All addressed, either fixed, removed or retaining status quo for now.5c Moonwood - Wintersedge
Female hand graphic glitch on most of the archers (all women?)
Door almost buried in the hill but still openable (first one on the right once you cross the bridge) minor issue.
Door on the house closest to the waterfall (castle side) is set off centre with the doorframe.
River is totally walkable near the waterfall and only knee depth (feature?)
Porch area in front of the door is not walkable on the right most 'shop' in that collection of 4 joined ones.
Only interior is the tavern.
All the NPCs don't have wandering scripts/waypoints/voices.
5c Winters edge tavern
Bar area is very dark (same interior as Qaervarr?)
Braelig Korda is behind the bar. No convo and looks like a blacksmith with the hammer and the kneeling etc.
Wintersedge cook in the Kitchen is frying a warhammer:)
No sitable chairs.
Door from inside looks a strange dark blue?
Outside town
Wolves start on injured?
A path north has not AT at the top of the Map.
River is walkable and knee deep.
SOme walkmesh issues on the forested hills.
No loot from nasty gnoll type things. Wait. 13 gold after taking out 5. (might not make it thoruhg the cave so i'll leave it for now).
Middle south cave, no interior or AT.
Heralds Holdfast
AMAZING!
Although there is lots of light streaming through windows seeing it's underground. But i'd be inclined not to change a thing!! I love the white fog(?) gives a senseof movie magic and looks great.
No NPCS or anything yet. Expect its in dev.
No sitable areas.
All in all this town gives the impression of a very pretty, peaceful and well presented place. Maybe some texturing down the track when times is not of the essence would give it a slightly harsher feel ?(being on the esge of winter and the savage frontier and all:))
Nice building guys! Very nice. WHen Rick said 'skeleton only' i didn;t expect things to be so well done! And i love that there really is a fair bit of forest areas for us soon to be ranger types.
NOte: I REALLY think the fog of war thing is a good idea if we can get it. Makes it hard for DMs/builders to hide things form players. We always had it in ALFA1.....
Bug Thread - April 8
Moderators: Wynna, NWN2 - 03 DM
- Curmudgeon
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That's been like that since the first time I tried the server - I always marked it down to quirky pathfinding in the engine, though, since moving there by short clicks or keyboard never showed any obvious walkmesh issues...Avaz wrote:Places:
- Walkmesh in the gazebo seems wonky. The pathfinding to the Marshall takes me around to the side rather than straight through, as demonstrated.
I can't fix these until I get the newest version of the area.Known bug, and previously reported.Twin Axes wrote:Bah. I got stuck in the Temple of Silver.
The Argent Legion tower in High Hold has the same walkmesh problem as the one in Quaervarr (circular back room is unwalkable). I'll venture that every area that has a copy of this interior will have the same issue. Also, the door into this chamber opens to a blank wall, though the AT on the ground (marked "Trap") works.
Rauvinwatch Keep
[Typo] In his description of the Argent Legion, Derek Silverblade mentions that they have enough soldiers to "cplete all our patrols."
The High Marshall's office cannot be entered (walkmesh problem).
None of the floor north of Silverblade can be walked on, so the remainder of that area is inaccessible.
The quartermaster mentions his supplies weight "100 ibls" and the PC's response is "Wow, 100 ils ...". Both of these appear to be typos. The supplies technically weigh 100.5 lbs.
Portions of the quartermaster's room are unwalkable, even near the door. It is still possible to enter and speak to him for the moment.
The western edge of the river near the AT has a gray seam visible between two sections of water.
There is a tree half sticking out of a short slope near the central portion of the map, along the road.
Last edited by Runestaff on Thu Apr 10, 2008 3:25 am, edited 1 time in total.
All fixed.Travel Map
1. The High Hold AT is not functioning.
2. The Winter's Edge map pin is nowhere near the Winter's Edge AT.
Winter's Edge
3. The boulders/fence at the entrance to the gnoll camp can be walked through as if they did not exist. This is also true of many boulders throughout the mod (e.g., at Rauvinswatch Keep).
High Hold
4. The river ends abruptly (and jaggedly) at the eastern edge of the area.
Either fixed, removed or rejigged.Silverymoon
1. The Sundabar Gate AT within the city isn't working.
2. There presently appears to be no way to enter the southern portion of Silverymoon from within the city. The southern half of the Moonbridge is now unwalkable, and there are no obvious ATs anywhere else.
3. In the Silverymoon surrounds area, the Silverymoon NE AT still does not work. Hence you cannot get to the travel map unless you backtrack to Rauvinwatch Keep and take its northern AT.
4. The southernmost Silverymoon AT on the travel map is broken. As a result, it presently appears to be impossible to enter the southern area of Silverymoon, and therefore any attempts to further test the University statics are not feasible. In fact, none of the Silverymoon ATs on the travel map seem to function any longer (although the westernmost one cannot even be reached).
Travel Map
5. As with most of the travel map ATs that I've tested, the eastern and western Rauvinwatch Keep ATs are broken. The northern one still works, however. If the travel map is being phased out, then it should not still be possible to reach it.
- AcadiusLost
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The current intention is not to use the Travel Map for any of the areas which have tiled full-scale exterior highways connecting them, so Rivermoot, High Hold, Rauvinwatch, Silverymoon, etc are unlinked from it by intention. We'll either need to pull it entirely, or find a creative way to make it clear where should be walkable (and run a walkmesh cutter around the bounds to sort things out).
Apologies for the confusion on the matter- we've got several people working overtime in the toolset for the module trying to get things ready, and that kind of pace makes it difficult to keep things in sync sometimes. I'll see about placing some temporary ATs on walkable areas to allow Silvy South to be enterable, so university quests may be tested again.
Apologies for the confusion on the matter- we've got several people working overtime in the toolset for the module trying to get things ready, and that kind of pace makes it difficult to keep things in sync sometimes. I'll see about placing some temporary ATs on walkable areas to allow Silvy South to be enterable, so university quests may be tested again.
- Curmudgeon
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Silverymoon North
Silvy South AT from the Moonbridge didn't work for me.
Optym's Blade
Both interior doors to the outside seem to be linked to the same exeterior AT - I may have neglected to tag them properly. The door furthest from Mr. Optym is supposed to be the main entrance.
There were 4 crossbowmen KiS guards on one side of the North Bank of the Moonbridge. Commoners with torches seemed to be running everywhere. Multi-spawn issue?
Silvy South AT from the Moonbridge didn't work for me.
Optym's Blade
Both interior doors to the outside seem to be linked to the same exeterior AT - I may have neglected to tag them properly. The door furthest from Mr. Optym is supposed to be the main entrance.
There were 4 crossbowmen KiS guards on one side of the North Bank of the Moonbridge. Commoners with torches seemed to be running everywhere. Multi-spawn issue?
My error. I did indeed neglect to send AL the conversation file to start the transition process. I believe AL is fixing the issue now regardless, but my apologies to Wynna for disallowing testing of her Uni.
Going to need accurate descrptions of the NPCs. The NPC commoners bring out torches at night on their waypoint routes. They put them away during the day. Are they actually running? Does there seem too many? I have tested it at least 10 times and the proper amount seem to spawn...approximately 100 in the north area, 50 in the south.
Going to need accurate descrptions of the NPCs. The NPC commoners bring out torches at night on their waypoint routes. They put them away during the day. Are they actually running? Does there seem too many? I have tested it at least 10 times and the proper amount seem to spawn...approximately 100 in the north area, 50 in the south.

- Curmudgeon
- Gadfly
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The running appearance may have been a framerate issue. There seemed to be an unending flow of them, however. I could have sworn it was daytime, too.
Oh, and there was one Dock Worker digging away near the north bank end of the Moonbridge who was dressed only in his skivvies.
I crossed the Moonbridge back and forth a few times - I thought the concept was to put the ATs near the destination bank so that one could admire the city from the bridge. After my first transit, the bridge became visible when in the Silvy North area. Silvy South seemed okay, although I didn't explore. Framerate in Silvy North seemed severely degraded. I could not tell if there were multiple torch bearers spawning, but it seemed to me there were lots. Here's a screenie from the Market:
Admittedly, my hardware is not the best, but it's been usable. Changing PCs to one in Rivermoot cleared up the framerate issue. Shortly after changing PCs, the server shut down.
Oh, and there was one Dock Worker digging away near the north bank end of the Moonbridge who was dressed only in his skivvies.
I crossed the Moonbridge back and forth a few times - I thought the concept was to put the ATs near the destination bank so that one could admire the city from the bridge. After my first transit, the bridge became visible when in the Silvy North area. Silvy South seemed okay, although I didn't explore. Framerate in Silvy North seemed severely degraded. I could not tell if there were multiple torch bearers spawning, but it seemed to me there were lots. Here's a screenie from the Market:

Admittedly, my hardware is not the best, but it's been usable. Changing PCs to one in Rivermoot cleared up the framerate issue. Shortly after changing PCs, the server shut down.
Last edited by Curmudgeon on Thu Apr 10, 2008 2:40 pm, edited 1 time in total.
Will fix these when I've got the newest version of these areas.6D Rauvinwatch Keep Garisson
All the Knight in silver guards etc speak in some echoy celestial type accent 'I hear you' (should ther be knight in silver as well as argent legion?)
There's the sound of something like a huge giant stomping around
Room to the south (left) of the duty officer with the funky sword is al funny walkmeshed. Som unwalkable. SOme you go waist deep in stone like walking through a river.
6D Rauvinwatch keep
Horse outside the garisson spawning outside pen
Rauvinwatch outfitters - can't enter the interior
AT to temple of illmater doesn't work (is there a reason there are blue at markers instead of the door being used? same with garisson)
AT to last chance inn doesn't work
Flowers at bottom of keep roadway (just outside the gate) are floating and on the stone path
Aesthetics - the path from the main road to the north of the screen is paved. Seems out of context. Dirt?gravel instead?
All fixed. The door not opening bug is odd, because it'ss set up correctly. I'll check it in game.6C High Hold
AT to the tower outside the gates with Argent legion in it has 'Trap' name. Not right?
Argent legion dude doesn't talk to accept quest
Not many map pins for shops etc (maybe not a bug)
Kedimar has no convo
All shopkeeps have 'Sorry we're currently closed' response (prob just in development)
Cant open the door to the main keep