Bug Thread January 12, 2009

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hollyfant
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Re: Bug Thread January 12, 2009

Post by hollyfant »

  • 6b Highway 1 - the "oldbanditcaveout" transition cannot be reached. Near it is an invisible door that cannot be opened.
  • 6b Rivermoot - just north of the town's bridge characters float on a few inches of air, as does the dirt.
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Brother Humphrey
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Re: Bug Thread January 12, 2009

Post by Brother Humphrey »

hollyfant wrote:
  • 6b Highway 1 - the "oldbanditcaveout" transition cannot be reached. Near it is an invisible door that cannot be opened.
  • 6b Rivermoot - just north of the town's bridge characters float on a few inches of air, as does the dirt.

The oldbanditcaveout business is an old issue. I was told the cave was removed from the mod, months before we went live, for some reason i can't remember.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

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Curmudgeon
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Re: Bug Thread January 12, 2009

Post by Curmudgeon »

hollyfant wrote:
  • 6b Highway 1 - the "oldbanditcaveout" transition cannot be reached. Near it is an invisible door that cannot be opened.
  • 6b Rivermoot - just north of the town's bridge characters float on a few inches of air, as does the dirt.
That TA is long overdue for removal. Should be gone with the area rebuilds coming soon.

Lead boots to resolve the floating problem will be coming soon.
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hollyfant
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Re: Bug Thread January 12, 2009

Post by hollyfant »

  • 6d Silverymoon: Shining Scroll - Xara Tantlor is missing.
  • 6d Silverymoon: Tower of Balance Public
    • Shouldn't Deconess Alonta Relathra be a "deaconess"?
    • She doesn't offer access to her store in her dialogue at first, you have to ask about her services and then decline.
  • 6d Silverymoon: Temple of the Silver Stars - The Selunite Acolyte (that's "Selûnite") have beards, but voices that would put a choir boy to shame.
  • 6c High Hold - the door to the temple of the Red Knight is too high for its frame.
  • 6d Highway 2 - NPCs barge through the reeds along the river instead of following the road.
  • 6d Silverymoon: Abandoned House - Both the Abandoned House Upstairs and the Abandoned House Downstairs doorway have a usable door, plus a fixed, unopenable one.
  • 6d Silverymoon: Constabulatory North - There are a number of items sunken into the Desk, instead of perched on top of it.
  • 6d Silverymoon Northeast - the house south of the Temple of the Loyal Fury has a front door that's partially sunken into the ground.
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Re: Bug Thread January 12, 2009

Post by Rick7475 »

Brother Humphrey wrote:
hollyfant wrote:
  • 6b Highway 1 - the "oldbanditcaveout" transition cannot be reached. Near it is an invisible door that cannot be opened.
  • 6b Rivermoot - just north of the town's bridge characters float on a few inches of air, as does the dirt.

The oldbanditcaveout business is an old issue. I was told the cave was removed from the mod, months before we went live, for some reason i can't remember.
Nah, the caves were moved to make the 3rd level of the Catacombs. There was a ton of hooks I left in for future dungeons and stuff that I had designed, like the Tall Rock Ruins in Silverwood where there was going to be a huge multi-level dungeon. Probably no more room for that stuff now though.
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Rotku
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Re: Bug Thread January 12, 2009

Post by Rotku »

Area Handful of Stars (Silverymoon East, I believe), AT only works one way.
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NickD
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Re: Bug Thread January 12, 2009

Post by NickD »

The Shadow Sword Thieves quest still isn't working for me. Nobody spawns when I enter the house.
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Brother Humphrey
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Re: Bug Thread January 12, 2009

Post by Brother Humphrey »

That's cuz they smelled Gru coming, doh!
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

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DMyles
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Re: Bug Thread January 12, 2009

Post by DMyles »

i might have a problem with my pc. I can't seem to rest anywhere. I go into the resting animation and then it stops before the rest gets going. My pc stays in the resting position until I take another action at which point it says rest cancelled. Also when i turn off the game from multyplayer there is always an error report that the game has crashed. The game is fine when quiting form single player and doesn't have a problem in multiplayer until i turn it off. Any ideas?
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Re: Bug Thread January 12, 2009

Post by AcadiusLost »

Re: Resting. You need to let your PC remain in the "resting" animation for longer. After 120 seconds, you should receive a message stating that the rest has been completed successfully. If you move or break the animation before that time is up, you need to start over to gain the benefit of the rest.

The same mechanic applies to praying for spells or studying spellbooks, as well.

Re: Crashing on exit: Use the "Exit to main menu" option rather than "Quit NWN2", doing the latter directly from inside the game pretty much always results in a client crash (though that sort of crash doesn't tend to cause any ill effects; your character file is still written to the server properly, etc).

Hope this helps, you may find this link generally helpful for getting oriented with the NWN2 engine customization in the ACR:
http://www.alandfaraway.org/node/966
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DMyles
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Re: Bug Thread January 12, 2009

Post by DMyles »

thans
"As the fletcher whittles and makes straight his arrows, so the master directs his straying thoughts."
-The Buddha
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Brother Humphrey
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Re: Bug Thread January 12, 2009

Post by Brother Humphrey »

Sri, DMyles, I didn't realise you were unaware that we don't use the bog standard 5 second rest cycle that Bioware scripted, or I would've told you that the night we met.

As AL mentioned to me, later, it's a freakin' shame we don't have a working rest progress bar to let you know how your rest is progressing, other than watching your hp go back up to full, if you'd been injured before resting.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

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davidcurtisjr
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Re: Bug Thread January 12, 2009

Post by davidcurtisjr »

Had problems with the transition to Settlestone from Fourthpeak. Don't know if this is an issue or whether I'm attempting to use an old transition.
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hollyfant
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Re: Bug Thread January 12, 2009

Post by hollyfant »

  • 6d Silverymoon: Silversmith - Losanah Woodwatch sells a silver Holy Symbol for about 160gp. Per D&D rules, silver holy symbols cost 25 gp (but weigh 1lb. instead of .3)
  • 6b Rivermoot
    • The "The Angler's Tavern" placeable signpost intersects with a "Torch" placeable.
    • The "Sundial" states it's 1389. However, the current ALFA year is 1375 DR.
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NickD
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Re: Bug Thread January 12, 2009

Post by NickD »

hollyfant wrote:The "Sundial" states it's 1389. However, the current ALFA year is 1375 DR.
Persistant time. IIRC, It also gives the months in Earth months. Check Time and Sundials would probably be better if they only displayed the time part of the datetime.
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NWN2: Gruuhilda, Tree Hugging Half-Orc
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