Mod 3.0 Bug Thread

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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

South of WD: 4C Smuggler's Bane Tower transition to the east is not working.
Image

Should be fixed, but other tags in the area make me suspicious there could be more problems.
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

I am stuck in South Sea Wall: 4M 4N 4V 4W. I assume this is a walk mesh issue.
Image

I think the hak update should correct this. Please recheck with 4.0
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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ayergo
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Re: Mod 3.0 Bug Thread

Post by ayergo »

Gaia_Nostra wrote:I am stuck in South Sea Wall: 4M 4N 4V 4W. I assume this is a walk mesh issue.
Image
I put a bunch of rocks there, see if that bumps you out. If not will try and catch you tonight.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Gaia_Nostra
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Re: Mod 3.0 Bug Thread

Post by Gaia_Nostra »

ayergo wrote:
Gaia_Nostra wrote:I am stuck in South Sea Wall: 4M 4N 4V 4W. I assume this is a walk mesh issue.
Image
I put a bunch of rocks there, see if that bumps you out. If not will try and catch you tonight.
*** fixed ***
If the enemy is an ass and a fool and a rating
coxcomb, is it meet, think you, that we should also,
look you, be an ass and a fool and a prating
coxcomb? in your own conscience, now?

Former Characters:
(Silverymoon): Q’arq Olafstenza Fry
(Waterdeep/Daggerford): Angus Porter, Cleric of Torm (aka the Slipshod Sergeant)
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Senor T
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Re: Mod 3.0 Bug Thread

Post by Senor T »

ayergo wrote:I put a bunch of rocks there...
I would like to take a moment to appreciate that the solution to this technical issue was to put down a bunch of rocks. Magnificent.
Currently laying the smackdown on Faerun as: Keryn Tel'Jora, who is XXX-TREME!!!.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
Wild Wombat
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Re: Mod 3.0 Bug Thread

Post by Wild Wombat »

Senor T wrote:
ayergo wrote:I put a bunch of rocks there...
I would like to take a moment to appreciate that the solution to this technical issue was to put down a bunch of rocks. Magnificent.
Ayergo should be in charge of fixing the US infrastructure.

Oh, wait, with the "throw rocks at it and see if it works," solution, maybe he already is. :twisted:
Retired NWN1: Murgen Kjarnisteinn (AKA Grumpy Scout)

NWN2 (Failed Experiment): Muir Cheartach, AKA The Pale Faced Pie Man

R.I.P.: Croaker Lyosbarr, Knight of Yartar, Lord of Lhuvenhead (NWN1)

"In no uncertain terms, i am adamantly opposed to any ingame mechanics that penalize players for wanting to meet up with other players, when their goal is to roleplay." - White Warlock
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ayergo
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Re: Mod 3.0 Bug Thread

Post by ayergo »

Well that was a temporary fix. I am hopeful a lot of the walkmesh issues will be sorted with the "new" haks". We actually have a whole missing tileset right now even.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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Senor T
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Re: Mod 3.0 Bug Thread

Post by Senor T »

In the sewers (area north of 0305) we (Peter_Abelard, Senor-T, mick144) discovered a large special room with an explore xp trigger that granted no xp.
Currently laying the smackdown on Faerun as: Keryn Tel'Jora, who is XXX-TREME!!!.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
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Senor T
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Re: Mod 3.0 Bug Thread

Post by Senor T »

Area: Trades Ward: Lhuvenhead Trading Company - front door not lockable from the inside. Remains unlocked after it's closed.


Should be fixed in 4.0
Currently laying the smackdown on Faerun as: Keryn Tel'Jora, who is XXX-TREME!!!.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
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dergon darkhelm
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Re: Mod 3.0 Bug Thread

Post by dergon darkhelm »

'Unstable Portal" (any area found)

XP reward for destruction of the portal seems to be granted to all PCs on the server, regardless of whether they are partied with the destroying group/pc or not.

Should be fixed in 4.0
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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Senor T
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Re: Mod 3.0 Bug Thread

Post by Senor T »

Sewers 0406: door at the bottom center of the map opens but has not AT.


???!!!!????

Sewers 0405: chest to the right middle reappears instantly after it has been bashed and looted.


I haven't figured out how to fix this yet, seems to happen sometimes with placeables.
Currently laying the smackdown on Faerun as: Keryn Tel'Jora, who is XXX-TREME!!!.
Currently explaining the meaninglessness of it all as Vizian Nazyr.
Currently pointing out all other characters' shortcomings as Stephen the Archer.
Rumple C
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Re: Mod 3.0 Bug Thread

Post by Rumple C »

Southern Ward: The House of Good Spirits.

Cannot rest in inn rooms because "There is an enemy nearby".
Last edited by Rumple C on Mon Feb 26, 2018 2:13 am, edited 1 time in total.
12.August.2015: Never forget.
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Galadorn
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Re: Mod 3.0 Bug Thread

Post by Galadorn »

Dirty rats!

That place must be cleansed.
Rumple C
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Re: Mod 3.0 Bug Thread

Post by Rumple C »

The City of the Dead & North : 2P

Door issues!

All pins mark door issues. Either missing doors, an extra door floating above the first, or in the case of the SE most pin, a floating door with a trapped door beneath.

Image


Should be fixed in 4.0
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Rumple C
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Re: Mod 3.0 Bug Thread

Post by Rumple C »

SeaWard: 1H

Missing doors on 3 pins in SW quadrant of map.

Image


Should be fixed in 4.0
12.August.2015: Never forget.
Locked