Let's face it: NWN's main campaign is a fun little experience, but buggy due to various reasons. And yet, a lot of this is oddly fixable if you play your cards right. BG2 has a fixpack, Torment has a fixpack, so why not Neverwinter Nights?
Now humor me before going on a list of why this can be a can of worms, I've considered that. What I'm asking for is a per module list of what known bugs exist in the game, big and small, blow by blow. Give me the minor, and the game breaking, and let's see what can be ultimately done.
Kung Fu Man
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Bug Hunt
08 December 2009 - 03:32 PM
Min stat requirements for items
28 July 2009 - 02:58 PM
This is an interesting, if optional bit you or scient might check into. In BG1 there was a minimum stat requirement option for certain items: Level, Strength, Strength Bonus, Intelligence, Dexterity, Wisdom, Constitution, Charisma in that order. However all but Level was disabled in Torment.
The reason I'm suggesting it might be worth a tweak to enable is because, beyond the obvious "it makes modding better" notion, several items show it was supposed to be used somewhat in the planning of them:
-All scrolls have an Intelligence requirement of 9
-Crescent Hatchet (AX2) has a min Strength of 13
-Baatezu Mace (BMACE) has a min Strength of 12
-Work Hammer (HAMMER) has a min Strength of 10
-Mace (MACE) has a min Strength of 12
-Antler Axe (PAX) has a min Strength of 13
-Poor Quality Mace (PMACE) has a min Strength of 12
-Poor Quality Sledgehammer (PSLEDGE) has a min Strength of 12
-High Quality Sledgehammer (QSLEDGE) has a min Strength of 12 too
-Dhall's Quill Pen (QUILL) has a min Wisdom of 12
-Sledgehammer (SLEDGE), predictably enough, has a min Strength of 12
-Hammer of Comminution (SLEDGECM) has a min Strength of 14
-Enchanted Hammer (SLEDGEMG) has a min Strength of 10
-Mad Splinter (SPLINTER) has a min Intelligence AND Wisdom of 12
-Vhailor's Mercykiller Armor (VHAILOR) has a min Strength of 18...kinda a useless one though
So as you can see there is some warrant to restoring this in the EXE: all the items would need is a bit added to their descriptions noting the requirement, which shouldn't be too hard to translate across the board. This should too make that tweak you considered of having TNO start with 3 for every stat a lot more interesting in how people play the game.
*sad puppy eyes just in case*
The reason I'm suggesting it might be worth a tweak to enable is because, beyond the obvious "it makes modding better" notion, several items show it was supposed to be used somewhat in the planning of them:
-All scrolls have an Intelligence requirement of 9
-Crescent Hatchet (AX2) has a min Strength of 13
-Baatezu Mace (BMACE) has a min Strength of 12
-Work Hammer (HAMMER) has a min Strength of 10
-Mace (MACE) has a min Strength of 12
-Antler Axe (PAX) has a min Strength of 13
-Poor Quality Mace (PMACE) has a min Strength of 12
-Poor Quality Sledgehammer (PSLEDGE) has a min Strength of 12
-High Quality Sledgehammer (QSLEDGE) has a min Strength of 12 too
-Dhall's Quill Pen (QUILL) has a min Wisdom of 12
-Sledgehammer (SLEDGE), predictably enough, has a min Strength of 12
-Hammer of Comminution (SLEDGECM) has a min Strength of 14
-Enchanted Hammer (SLEDGEMG) has a min Strength of 10
-Mad Splinter (SPLINTER) has a min Intelligence AND Wisdom of 12
-Vhailor's Mercykiller Armor (VHAILOR) has a min Strength of 18...kinda a useless one though
So as you can see there is some warrant to restoring this in the EXE: all the items would need is a bit added to their descriptions noting the requirement, which shouldn't be too hard to translate across the board. This should too make that tweak you considered of having TNO start with 3 for every stat a lot more interesting in how people play the game.
*sad puppy eyes just in case*
Fixed SOUNDOFF.IDS
24 July 2009 - 09:19 AM
Something I'd fixed up (partially) in the restoration pack but it never made the transition to quinn's stuff...posting it here though since, technically, it's a thing to be fixed. The current SOUNDOFF.IDS file included with Torment is in many cases dead wrong. Here's a patched up version with some explainations:
33
0 INITIAL_MEETING
1 MORALE
2 HAPPY
3 UNHAPPY_ANNOYED
4 UNHAPPY_SERIOUS
5 UNHAPPY_BREAKING_POINT
6 LEADER
7 TIRED
8 BORED
9 BATTLE_CRY
14 ATTACKED
18 DAMAGE
19 DYING
20 HURT
21 AREA_RAVEL_MAZE
22 AREA_CLERK_WARD
23 AREA_BAATOR
24 AREA_HIVE_DAY
25 AREA_HIVE_NIGHT
26 SELECT_COMMON_1
27 SELECT_COMMON_2
28 SELECT_COMMON_3
29 SELECT_COMMON_4
30 SELECT_COMMON_5
31 SELECT_COMMON_6
32 SELECT_ACTION_1
33 SELECT_ACTION_2
34 SELECT_ACTION_3
35 SELECT_RARE_1
36 SELECT_RARE_2
37 SELECT_RARE_3
38 SELECT_RARE_4
39 INTERACTION
44 INSULT_1
45 INSULT_2
46 INSULT_3
47 COMPLIMENT_1
48 COMPLIMENT_2
49 COMPLIMENT_3
50 SPECIAL_1
51 SPECIAL_2
52 SPECIAL_3
53 REACT_TO_DIE_GENERAL
54 REACT_TO_DIE_SPECIFIC
55 MISCELLANEOUS_1
56 MISCELLANEOUS_2
57 MISCELLANEOUS_3
58 MISCELLANEOUS_4
59 MISCELLANEOUS_5
60 MISCELLANEOUS_6
61 NORDOM_PORTAL
62 SCRIPT_COMMENT1
63 SCRIPT_COMMENT2
64 SCRIPT_COMMENT3
65 SCRIPT_COMMENT4
66 SCRIPT_COMMENT5
67 SCRIPT_COMMENT6
68 SCRIPT_COMMENT7
69 SCRIPT_COMMENT8
70 AREA_FORTRESS_REGRETS
71 AREA_CARCERI
72 AREA_CURST
73 AREA_CUBE
74 AREA_LOWER_WARD
75 SCRIPT_COMMENTE
76 SCRIPT_COMMENTF
77 SCRIPT_COMMENTG
78 SCRIPT_COMMENTH
79 SCRIPT_COMMENTI
80 SCRIPT_COMMENTJ
81 SCRIPT_COMMENTK
82 SCRIPT_COMMENTL
83 SCRIPT_COMMENTM
84 SCRIPT_COMMENTN
85 SCRIPT_COMMENT0
86 SCRIPT_COMMENTP
87 SCRIPT_COMMENTQ
88 SCRIPT_COMMENTR
89 SCRIPT_COMMENTS
90 SCRIPT_COMMENTT
91 SCRIPT_COMMENTU
92 SCRIPT_COMMENTV
93 SCRIPT_COMMENTW
94 SCRIPT_COMMENTX
95 SCRIPT_COMMENT9
96 SCRIPT_COMMENTA
97 SCRIPT_COMMENTB
98 SCRIPT_COMMENTC
99 SCRIPT_COMMENTD
[*]When in your override folder, NearInfinity will uses these names for the sound slots. It was a little extra thing I'd asked the guy behind NI to put in when I was bouncing things off him.
[*]COMPLIMENT_[1-3], INSULT_[1-3], and SPECIAL_[1-3] are all used by INTERACT.2DA to determine who's firing potshots/comments at whom while in the party.
[*]AREA tags are just what they sound like: Area soundoff bits. I'm pretty sure if you add a line for someone to use one of the areas they don't normally comment in, like Grace with the Hive, it *should* work, but don't hold me to that, the engine likes being hardcoded too much.
[*]SCRIPT and MISCELLANEOUS are what they sound like: bits unknown but still very much usable by scripts. You can use these to more clearly handle stuff like Morte's zombie comments and so forth without a dialogue box.
[*]NORDOM_PORTAL never works like it says, for Nordom anyway. It seems this is hardcoded to fire off his "Portal detected" line.
Hope this helps some.
33
0 INITIAL_MEETING
1 MORALE
2 HAPPY
3 UNHAPPY_ANNOYED
4 UNHAPPY_SERIOUS
5 UNHAPPY_BREAKING_POINT
6 LEADER
7 TIRED
8 BORED
9 BATTLE_CRY
14 ATTACKED
18 DAMAGE
19 DYING
20 HURT
21 AREA_RAVEL_MAZE
22 AREA_CLERK_WARD
23 AREA_BAATOR
24 AREA_HIVE_DAY
25 AREA_HIVE_NIGHT
26 SELECT_COMMON_1
27 SELECT_COMMON_2
28 SELECT_COMMON_3
29 SELECT_COMMON_4
30 SELECT_COMMON_5
31 SELECT_COMMON_6
32 SELECT_ACTION_1
33 SELECT_ACTION_2
34 SELECT_ACTION_3
35 SELECT_RARE_1
36 SELECT_RARE_2
37 SELECT_RARE_3
38 SELECT_RARE_4
39 INTERACTION
44 INSULT_1
45 INSULT_2
46 INSULT_3
47 COMPLIMENT_1
48 COMPLIMENT_2
49 COMPLIMENT_3
50 SPECIAL_1
51 SPECIAL_2
52 SPECIAL_3
53 REACT_TO_DIE_GENERAL
54 REACT_TO_DIE_SPECIFIC
55 MISCELLANEOUS_1
56 MISCELLANEOUS_2
57 MISCELLANEOUS_3
58 MISCELLANEOUS_4
59 MISCELLANEOUS_5
60 MISCELLANEOUS_6
61 NORDOM_PORTAL
62 SCRIPT_COMMENT1
63 SCRIPT_COMMENT2
64 SCRIPT_COMMENT3
65 SCRIPT_COMMENT4
66 SCRIPT_COMMENT5
67 SCRIPT_COMMENT6
68 SCRIPT_COMMENT7
69 SCRIPT_COMMENT8
70 AREA_FORTRESS_REGRETS
71 AREA_CARCERI
72 AREA_CURST
73 AREA_CUBE
74 AREA_LOWER_WARD
75 SCRIPT_COMMENTE
76 SCRIPT_COMMENTF
77 SCRIPT_COMMENTG
78 SCRIPT_COMMENTH
79 SCRIPT_COMMENTI
80 SCRIPT_COMMENTJ
81 SCRIPT_COMMENTK
82 SCRIPT_COMMENTL
83 SCRIPT_COMMENTM
84 SCRIPT_COMMENTN
85 SCRIPT_COMMENT0
86 SCRIPT_COMMENTP
87 SCRIPT_COMMENTQ
88 SCRIPT_COMMENTR
89 SCRIPT_COMMENTS
90 SCRIPT_COMMENTT
91 SCRIPT_COMMENTU
92 SCRIPT_COMMENTV
93 SCRIPT_COMMENTW
94 SCRIPT_COMMENTX
95 SCRIPT_COMMENT9
96 SCRIPT_COMMENTA
97 SCRIPT_COMMENTB
98 SCRIPT_COMMENTC
99 SCRIPT_COMMENTD
[*]When in your override folder, NearInfinity will uses these names for the sound slots. It was a little extra thing I'd asked the guy behind NI to put in when I was bouncing things off him.
[*]COMPLIMENT_[1-3], INSULT_[1-3], and SPECIAL_[1-3] are all used by INTERACT.2DA to determine who's firing potshots/comments at whom while in the party.
[*]AREA tags are just what they sound like: Area soundoff bits. I'm pretty sure if you add a line for someone to use one of the areas they don't normally comment in, like Grace with the Hive, it *should* work, but don't hold me to that, the engine likes being hardcoded too much.
[*]SCRIPT and MISCELLANEOUS are what they sound like: bits unknown but still very much usable by scripts. You can use these to more clearly handle stuff like Morte's zombie comments and so forth without a dialogue box.
[*]NORDOM_PORTAL never works like it says, for Nordom anyway. It seems this is hardcoded to fire off his "Portal detected" line.
Hope this helps some.
Speaking of spells
12 July 2009 - 06:14 PM
If you dig around in the DLG, you'll find there are actually a lot of strings related to spells that ultimately never appear in the finished game. The good news is, because of where they're placed, you can sort out just where they would've gone, and get an idea about how the development of spells for Torment went about
The list:
Innate
8610 Warp Sense
*This probably was changed to a permanent on-ability for Nordom. Makes sense. Something to note, Litany of Curses isn't here.
Wizard
8616 Intimidate (SPWI106)
8619 Protection from Evil (SPWI109)
8620 Seizure (SPWI110)
8622 Stinging Touch (SPWI112)
8629 Hammering Echoes (SPWI206)
8631 Irritation (SPWI208)
8633 Ray of Enfeeblement (SPWI210)
8637 Bands of Sirellyn (SPWI302)
8638 Bewilder (SPWI303)
8641 Ghost Armor (SPW306)
8648 Despair (SPWI403)
8649 Flamestrike (SPWI404)
8652 Improved Vampiric Touch (SPWI407)
8656 Fear Aura (SPWI503)
8665 Wind Tempest (SPWI703)
8806 Wilting (SPWI806)
8810 Disruption
8811 Immunity to Undeath
8812 Maw of Chaos
8815 The Final Word
*The spell names are for the most part easy to sort out what leve they would've been: they're in order with other related spells, and if you look at the filenames you can tell where they would have gone, though it's not quite so clear when you hit Disruption thanks to the filenames and Desert Hell listed right next to it... Oddly enough there are two other spells that seem to be exceptions to this too: Fire and Ice, and Chain Lightning Storm, the latter of which appears between Abyssal Fury and Rune of Torment (meaning it might've been intended to be SPWI913)
*Intimidate is pretty much Litany of Curses if I recall from what I found of it years ago, so it makes sense it's gone.
Priest
8827 Hold Person (SPPR203)
8833 Want-of-Sight (SPPR305)
*Same case here, you can tell where they go. Restoring these might be a bit more of a pain if you do though, as if memory serves the engine likes refreshing Priest spells upon levelup @_@'. Interesting bit, judging from this Remove Curse was added later on.
*With the above though, if you do find out what Want-of-Sight does you can get around it by possibly replacing Speak with Dead with it.
Well, finding them was easy enough. I can dig around a bit more, might be helpful if anyone has 2ED source books for them to see what the descriptions of some of these were (I know a few are official D&D spells like the Bands one).
The list:
Innate
8610 Warp Sense
*This probably was changed to a permanent on-ability for Nordom. Makes sense. Something to note, Litany of Curses isn't here.
Wizard
8616 Intimidate (SPWI106)
8619 Protection from Evil (SPWI109)
8620 Seizure (SPWI110)
8622 Stinging Touch (SPWI112)
8629 Hammering Echoes (SPWI206)
8631 Irritation (SPWI208)
8633 Ray of Enfeeblement (SPWI210)
8637 Bands of Sirellyn (SPWI302)
8638 Bewilder (SPWI303)
8641 Ghost Armor (SPW306)
8648 Despair (SPWI403)
8649 Flamestrike (SPWI404)
8652 Improved Vampiric Touch (SPWI407)
8656 Fear Aura (SPWI503)
8665 Wind Tempest (SPWI703)
8806 Wilting (SPWI806)
8810 Disruption
8811 Immunity to Undeath
8812 Maw of Chaos
8815 The Final Word
*The spell names are for the most part easy to sort out what leve they would've been: they're in order with other related spells, and if you look at the filenames you can tell where they would have gone, though it's not quite so clear when you hit Disruption thanks to the filenames and Desert Hell listed right next to it... Oddly enough there are two other spells that seem to be exceptions to this too: Fire and Ice, and Chain Lightning Storm, the latter of which appears between Abyssal Fury and Rune of Torment (meaning it might've been intended to be SPWI913)
*Intimidate is pretty much Litany of Curses if I recall from what I found of it years ago, so it makes sense it's gone.
Priest
8827 Hold Person (SPPR203)
8833 Want-of-Sight (SPPR305)
*Same case here, you can tell where they go. Restoring these might be a bit more of a pain if you do though, as if memory serves the engine likes refreshing Priest spells upon levelup @_@'. Interesting bit, judging from this Remove Curse was added later on.
*With the above though, if you do find out what Want-of-Sight does you can get around it by possibly replacing Speak with Dead with it.
Well, finding them was easy enough. I can dig around a bit more, might be helpful if anyone has 2ED source books for them to see what the descriptions of some of these were (I know a few are official D&D spells like the Bands one).
Death variables and those equipment slots
30 June 2009 - 08:52 AM
This seemed to be the best place to hit you guys up with this, but has any research been done on where in the exe these bundles of data are handled? My guess is that the exe is handling them by calling up a data string dependent on the death variable used for the character, and as a result setting up the equipment slots based on that. The problem is while that sounds simple enough, finding out *where* in the EXE this data is handled seems unknown...
If this could be made tweakable in some format it could make modifying the game easier, or at the very least allow for more options. Have you or scient run across anything relating to this?
If this could be made tweakable in some format it could make modifying the game easier, or at the very least allow for more options. Have you or scient run across anything relating to this?
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