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Mod 3.0 Bug Thread
Posted: Fri Jul 28, 2017 4:43 pm
by ayergo
Post 'em up here! Remember to include area, NPC name, and details details details to get your reward!
Re: Mod 3.0 Bug Thread
Posted: Fri Jul 28, 2017 8:29 pm
by SCI-kick
It seems rust monsters will eat equipped shields when attacked by a ranged sling. Happened to Kalo twice. Not sure what the reach of tentacles is.
Added a check for distance (7.5m), so he still might eat your shield if you're close enough. Oh, and now he might eat your armor too. I haven't tested this yet though.
Re: Mod 3.0 Bug Thread
Posted: Fri Jul 28, 2017 8:34 pm
by dergon darkhelm
Bug
solved!
Waterdhavian plumbers guild now takes *all* items and gives payout in one dialogue step. (Previously had to initiate the dialogue once/itme) ...
Fixed!

Re: Mod 3.0 Bug Thread
Posted: Fri Jul 28, 2017 9:08 pm
by Arianna
TRADES WARD MAHAIR'S TOWER
NPC ORDER APPRENTICE ANYN'DUIL
SENDS YOU TO GET A REGENT AND OFFERS THE REWARD OF BEING ABLE TO BUY EXOTIC SCROLLS
ONCE DELIVERED - GOLD REWARD GIVEN , BUT , , , "SORRY BUT NO STORE IS AVAILABLE"
I believe it is fixed now. Issue was the store was only in his day location at the tower of the order. Added it in here as well, please test.
Re: Mod 3.0 Bug Thread
Posted: Sat Jul 29, 2017 4:24 am
by Arianna
CastleWard Tower of the Order
Able to join the Watchful Order fine - [I wish the various guild/orders had badges, instead of cloaks / outfits that weigh you down and take up alot of inventory space, but must be worn to show membership]
HOWEVER the portal to the upstairs will not let me pass [wearing the robes] "portal is usable by guildmembers only'
I got the portal downstairs to work once but then it would not work at all for me
I believe the portal should be fixed now.
Trades Ward Mahairs Tower
Wearing the robes that are suppose to make me part of the Watchful order do not let me use the members portal in Mhair's tower either
ALSO
NPC ORDER APPRENTICE ANYN'DUIL does not seem to be there during daylight hours or only has a % chance of spawning.
Found him. Verified that he is either in Tower of the order or Mhair's tower depending on time.
CASTLE WARD BALTHORR's RARE AND WONDEROUS TREASURES
Balthorr still seems to be AWOL
If he is no longer in the mod may want to close up/ lock up shop
His Downstairs door has a AT but doesn't take you anywhere and no errors show up
3.0 Bug thread
Posted: Mon Jul 31, 2017 6:08 am
by Fionn
Phalantar 2Z offers a quest to deliver Baazatu Blood to a guy in Blue Mermaid (3X). He says he has no more work, don't bother coming back, but he'll give you the blood again and again - infinite 10XP, 15 GP for walking 2 maps.
Re: 3.0 Bug thread
Posted: Mon Jul 31, 2017 6:12 am
by Fionn
3rd level of Dairik's quests gives you a key and vague directions to hideout in 2F. Seems the door has been locked, as your next contact Doxon is nowhere to be found, but there's one locked door in "House E0" where I assume he lives, but he key doesn't work. Also, pChest & message board both populated from DB
Fixed
Re: 3.0 Bug thread
Posted: Mon Jul 31, 2017 6:44 am
by ayergo
Fionn wrote:ayergo wrote:Fionn wrote:So you got in ok, there was just one door you couldn't access that was inside (that leads to Doxon)? Was there anything in the pChest?
Yes, once I beat it down, he gave me the next part of his quest chain fine. The pChest had inventory. Old note about a PC item award, crap, some sewer stuff I tried to turn into mage's guild (silk glands, beetle shell, troll claw). You may want to nuke the DB to avoid other such surprises

Cool. Should be easy enough to fix.
I rather like the old DB. Some interesting things floating about that we might not have otherwise.
Re: Mod 3.0 Bug Thread
Posted: Tue Aug 01, 2017 10:30 am
by Rumple C
Not so much a bug as an idea. The spell "create water" could be used to put out fires? 2 gallons / level of water is quite a bit for a small fire. Just a thought.
Re: Mod 3.0 Bug Thread
Posted: Tue Aug 01, 2017 10:47 am
by ayergo
Rumple C wrote:Not so much a bug as an idea. The spell "create water" could be used to put out fires? 2 gallons / level of water is quite a bit for a small fire. Just a thought.
I do like this idea for a good cleric static, will think of how to implement it. I am thinking of trying to lump religious chars by good/evil/neutral at the plinth to make it easier and giving repeatable statics from there.
Anyway, not a bug. Should be moved.
Re: Mod 3.0 Bug Thread
Posted: Fri Aug 04, 2017 2:53 am
by Fionn
Sewer 0403 we found a door in the SE DC36 to pick. After much bashing, we finally got it open to find a broken AT
NW same area found some goblins guarding a chest - odd thing was they seemed weaker than the patrols further North. DC30, unmovable, and the DR above anything we had. Odd that a chest is heavier and sturdier than the door

Do we still lose all the loot if we bash open chests?
Re: Mod 3.0 Bug Thread
Posted: Fri Aug 04, 2017 3:10 am
by ayergo
Fionn wrote:Sewer 0403 we found a door in the SE DC36 to pick. After much bashing, we finally got it open to find a broken AT
NW same area found some goblins guarding a chest - odd thing was they seemed weaker than the patrols further North. DC30, unmovable, and the DR above anything we had. Odd that a chest is heavier and sturdier than the door

Do we still lose all the loot if we bash open chests?
Yeah, not all ATs down there work. I don't recall off-hand, but I believe that door used to go to the old "Dungeon of the crypt". I would love to bring those areas back but not currently on the list to do.
With the patrols/goblins guarding it, sounds like RNGesus was looking over you. Both the patrols and the groups pull from the same pool of options. As for the loot being destroyed, why not try and see? Just be careful if you get stuck in the sewers at night.... MWAHAHAHAHAHA!
Re: Mod 3.0 Bug Thread
Posted: Fri Aug 04, 2017 10:31 am
by dergon darkhelm
The spell "knock" seems punky.... working only intermittently. Most chest and doors seem immune to the spell.
http://www.alandfaraway.info/node/799 --- I think depends on how doors (and chests) are set in the mod.
Re: Mod 3.0 Bug Thread
Posted: Fri Aug 11, 2017 9:01 am
by ayergo
Yeah, busted knock needs to be looked at for sure at some point but is going to be difficult to solve.
Can one of the bards check out access to the mage guild locations now please?
Re: Mod 3.0 Bug Thread
Posted: Fri Aug 11, 2017 10:04 am
by Galadorn
Not sure if this is 3.0.
But since we are IN 3.0, it is still a current bug or issue (at least for Toliv).
When I went to Daggerford, summoning Creatures was at "normal level", not at the heightened power level.
I actually cannot remember if I cast any summoning spells after 3.0 (I must have), but when I got back from Daggerford last, when I now cast my summoning spells, they are "normal" power/level HERE on Waterdeep as well as Daggerford.
As a Cleric with Animal Domain, summons are supposed to be ahead one power level (which means casting level 1 Summon Creature normally summons a Dire Badger, level 2 summons a Dire Boar, and level 3 summons a Dire Wolf -- with Animal Domain: level 1 summons a Dire Boar, level 2 a Dire Wolf, and level 3, a Dire Spider).
Upon returning from DF yesterday, I cast level 3 summoning today, and low and behold, a Dire Wolf appeared.... very strange, since before I ever went to Daggerford, the summoning was working perfectly.
I'm afraid this might be something far too big to "fix", but I sure hope it can be fixed as soon as possible as you might well agree and imagine.
All good! Thanks for the fish.