Bug Thread March 18 --
Moderators: Wynna, NWN2 - 03 DM
Re: Bug Thread March 18 --
DMs are broke. Please schedule Wynna replacement.
Re: Bug Thread March 18 --
Several area's of the river in the Rauvenwatch map don't actually cover up to the river bank, leaving a gap of air where water should be.
Current Character: Zanven
"It is not fear that lets me serve, it is understanding."
"It is not fear that lets me serve, it is understanding."
Re: Bug Thread March 18 --
At the Golden Oak Inn in Silverymoon, a portion of the wall (right of the armoire looking into the room) in chamber 2, can be walked through from the hallway behind it.
Did someone say free room?
[EDIT]: Also Brennegan in the Tavern below the Golden Oaks doesn't present you with a "menue" when you select the option.
Did someone say free room?
[EDIT]: Also Brennegan in the Tavern below the Golden Oaks doesn't present you with a "menue" when you select the option.

Current Character: Zanven
"It is not fear that lets me serve, it is understanding."
"It is not fear that lets me serve, it is understanding."
Re: Bug Thread March 18 --
Meh. hate to post a bug in the oak too. The keys can't be sold back, so one can't get out of the atrium again once one has purchased a room.
My bad. :-/
So "DON'T GET A ROOM" till it is fixed.
My bad. :-/
So "DON'T GET A ROOM" till it is fixed.
Currently:
NWN1: Perri Goldthistle (inactive)
NWN2: TSM-DM
R.I.P:
Fenton Helder - retired in Luskan
Kendric Valerian - retired on TLR
Naielis Syl´ethar - Kobold smacked in Shadow Dale
Veldrion Rua´fell - Goblin smacked in Shadow Dale...
NWN1: Perri Goldthistle (inactive)
NWN2: TSM-DM
R.I.P:
Fenton Helder - retired in Luskan
Kendric Valerian - retired on TLR
Naielis Syl´ethar - Kobold smacked in Shadow Dale
Veldrion Rua´fell - Goblin smacked in Shadow Dale...
Re: Bug Thread March 18 --
SirCobalt wrote:At the Golden Oak Inn in Silverymoon, a portion of the wall (right of the armoire looking into the room) in chamber 2, can be walked through from the hallway behind it.
Did someone say free room?
You can walk through a wall next to the gatekeeper. This allows you to leave again (but no free room, as you still need a key).Aurum wrote:Meh. hate to post a bug in the oak too. The keys can't be sold back, so one can't get out of the atrium again once one has purchased a room.
My bad. :-/
Current PCs:
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
Re: Bug Thread March 18 --
Ok, as a note some of the things listed here may not technically be 'bugs' but they are problems with walkmeshes, passing through objects, floating things, AI pathing, etc. Just a list of things I made while wandering and trying really hard not to get my character killed (it's a habit from beta testing other games to make a list). Also many of these things may already be known/in the works to deal with... i'm just listing them here because I was told to rather than PM a DM with them.
-> Knights in silver parade grounds: Where the second crossbowman looks is a clipping issue with the wall, two sections overlapping each other.
-> Knights in Silver parage grounds: The large tent staked to the ground is floating on the side closest to the gate, raising the ground here would solve the issue. The red tent near it floats in the back as well.
-> Silverymoon City: Numerous doors are either misaligned or not appearing. Several doors also have working open/close animations but go nowhere. I had a running count of misaligned/non-existent doors for each section of the city... but apparently I forgot to save that
-> Rauvinwatch Keep Farms: Many buildings here can be walked through, as well as the lake itself (though that does at a little RP... if you like swimming...).
-> Blakar Gate (outside): Not so much a bug but worth mentioning; when walking towards the gate you cannot see the guard on the right side as he is blocked by the Obelisk stating SM's population and the gate name, I would suggest moving it to the right a little more (as it doesn't seem logical that a gate guard would stand behind an obelisk obscuring his vision all the time).
->Silverwood Forest (just outside Silverymoon): Near the bottom/right portion of the map at the top of the hill near to the small house is a wall, majorly unsupported by the ground (raise terrain/sink wall to fix). The tower across the way from this wall also stands on three legs, not four.
->Silverwood Forest (just outside SM): Near the bottom/right portion of the map the small house and the outhouse (i assume that's what it is) have working doors which lead to no interiors.
->Start Area: The 'fur cloak' for 15gp in the start area shop does not form to any of the races i've played (human, halfling, half elf). It always appears halfway up the characters head where it should be flush to the shoulders, and this also creates a clipping problem where it shows a portion of the players back through the cloak, which just generally makes it look bad (though I really wanted one!
).
->Silverymoon South District: The house directly to the right of the statue in the glittery water, is floating about a foot or two off the ground.
->Silverymoon South District: To the left (coming OUT of) the Silver Guard Fortress Doors, behind the theatre and a house with a guard in front of it, is a house which is floating some several feet off the ground.
->Silverymoon South District: The sewer entrance north of the Fochlucan is floating a bit and it isn't back against anything, so the backside of the entrace is visible, which makes it look.. unrealistic (for lack of better words at the moment).
->Silverymoon South District: Near the glittery water and statue, the house to its immediate right (the statues) has a Commoner NPC who seems to be stuck at one of the corners of the building, as if his path tries to take him somewhere through the buildling so he keeps wandering back and forth at the corner. (I have only seen this once so far).
->Silverymoon South District: Near the 'Stonestorms Harpery' sign (which doesn't have a working door/interior) there is a mouseover of 'Mrellow Lane' in the middle of the alley that just mysteriously appears. No sign is visible nearby to display a street name, so all I can think of is that the sign is under the ground (or simply not showing up for me).
->Silverymoon, Vault of Sages: When you get the token to view the upper level books, if you venture to near the exit (near the steps up to the door) it will dissapear. Also when I went down one of the wings which are past the door it dissapeared from my inventory as well, though this only happened once and I haven't been able to get it to reoccure. (by dissapear i mean 'crumble' as it is supposed to). I realize this isn't an actual 'bug' but to me the range in which it crumbled was a bit much, though I can see why it was done this way.
->Silverymoon South District: At the amphitheatre thing (left off the bridge, huge ladies head, seats and a stage), if you head to the back you can see the water between the land and the seating.
->Silverymoon South District: The left tower off of the bridge has a walkmesh under it, aka you can walk through it.
->Silverymoon Northwest District: A section of the terrain 'on top' of the Bright Blades Brandished (where it's all jagged) has a funky walkmesh which you get caught in easily.
->Silverymoon Northwest District: The housew ith the purple roof, across from the 'Abandoned House Entrance', has a section in that small alley where it can be walked through, enough to completely hide a PC.
->Silverymoon, Providers Shrine: Was made for halflings........
->Silverymoon Northwest District: The city wall directly north of the Hammer & Helm, if you go behind the houses you can walk through most of the wall, and even onto the other side at some points.
->Silverymoon Northwest District: Between the Optym's Blade/Feathered Ash to the north (near the city wall) there is a building (church looking building with the tall,pointed red roof tower section) in which you can clip through the entire back half of, but not the front.
->Silverymoon, Golden Oak Inn: A portion of the wall (right of the armoire, looking into the room) in chamber 2 of the Atrium, can be walked through from the hallway behind it.
->Silverymoon, Golden Oak Inn: Brennegan in the Tavern under the Golden Oaks doesn't present you with a "menue" when the option is selected. (no store screen)
->Silvermoon Pass, Hawks Nest: In the 'village' area (the walled in place with several buildings) to the north, in order to reach the large hall and two houses in the back you have to pass through a pile of crates/baskets/etc that block the way (though you can still go through them). As well several 'static' items under the tent here can be walked through.
As I explore more area's (and eventually die... it's gonna happen) I'll try to make the list bigger. Also if you need clarification (as I know i'm horrible at explaining things sometimes) just ask via PM or IG via whisper/tell and i'll gladly help you find the buggy spot.
[NOTE:] I tried to avoid listing things that are unavoidable using the NWN2 toolset, such as objects on hills being flat and not flush to the terrain, which leads to an 'invisible' inside of the object. Though some largely bothersome instances of this may be listed.
-> Knights in silver parade grounds: Where the second crossbowman looks is a clipping issue with the wall, two sections overlapping each other.
-> Knights in Silver parage grounds: The large tent staked to the ground is floating on the side closest to the gate, raising the ground here would solve the issue. The red tent near it floats in the back as well.
-> Silverymoon City: Numerous doors are either misaligned or not appearing. Several doors also have working open/close animations but go nowhere. I had a running count of misaligned/non-existent doors for each section of the city... but apparently I forgot to save that

-> Rauvinwatch Keep Farms: Many buildings here can be walked through, as well as the lake itself (though that does at a little RP... if you like swimming...).
-> Blakar Gate (outside): Not so much a bug but worth mentioning; when walking towards the gate you cannot see the guard on the right side as he is blocked by the Obelisk stating SM's population and the gate name, I would suggest moving it to the right a little more (as it doesn't seem logical that a gate guard would stand behind an obelisk obscuring his vision all the time).
->Silverwood Forest (just outside Silverymoon): Near the bottom/right portion of the map at the top of the hill near to the small house is a wall, majorly unsupported by the ground (raise terrain/sink wall to fix). The tower across the way from this wall also stands on three legs, not four.
->Silverwood Forest (just outside SM): Near the bottom/right portion of the map the small house and the outhouse (i assume that's what it is) have working doors which lead to no interiors.
->Start Area: The 'fur cloak' for 15gp in the start area shop does not form to any of the races i've played (human, halfling, half elf). It always appears halfway up the characters head where it should be flush to the shoulders, and this also creates a clipping problem where it shows a portion of the players back through the cloak, which just generally makes it look bad (though I really wanted one!

->Silverymoon South District: The house directly to the right of the statue in the glittery water, is floating about a foot or two off the ground.
->Silverymoon South District: To the left (coming OUT of) the Silver Guard Fortress Doors, behind the theatre and a house with a guard in front of it, is a house which is floating some several feet off the ground.
->Silverymoon South District: The sewer entrance north of the Fochlucan is floating a bit and it isn't back against anything, so the backside of the entrace is visible, which makes it look.. unrealistic (for lack of better words at the moment).
->Silverymoon South District: Near the glittery water and statue, the house to its immediate right (the statues) has a Commoner NPC who seems to be stuck at one of the corners of the building, as if his path tries to take him somewhere through the buildling so he keeps wandering back and forth at the corner. (I have only seen this once so far).
->Silverymoon South District: Near the 'Stonestorms Harpery' sign (which doesn't have a working door/interior) there is a mouseover of 'Mrellow Lane' in the middle of the alley that just mysteriously appears. No sign is visible nearby to display a street name, so all I can think of is that the sign is under the ground (or simply not showing up for me).
->Silverymoon, Vault of Sages: When you get the token to view the upper level books, if you venture to near the exit (near the steps up to the door) it will dissapear. Also when I went down one of the wings which are past the door it dissapeared from my inventory as well, though this only happened once and I haven't been able to get it to reoccure. (by dissapear i mean 'crumble' as it is supposed to). I realize this isn't an actual 'bug' but to me the range in which it crumbled was a bit much, though I can see why it was done this way.
->Silverymoon South District: At the amphitheatre thing (left off the bridge, huge ladies head, seats and a stage), if you head to the back you can see the water between the land and the seating.
->Silverymoon South District: The left tower off of the bridge has a walkmesh under it, aka you can walk through it.
->Silverymoon Northwest District: A section of the terrain 'on top' of the Bright Blades Brandished (where it's all jagged) has a funky walkmesh which you get caught in easily.
->Silverymoon Northwest District: The housew ith the purple roof, across from the 'Abandoned House Entrance', has a section in that small alley where it can be walked through, enough to completely hide a PC.
->Silverymoon, Providers Shrine: Was made for halflings........
->Silverymoon Northwest District: The city wall directly north of the Hammer & Helm, if you go behind the houses you can walk through most of the wall, and even onto the other side at some points.
->Silverymoon Northwest District: Between the Optym's Blade/Feathered Ash to the north (near the city wall) there is a building (church looking building with the tall,pointed red roof tower section) in which you can clip through the entire back half of, but not the front.
->Silverymoon, Golden Oak Inn: A portion of the wall (right of the armoire, looking into the room) in chamber 2 of the Atrium, can be walked through from the hallway behind it.
->Silverymoon, Golden Oak Inn: Brennegan in the Tavern under the Golden Oaks doesn't present you with a "menue" when the option is selected. (no store screen)
->Silvermoon Pass, Hawks Nest: In the 'village' area (the walled in place with several buildings) to the north, in order to reach the large hall and two houses in the back you have to pass through a pile of crates/baskets/etc that block the way (though you can still go through them). As well several 'static' items under the tent here can be walked through.
As I explore more area's (and eventually die... it's gonna happen) I'll try to make the list bigger. Also if you need clarification (as I know i'm horrible at explaining things sometimes) just ask via PM or IG via whisper/tell and i'll gladly help you find the buggy spot.

[NOTE:] I tried to avoid listing things that are unavoidable using the NWN2 toolset, such as objects on hills being flat and not flush to the terrain, which leads to an 'invisible' inside of the object. Though some largely bothersome instances of this may be listed.
Current Character: Zanven
"It is not fear that lets me serve, it is understanding."
"It is not fear that lets me serve, it is understanding."
Re: Bug Thread March 18 --
I would not bother reporting bugs on the silverymoon pass (between Silverymoon and Felbarr) As those areas are getting a complete overhaul by one of our players.SirCobalt wrote:
->Silvermoon Pass, Hawks Nest: In the 'village' area (the walled in place with several buildings) to the north, in order to reach the large hall and two houses in the back you have to pass through a pile of crates/baskets/etc that block the way (though you can still go through them). As well several 'static' items under the tent here can be walked through.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raiseSwift wrote: Permadeath is only permadeath when the PCs wallet is empty.
<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.
"And in this twilight....our choices seal our fate"
- Ithildur
- Dungeon Master
- Posts: 3548
- Joined: Wed Oct 06, 2004 7:46 am
- Location: Best pizza town in the universe
- Contact:
Re: Bug Thread March 18 --
The walkmesh right by the door to Handful of Stars may need to be looked at, as it is very difficult to reach the door/AT. I had to use the wasd keys to get the toon like a micromilimeter next to the AT in order to be able to click on it; otherwise it has a very difficult time navigating the walkmesh and reaching the door/at.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Bug Thread March 18 --
Funny, I looked at that before uploading the new mod. It looked fine to me in toolset. I'll check it out in game to see if I can see what's up.Ithildur wrote:The walkmesh right by the door to Handful of Stars may need to be looked at, as it is very difficult to reach the door/AT. I had to use the wasd keys to get the toon like a micromilimeter next to the AT in order to be able to click on it; otherwise it has a very difficult time navigating the walkmesh and reaching the door/at.
Enjoy the game
- Ithildur
- Dungeon Master
- Posts: 3548
- Joined: Wed Oct 06, 2004 7:46 am
- Location: Best pizza town in the universe
- Contact:
Re: Bug Thread March 18 --
I keep forgetting to post this one:
The static in Rivermoot involving securing a potion for Cadmikas seems to be bugged. I've managed to get the potion, get the journal to update even (iirc), and yet when i bring it to Cadmikas he acts like I don't have it, ie the dialog has no option other than 'did you get it?' 'no, not yet' etc
The static in Rivermoot involving securing a potion for Cadmikas seems to be bugged. I've managed to get the potion, get the journal to update even (iirc), and yet when i bring it to Cadmikas he acts like I don't have it, ie the dialog has no option other than 'did you get it?' 'no, not yet' etc
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Bug Thread March 18 --
->Rauvinwatch Keep: South of the bridge when you enter Rauvinwatch from the west, the water area here has 4
clearly visible transitions in the water, it looks like the levels of water are possibly off just a hair from
each other. These seams can be seen going all the way south.
->Rauvinwatch Keep: South of the keep, the chapel or whatever on top of the stairs is unreachable because of
issues climbing the stairs. I got stuck on the first set, but managed to get past, but the second set of stairs
I couldn't even pass the first step.
->Rauvinwatch Keep: South of the bridge entering from the west, the large, bland plateu that is part of the
background does no justice for this beautiful map! Spice it up, make it a hill
->Rauvinwatch Keep: The large rock area below the plateu which the chapel sits can be walked through, and...
well I got stuck there. This should be non-walkmesh'd asap... so i don't get stuck again <_< it was scary, Rugo
had to comfort me.
->Rauvinwatch Keep: Near the stairs to the south (the stairs leading up to the chapel thing) Looking -at- the
stairs (facing south in other words) to the right is some rather jagged peaks in the terrain, these should be
smoothed.
->Rauvinwatch Keep: Majority (if not all) of the large rocks near the Rauvinwatch Keep gates have a walkmesh
under them (can be walked through). Facing the gate to the right, all these rocks are included for quite a
ways.
->Silverymoon, Sorlars Smiling Satyr: The barmaids path takes her through the bar, in a literal sense, she
walks -through- the bar instead of going around it.
clearly visible transitions in the water, it looks like the levels of water are possibly off just a hair from
each other. These seams can be seen going all the way south.
->Rauvinwatch Keep: South of the keep, the chapel or whatever on top of the stairs is unreachable because of
issues climbing the stairs. I got stuck on the first set, but managed to get past, but the second set of stairs
I couldn't even pass the first step.
->Rauvinwatch Keep: South of the bridge entering from the west, the large, bland plateu that is part of the
background does no justice for this beautiful map! Spice it up, make it a hill

->Rauvinwatch Keep: The large rock area below the plateu which the chapel sits can be walked through, and...
well I got stuck there. This should be non-walkmesh'd asap... so i don't get stuck again <_< it was scary, Rugo
had to comfort me.
->Rauvinwatch Keep: Near the stairs to the south (the stairs leading up to the chapel thing) Looking -at- the
stairs (facing south in other words) to the right is some rather jagged peaks in the terrain, these should be
smoothed.
->Rauvinwatch Keep: Majority (if not all) of the large rocks near the Rauvinwatch Keep gates have a walkmesh
under them (can be walked through). Facing the gate to the right, all these rocks are included for quite a
ways.
->Silverymoon, Sorlars Smiling Satyr: The barmaids path takes her through the bar, in a literal sense, she
walks -through- the bar instead of going around it.
Current Character: Zanven
"It is not fear that lets me serve, it is understanding."
"It is not fear that lets me serve, it is understanding."
Re: Bug Thread March 18 --
Hey Holly, SirCobalt is trying to take your title 

"thats dob85y, sound it out! - d o b b s y"
"Hey man, this aint no game, this is serious"
Shiver
Previous Toon
Ward Halliams - Priest of Kelemvor
Tirus Blazingeye
Ryu Yahchamazina Shield of Helm - Everwatch Knights
"Hey man, this aint no game, this is serious"
Shiver
Previous Toon
Ward Halliams - Priest of Kelemvor
Tirus Blazingeye
Ryu Yahchamazina Shield of Helm - Everwatch Knights
Re: Bug Thread March 18 --
dob85y wrote:Hey Holly, SirCobalt is trying to take your title

And on the flipside, more bugs!

->Quaervarr, The whisling Stagg: The tile near the bar is missing a corner piece, allowing you to see through the corner of a wall.
->Loading Screen Tip: The comments on the subdual damage system are to long, it cuts off the first sentence or so of the tip.
->Winters Edge, Blacksmith: A portion of the blacksmith (in the back near the 'Wintersedge Blacksmith' is untraversable. The Wintersedge Weaponsmith also tells PC's "Take a look at my wares" but presents no merchent window. And the blacksmith/weaponsmith are unamed, though I realize it's not easy making names for -everyone- I just found it odd these were the only merchants who were unamed

->Moonwood, Winters Edge: There's a rather large tree stump right in front of a house door, though the door doesn't actually go anywhere it still seems rather.. inconvenient a place for the stump.
->Moonwood, Winters Edge: Falloons Potions; Half the house is buried in the terrain and the side door is still visible at the top, and can be opened/closed. Perhaps if the terrain here was raised just a tad more in that spot to cover the rest of the door (and the door removed so that no one see's an 'open door' icon when they mouseover the ground there) it would be better.
->Moonwood, Winters Edge: Falloons Potions... well has no Falloon. I'm not sure if this is entended, I just kinda thought it was weird to walk into a room mostly empty (save for one little shelf). Again, this could be something that it is supposed to be, or maybe Falloon was at a Tavern when I happened by!
->Moonwood, Winters Edge: Bowyer; As above, not sure if this is actually a 'bug', but there is no bowyer in the bowyer house.
->Delzoun Ruins: In the Delzoun map, the right side section, towards the south, is a tile with a door that on the other side of the tunnel has a tile without a door, letting you see through one side of the wall

[NOTE] Again, if any clarification of locations is needed, just let me know.
Current Character: Zanven
"It is not fear that lets me serve, it is understanding."
"It is not fear that lets me serve, it is understanding."
Re: Bug Thread March 18 --
Keep 'em coming, Sir C. I'll get to them on my next bug sweep. All appreciated.
Enjoy the game