Bug Report for 0.53
#81 -my very bad english-
Posted 17 February 2011 - 04:05 AM
be a good option for my goody two-shoes pally.
#82
Posted 17 February 2011 - 11:50 PM
Good catch.
IF ~CombatCounter(0)
!See([ENEMY])
Detect([PC])
!StateCheck([PC],CD_STATE_NOTVALID)
!StateCheck(Myself,CD_STATE_NOTVALID)
Global("CANPC","LOCALS",0)~ THEN BEGIN CandellaPC
SAY ~<CHARNAME>, tell me about your family?~
IF ~~ THEN REPLY ~Only if you tell me about yours first.~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC2
IF ~~ THEN REPLY ~Quit asking about my family! They are dead, alright!~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC1
IF ~~ THEN REPLY ~You sure have a good sense of timing, Candella. I just lost my family and you had to ask about it now?~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC1
END
Most of the romance options are fairly incomplete or as yet not implemented, and lordy do they take awhile to write.
Currently the ratio is way in favour of the male PCs by terms of quantity and completion, in fact I think only two of them are actually in the game proper so far.
Current in-game male romances are: (Also spoiler tags for those who wish it.)
Might've missed someone, but there you go.
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!
#83
Posted 18 February 2011 - 06:51 AM
I believe that list of romances is correct. I can't think of anyone else. Several are much further along than others.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#84 -my very bad english-
Posted 19 February 2011 - 06:07 AM
#85
Posted 19 February 2011 - 10:22 AM
Not helping the Silver Princess is going to net you nothing (why should you get XP for not helping?). However, I can't remember if we give XP for helping. So you may not get any either way. I'll have to see and give some XP for doing the right thing.
BTW, if I recall the ghost doesn't reappear to attack you even though she says he will. Something else I need to look at.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#86 -my very bad english-
Posted 19 February 2011 - 11:02 AM
but waay overpowered, I decided to use Exnem stuff in this game but I doubt that I would in BWP project when I finally go for it ). I will return to SP eventually to pick up that Shaar priest and Aleigha, if Silver Knight decide to show up I will send info. For now I will have slow walk trough Saltmarsh to see what is new in store there.
#87 -Lu-
Posted 19 February 2011 - 09:50 PM
For now it looks like
IF
!Global("TCMMManorDone","GLOBAL",1)
!Global("TCA2Done","GLOBAL",1)
THEN
RESPONSE #100
TriggerActivation("Crystal Ball",FALSE)
TriggerActivation("Desk",FALSE)
Continue()
END
Not a bug, but the block
IF
Global("TCMMGhostTime","MM0200",0)
Time(MIDNIGHT)
THEN
RESPONSE #100
DayNight(DAWN_START)
SetGlobal("TCMMGhostTime","MM0200",1)
END
should be the first block in MM0200 script, not the fourth
SP1100 area script: 2 blocks, 2 bugs
Here's the easiest way to fix it:
IF
Global("D","SP1100",0)
Global("TCDuchessCantJoin","GLOBAL",1)
!InActiveArea("TCDUCH")
!Dead("TCDUCH")
THEN
RESPONSE #100
SetGlobal("D","SP1100",1)
MoveGlobalObject("TCDUCH",Player1)
END
IF
Global("C","SP1100",0)
Global("TCDuchessCantJoin","GLOBAL",1)
Global("TCCandellaJoined","GLOBAL",0)
!InActiveArea("TCCANDE")
!Dead("TCCANDE")
THEN
RESPONSE #100
SetGlobal("C","SP1100",1)
MoveGlobalObject("TCCANDE",Player1)
END
In area TC1007 script there are typos in the names of TCALTSW1 and TCALTSW2 item files
TCSCEPT2.dlg, block 0 in D-format:
IF ~Global("TCSelgauntCallCaptain","GLOBAL",1)
AreaCheck("TC0202")~ THEN BEGIN 0
....
Should be:
IF ~Global("TCSelgauntCallCaptain","GLOBAL",2)
AreaCheck("TC0202")~ THEN BEGIN 0
Jak in area TC0205 (Selgaunt Bridge Inn, 3rd floor) will say
~Stein, this here is <CHARNAME>.~ over and over again, every time that you talk to him
(with Stein readily continuing it)
Captain Girana (TCSLGIR.dlg) in area TC1007 - tavern in Westgate docks will never turn hostile if you have
certain persons in your party. Can't remember exactly who those people are, but it surely is a bug.
You need to fix blocks 36, 37, and 38
In TCDURNN.cre file no weapon proficiencies are set (though Durnn is a 2nd level fighter and is supposed to
have 4 stars total)
According to TCCATH.cre file, Catharandamus has 32 with mace, 8 with 2 weapons. Not that it helps him much,
though. Rather, the opposite, since the engine treats it as 0, if I'm not mistaken
All .CRE files for joinable NPC's have to be fixed, no exceptions that I know of
Values for Morale, Morale recovery, Morale break (that is, 3 fields) aren't set correctly
Rivian (in TCRIV7 and TCRIV9 cre files) is marked as dual class. It surprises me that this bug hasn't been
reported and fixed yet. Or do players never have room for her in the party?
To be continued, I guess
#88
Posted 20 February 2011 - 05:56 AM
Durnn has no proficiencies, just like about 99% of other monsters in the game. I have been giving some Bioware creatures proficiencies just to make them harder. No rule saying I have to not not have to.
Morale codes? They are the settings that the NPC had when it was created as a player character and then converted to a CRE file. So that would be the same morale setting your character has.
Cath - don't know what happened there. 32 in Mace proficiency? Very strange but now corrected to 4. 2 in dual weld.
Nothing wrong with Mistmoor Inn - I hide the mage items in that room (this area is from IWD if you don't know). Later after the slaver quests, Fala'stra will be able to show you the items or you may find them yourself. But for now you can't access the room.
Althon's sword - corrected.
TCSCEPT2 - corrected.
Jak - corrected.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#89 -Lu-
Posted 20 February 2011 - 09:06 AM
They are not supposed to be the same, however. For joinable NPC's Morale must be set to 10, Morale recovery to 60. As for Morale break, Bioware authors usually set it to 5 or 6 for joinable NPC's. There are a couple of good tutorials where all aspects of character creation are coveredMorale codes? They are the settings that the NPC had when it was created as a player character and then converted to a CRE file. So that would be the same morale setting your character has
But she's an elf, isn't she? And only humans can dualRivian is a dual class fighter/mage. That would be why no one ever called out the "bug".
Something wrong with the area script, I can repeat. There's no need to run the first block in every round, one time would be enoughNothing wrong with Mistmoor Inn [...]
#90 -Lu-
Posted 20 February 2011 - 10:22 AM
There still is an error in this piece, so that a player will see something likeFound the banter glitch bugger I think... We're setting the wrong locals!
Good catch.
Ref: BCANDELL said:
IF ~CombatCounter(0)
!See([ENEMY])
Detect([PC])
!StateCheck([PC],CD_STATE_NOTVALID)
!StateCheck(Myself,CD_STATE_NOTVALID)
Global("CANPC","LOCALS",0)~ THEN BEGIN CandellaPC
SAY ~<CHARNAME>, tell me about your family?~
IF ~~ THEN REPLY ~Only if you tell me about yours first.~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC2
IF ~~ THEN REPLY ~Quit asking about my family! They are dead, alright!~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC1
IF ~~ THEN REPLY ~You sure have a good sense of timing, Candella. I just lost my family and you had to ask about it now?~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC1
END
[...]
Candella: Charname, tell me about your family
Shadow (or Dirbert, or Althon, or whoever stands closest to Candella): Quit asking about my family! They are dead, alright!
Or Candella may even talk to herself instead of Charname
The correct block should be kinda
IF ~CombatCounter(0)
!See([ENEMY])
InPartySlot(LastTalkedToBy,0)
!StateCheck(Myself,CD_STATE_NOTVALID)
Global("CANPC","LOCALS",0)~ THEN BEGIN CandellaPC
SAY ~<CHARNAME>, tell me about your family?~
IF ~~ THEN REPLY ~Only if you tell me about yours first.~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC2
IF ~~ THEN REPLY ~Quit asking about my family! They are dead, alright!~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC1
IF ~~ THEN REPLY ~You sure have a good sense of timing, Candella. I just lost my family and you had to ask about it now?~ DO ~SetGlobal("TCCANPC","LOCALS",1)~ GOTO CandellaPC1
END
This is the most frequent error in CA dialogues and scripts that trigger them, the authors seem to forget the difference between [PC] (refers to any party member) and Player1 (your main character), which leads to results like what I've just suggested
Actually, this poor practice of using [PC] instead of Player1 in actions like StartDialogNoSet() was started by Bioware authors (mostly in scripts that start dialogs). But in fact, in this kind of actions the argument should be Player1, always
#91 -my very bad english-
Posted 21 February 2011 - 07:28 AM
1. Divine magic
Entangle and ironskin ( named stoneskin ) scrolls usable only by rangers and druids I presume do nothing. They just vanish from your QIslot and nothing happens. Erky can try to learn armour melt and few other priest scrolls, he will always fail but receive xp nevertheless. Detect evil is erased by some other spell it seems, when my paladin ( or any other priest ) try to use it big flame erupt from them but it does nothing, of about 30 or so times I used it it worked only once on adept in temple. It didn't even work on Ned while he was in my party! I did notice once after usual flames were gone that he tried mimic original spell three times in a row but very slowly and without effect.
2. Not bugs but..
Spiders in this game behave very strange. Once they spoted Erky they throwed six or seven webs even while they remaided locked in their room and he was taking refuge in room with dead goblins. Very silly if you ask me. Big picture script I presume. Also when you open chest and Sembian militia soldier show up he instantly condemed you to death even with revised thievery from Rogue rebalancing. But the worst part is that he stays in same location forever even if you flee on time and he stays blue. He is sure to stay there and greet you later with couple of arrows. Kinda annoying and unlike in every other game I played.
3. Miscellaneous
You get nothing for rescuing Saltmarsh kids. True, journal entry recorded it in finished quests but also remained in active quests and you get nothing, not even simbolic reward. Also, what is with the key you recive from mayor after he is arrested? You just open secret door, find a bunch of barrels and two potions and that it? Nobody mention it again, nothing like bravo PC we will sell it and feed the poor or something like that. Also I'm surprised that Shadow has nothing to say after we butchered that bounty hunters who were after her ( tough fight I tell you, these guys aren't normal, every other hit was critical ). And finally when you send Erky and Paraway to wait in Saltmarsh inn when you return you will find them in same spot under one blue circle. Weird and unimpractical.
Wow, this was the longest post I ever send. Except Aleigha thing I immenesly enjoy in this mod.
#92
Posted 21 February 2011 - 10:02 AM
#93 -Lu-
Posted 21 February 2011 - 11:26 PM
#94 -Lu-
Posted 21 February 2011 - 11:58 PM
#95
Posted 22 February 2011 - 02:00 AM
That's one of the older dialogues in the project, and may be subject to review changes should it prove really necessary, and even then only in cosmetic terms - only otherwise in the cases of much needed expansion. That said, one could try and argue that a tenday counts as a week to the FR people, but the magic timer says no.Not a bug, but... The Lizardman asks you to return from Saltmarsh within a week. Yes, 'a week' is what he says. But they don't have weeks in FR, they only have tendays
Either way for the time being old content doesn't have the highest priority unless something gets broken along the way. It will be worked upon when possible, until then we can only ask for patience regarding the various quirks you'll see along the way (most particular for the advocates of evil PCs).
Way that thing's scripted seems that there's a specific order to how the fight should proceed. Knock out honourable wearbear, she joins, follow up with priest McGuffin and then the two dwarves. Alternatively the dwarves, then them in the same order - this could lead to some running around.I found bunch of things but the thing that most bugs me is Aleigha. Man, I tryed every possible thing but that girl need a serious work up. Lets see, two dwarves gone first, check, one and only critical hit on Cath worth 44 damage after he wet his pants and decided to become blue, check, ( BTW, that hit should have killed him which means your item works for him ) then Dirbert goes critical on her, then one more arrow, her circle started to change but noo, she mutters some nonsense about honorable combat, I healed her then again all from the start, her circle started to change AND finally... she informed me she need healing. Then I charmed her, reverted her to human form, tryed to talk to her, nada. Then I had Shadow to slowly practice archery on her, couple of times her circle started to change but to my huge disappointment she continued to throw rubbish like barb slinger and so on. About 10 or so games I played the result is always the same: priest joins me and she feeds the earth. What's the catch?
Personally not a fan of such things, but not my field of expertise so I'll pass that on.
Would agree it goes by a little too quickly thanks to Robin Blondie, then again last thing we'd want is a useless archer.
For some strange reason, Paraway and Erky appear to share the same coordinates for leaving.3. Miscellaneous
You get nothing for rescuing Saltmarsh kids. True, journal entry recorded it in finished quests but also remained in active quests and you get nothing, not even simbolic reward. Also, what is with the key you recive from mayor after he is arrested? You just open secret door, find a bunch of barrels and two potions and that it? Nobody mention it again, nothing like bravo PC we will sell it and feed the poor or something like that. Also I'm surprised that Shadow has nothing to say after we butchered that bounty hunters who were after her ( tough fight I tell you, these guys aren't normal, every other hit was critical ). And finally when you send Erky and Paraway to wait in Saltmarsh inn when you return you will find them in same spot under one blue circle. Weird and unimpractical.
Wow, this was the longest post I ever send. Except Aleigha thing I immenesly enjoy in this mod.
Like what was said before, not much of Classic Adventures has been fully expanded upon yet, though it is being worked on, later sections of the game, and characterization, still take greater precedence for the time being.
Keep the reports coming everyone, we really appreciate it.
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!
#96 -my very bad english-
Posted 23 February 2011 - 05:27 AM
#97
Posted 23 February 2011 - 02:30 PM
Candella and thieves - Don't know that to tell you. Normally a party starts off with Shadow and can add Candella (or replace Shadow with her). Fala'stra is our third thief and we didn't see a need to add another one. There is Buranta but she is an assasin and not found until after Westgate. So while in Sembia for the first 2 chapters, you could get Ned from the haunted house but he was never supposed to stay with the party or have any banters outside of the house. You could always respawn Candella by creating TCCANDE.
Leaving coordinates are usually from cut-and-paste without modifying for a new location. Most leaving dialogs need to be updated to handle Chapter 3 in Westgate and Chapter 4 in Selgaunt. Most of the original characters haven't been updated for that.
Priest scrolls - I thought that was just me doing something wrong. So you see it also? Something to try to track down.
Rivian - dual class because we couldn't create a good multi-class that we liked.
Week vs. tenday - I went ahead and updated the lizard king but that also required updating the minister and Saltmarsh captain. I'm sure you will see this term used elsewhere in the mod as well. BTW, there is no game timer for this dialog, you can really take as long as you want. No penalties for taking longer.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#98 -my very bad english-
Posted 23 February 2011 - 03:03 PM
#99
Posted 25 February 2011 - 06:50 AM
Bullets - not sure when that was added. BG2Fix actually removes this from the magical bullets but not from the normal one. So I removed the BULL01.ITM file out of our install. As far as I know, the sling is what lets you add strength, not the ammo.
Rurik's wand of hard knocks - I think I have this fixed now but I will need to test.
Bathis dialog - where does it break? There was an older problem with Paraway in the party but that was fixed awhile ago. Who is in your party and who was the last person talking?
Priest healing scrolls work fine for me. Some attack ones do as well but not all. Need further digging.
Barford - always attacked me but I do see a bug in the dialog that could be why he isn't always attacking. Fixed.
Rescuing Saltmarsh Kids - Journal should update to remove active quest and post completed quest. I think I fixed this several months ago but you all don't have that version yet. No XP for this quest and nothing really for seeing the barrels of wine/spirits in the mayor's home. What? You plan to feed it to the starving refugees? I guess that would take away their troubles but not much of a proper food - unless it was Guiness. We do have some small areas where the story just ends. The idea was to leave hooks for future modders to add their stories. Consider it as Unfinished Business for Classic Adventures.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#100 -my very bad english-
Posted 25 February 2011 - 01:06 PM