shadow and Candella. I left Paraway near Tinker before I enter palace second time to pick that blonde babe. Since I doubt this issue will be resolved I will simple delete Duchess variable and left her to rot beside exit. To hell with her 50 gold and 200 xp. I noticed some other stuff for example stirge which looked like giant bat is now goblin with axe but I think that is related with Aurora mod. Paraway who is supposed to have armour usage per barbarian class can't use splint mail and chain ( but in old 0.52 version this problem didn't happen).
And finally is it notorius bug with Meepo solved? More specifically when you solve his White dragon quest and ask him to rejoin if you enter in goblin area you are stuck forever beacuse he is in the party but remains in kobold zone and you can't exit the area. Otherwise this mod really rocks and I can't wait to be finished and polished ( it's long walk I know ).
#75
Posted 15 February 2011 - 07:36 PM
Duchess - your error message claims the MakeGlobal() command isn't valid, but it is. In fact, I use it for these 2, Rilithar, Chaarna, Meepo and others to move them around the areas as if they were NPCs. This is for situations where you didn't have them join but I need to make sure they appear in multiple locations without creating and then destroying their CRE files over and over again. I just ran Duchess and Can's dialogs through DLTCEP and it still shows everything is valid. Of course, it may be that I fix something a few months ago after releasing .53a and forgot I now have it fixed but you don't.
Stirge animations must have been changed from another mod. Hopefully this won't be a problem in .54 since the Aurora mod and CA both support Infinity Animations.
Paraway has had his class changed a few times over the years but I don't think it was in the last couple of versions.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#76
Posted 15 February 2011 - 08:19 PM
Aurora uses only standard goblins in their standard slots (MGO1-MGO4) as does the unmodded BG2. I believe (can't tell exactly without looking at it) that CA is using the PS:T vargouille animation for the stirge. As yet, Infinity Animations does not have the vargouille converted (properly) or slotted, but it should for the next release. I suspect you put this in one of the goblin slots. For now, you might want to make it an actual bat (or maybe an imp) until we get around to converting the vargouille properly.Stirge animations must have been changed from another mod. Hopefully this won't be a problem in .54 since the Aurora mod and CA both support Infinity Animations.
As for crashes, CTDs, make sure "Logging On=1" is under Program Options in your baldur.ini file, reproduce the crash, then post the contents of your resulting Baldur.err text file. It may be blank if it's an animation crash, but it will still be of great help for any crashes. You might actually consider installing TobEx, which should be compatible with CA (no reason why not - it just changes the way the engine works, fixing some glitches). It also logs more debugging info to TobEx.log which may help resolve crash issues.
Those other mods shouldn't be causing any issues, from what I can tell, with the possible exception of W_3KRADZIEJ.TP2 (no idea what this is, but it appears to patch the exe). If your operating system is in Polish, you'll probably need to set it to "English" (for now... we are working on avoiding this in Infinity Animations).
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#77
Posted 15 February 2011 - 08:27 PM
#78
Posted 16 February 2011 - 06:01 AM
They use the same script as bears. You have to be less than 10 feet away for them to attack. And the party member that close can't be a druid or ranger else they still won't attack.
Yes, the varg creature animation was in a goblin slot. It isn't anymore since I have added several PST creatures to IA. That doesn't mean my list is the same as the "official" IA animation slot list, but it is what I am using for now. I'll update it as the official version gets updated. What this should mean for players is that version 0.54 shouldn't have these animation problems with Aurora or any other mod as long as it uses the official IA animation list (I've just added to it, not modified what is already there).
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#79
Posted 16 February 2011 - 08:37 AM
I can now have him join, leave, and rejoin as he should. There is also the dialog option to rest with him watching over you. That was only in one of his dialogs, not the other. I also found a map point error on TC0014 which is now fixed as well.
Thanks for finding this bug.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#80
Posted 16 February 2011 - 06:23 PM
Here, I've uploaded a video to show what I mean. Proximity does not appear to be the issue.Get closer to the snake and you will find out.
They use the same script as bears. You have to be less than 10 feet away for them to attack. And the party member that close can't be a druid or ranger else they still won't attack.
(Note message at the bottom near the end)