Bug Thread - April 8
Posted: Mon Apr 07, 2008 9:59 pm
Quick, important note: These changes won't be reflected in the mod for a few days. We'll post when they are.
In the last week of testing, here's how I think it might work best.
I've made a list of all bugs from the old thread and stuck them in a spreadsheet. I'll go through all fo them and verify the fix has been made or fix the bug if it hasn't.
Until that list is complete and posted on this thread, please don't report bugs from the old thread.
Here's the list. I'll edit it into categories soon (Rivermoot, Silvy, Uni etc). I suspect many of these have been fixed (indeed, many have), but I'll be checking each of them over the next few days to be sure.
So if you come across a bug in testing, please stick it in a notepad on your computer and wait till the finished bug list is up before posting.
Thanks.
In the last week of testing, here's how I think it might work best.
I've made a list of all bugs from the old thread and stuck them in a spreadsheet. I'll go through all fo them and verify the fix has been made or fix the bug if it hasn't.
Until that list is complete and posted on this thread, please don't report bugs from the old thread.
Here's the list. I'll edit it into categories soon (Rivermoot, Silvy, Uni etc). I suspect many of these have been fixed (indeed, many have), but I'll be checking each of them over the next few days to be sure.
Rivermoot
1. The AT to Rivermoot East (from Rivermoot) does not function. It does appear to be tied to "Location increment" messages, however. Fixed
2. The house along the road leading to Rivermoot East has two openable doors, but no area transition into the interior. Fixed
3. It seems to be possible to walk through the short wooden fence surrounding Rivermoot shops in places. Fixed
4. The row boat next to the Rivermoot starting point doesn't seem to work. I seem to recall this being tied to a static, so perhaps it won't do anything until they are updated. Fixed
5. Opening the gates to the Rivermoot shop area caused the dockworker standing beside it to drop into an attack animation, like he was about to bash it. He then proceeded to walk down the stairs, get stuck on a corner, and oscillate back and forth repeatedly. Fixed
1. The Kadalion Quest "Unearthed Temple Ruins" seems to have somewhat uncertain behavior. When completed with one character, it was sufficient to click on the AT into the ruins to trigger completion. With a second character, it seemed like I had to actually enter the ruins, then leave to get credit. When doing so, it became obvious that the entrance area of the ruins has some missing textures, unless neon green, blue, and red are really supposed to be part of the decor.Fixed
2. The door of the Angler's Tavern in Rivermoot now appears to be several feet in front of the actual building. Fixed
3. The Kadalion Quest "Nasty Bug" works up to a point. The object of the quest never shows up. Also, the quest gets completed successfully simply by approaching a particular area, instead of by killing the intended object.
The Temple Ruins in NE Rivermoot still have missing textures in the entry area.Fixed
2. The Unearthed Temple Ruins quest refused to trigger successfully, even when I went all the way into the ruins. I was attempting to determine whether stealth was breaking this, but was unable to confirm or refute that. Fixed
3. The Tusker Hunger quest target did not spawn (may have been due to AL questing in the area as well, or could be a stealth issue). Fixed
1. Even when the town's gates are closed, it is still possible to walk right through the wall next to the gates. Fixed
2. The scouting quest that takes you to North and South Hollow seems problematic, as the map only shows the marker for North Hollow (I can't seem to find where South Hollow would be even after rereading the given description a dozen times and trying to match it to the map). When I scouted the North Hollow, my journal updated that I need to report back to the Marshall. The Marshall acknowledged my quest, my journal updated it to be complete. Then when I asked for more scouting assignments, he asks me if I'm done with the Hallows quest. "I'm still working on it" or some such. Fixed - It's just North Hollow now, and the journal and convo reflect this.
3. The tented row of plants in the northeastern corner of the Plantation (right in front of the ladder) seems to be as if invisible. I can walk pretty much right through it. Same issue with several of the various rock outcroppings along the mountains edge. Fixed
5. There is no AT at the southern end of the road, past the Cemetery Bridge. Fixed - Put a sign up explaining why
In Rivermoot, behind the plantation, the stone structure on the other side of the cliff: The walkmesh seems off, my halflings lower quarter was cut off while walking around inside the structure. Fixed
Also the little cave behind that structure, when I went to enter it, I heard a door open, and then I had to click on the cave again to enter, the second time I entered there was no door sound and I entered on the first click. Fixed - This problem won't go away, so expect door sounds on cave opening.
The second scouting quest seems broken. Upon reaching the mouth of the cave I got no journal update and upon returning to the quest giver he did not register me completing the quest.Fixed
For whatever reason, most cave entrances in the mod have invisible doors that must be opened before the cave can be entered. I have no idea why this is. Me neither. My initial suspicion was that it had 2 doors placed in the one opening, but that appears to not be the case.
Scouting II, Dogleg Dell, is either broken or not firing consistently. No quest update is encountered upon nearing the cave mouth, or seemingly walking anywhere in the dell. I tried entering the cave and clearing it out to see if that made a difference, but to no avail. Fixed
The AT to the Catacombs was not working. Fixed
The tower in the northern section of Rivermoot (just west of the gate) has an AT in front of it labeled "Trap". It appears to do nothing. The door on the same tower opens to a blank wall (i.e., no area transition, no door frame, etc.).Fixed
Rivermoot Interior Merchants: The armor shop says he's closed. The weapons shop shows me her wares, but doesn't seem to be able to sell me weapons (tested Lt. Crossbow & Bolts), the "Fine Print" shop works fine, as does the Farrier. Fixed
The Kobold Runt dropped an old-style Cure Light Wounds, or at least it did not have the new text in the description field. Are these in the server yet? Fixed
In the Snake Pit, the AT to exit back to Rivermoot is set several feet in front of the actual cave entrance. Also, leaving the cave seems to cause the creatures outside it to immediately respawn. This only appeared to occur the first time I left -- subsequent attempts did not have this effect. Fixed
1. The crypt door in the ruins east of Rivermoot (second highway area, heading east) cannot be accessed. The ruined building it is inside is unwalkable. Not sure on this one yet.
I was able to purchase an Rivermoot Inn Key for 5 gp, even though I had 0 gp before attempting to purchase the key.Fixed
2. Although the Hollows quest in Rivermoot now seems to work, your journal mentions scouting two chasms, not one. Also, although Kadalion will properly reward you for the quest, you still have a conversation option to accept it again (though selecting it does not appear to have any effect). Fixed
6b Rivermoot Interiors: Jesha plays an invisible flute (or she's a mime). And her description reads "rm_jesha".Fixed
Silverymoon
There were a couple of shop doors (Optym's Blade and a Scroll shop?) where the doors were highlightable, although somewhat fuzzy, but unusable. Perhaps the 'dummy' doors were still in place? Fixed
NW Gate AT from inside Silverymoon was still somewhat funky - I jumped back and forth a couple times to the exterior of Silvy area (not the Travel Map) and wound up on the wrong side of the gates twice. Maybe set that AT with a waypoint target? Fixed
3. The Rauvinwatch Keep walkmesh is either odd, or the mod was lagging like hell when I was last there. Clicking on any doors had no effect (meaning, the PC refused to run over and open them). Approaching manually and trying them sometimes failed as well. Fixed
4. In the Silverymoon Surrounds area, the AT in the NE portion of the map (labeled "SilverymoonNE") does not function. Neither does the "Sundabar Gate Outside" AT seem to function. Fixed
5. Inside Silverymoon, at the Hunter's Gate, there ap pear to be too many guards spawning. I assume there are not supposed to be eight identical guards hanging around. Similar spawn problems are happening at the Moonbridge, and presumably elsewhere in the city. Fixed
7. Entering the "Handful of Stars" building in Silverymoon dumps you out of the module with the "Could not load module" error. This was with an updated PWC, too. Fixed
1. The AT in front of the North Gate Constabulatory (labeled "Constabulary") does not function. Fixed
2. The door to the Westwatch Tower (at the Hunter's Gate) opens to a blank wall. This is identical in appearance to the problematic tower in Rivermoot, only without an AT. Fixed
3. Unless the Lastima price fix has not yet been uploaded, she is still selling her wares for 1 gp. Fixed
4. In Kylan's shop, all the hide shields (light, heavy, and tower) have missing icons (all all displayed with the '?' icon). This problem is repeated in Darak's shop, and thus should be evident anywhere those items are sold. Fixed
5. Attempting to enter the Halls of Inspiration (whose door is labeled "Temple of the Silver Stars") causes a "Could not load module" error. Note that this effectively prevents a PC ejected in this manner from entering the module again until the server resets. The temple is also lacking a map pin. Fixed
6. The Temple of Loyal Fury has both an openable door (with no AT) and an AT on the ground in front of it (with the "Trap" label). All doors inside the temple are labeled "Illefarn Door". The healing script here takes your money but doesn't appear to do anything (I tried the CLW casting). Note that I wasn't injured when I tested this, but I would either expect to not be charged anything, or to see a spell animation fire. Fixed the door, but the healer I'll leave for AL
7. The High Palace interior currently lacks doors or additional rooms.Will leave for further building
1. There is a blank map pin in the SW corner of the city. The AT inside the building labeled in this manner is Fochlucan. The AT does not appear to work. Fixed
3. Some buildings (Silverymoon Fort, Palace interior) have both usable doors (with ATs) and ATs on the ground. The ground ATs generally don't work, although the door ATs do. Fixed
4. This may be by design, but nearly all statues in the Silverymoon Fort are facing west, although there appears to be nothing special located in that direction. Seems to be remedied
5. The cells area for the South Constabulary has major walkmesh issues. Much of that area is unwalkable. There are also three doors in the upstairs door frame. Two are set lower on the ground and appear to be intended to be opened from the other side. There is no AT upstairs in any case. Fixed, although it's clearly in development
6. There are walkmesh issues approaching Iron Shield Armory. The front step is unwalkable. I cannot find the building...Rick, where is it mate?
7. The door to Optym's Blade highlights, but doesn't seem to be usable (I get the slashed circle icon when mousing over it). Fixed
8. Silverymoon guards still seem to be multiplying like rabbits. There are tight groups of them everywhere they spawn. Fixed
9. There are still multiple places where moving PCs will get stuck for no apparent reason (the ramp to the High Palace being one of them). Fixed
10. The AT within the Temple of Silver Stars seems to be broken, hence it is presently impossible to leave.Fixed
Fourthpeak
The lair in the NW section (near the AT from the travelmap) looks to have the same corrupted wall effect (the vertical white stripes) that had plagued Rivermoot. It also has the usual line of sight problems, but I'll cease mentioning that unless I hear it's been fixed. Also, having a cave interior corresponding to a building exterior seems a bit strange. Fixed
In the NE section of the map, there is an AT into a building that doesn't seem to work. This building is in the orc camp. Fixed - Placeable deleted for now
Along the southern edge of the region, there is a narrow rope bridge that spans a chasm. The entire bridge is unwalkable. Fixed
It is not possible to enter the fort from the outside (or to leave the fort to the outside). This does not appear to be the intent, but various unwalkable objects prevent passage.Fixed
There is also an AT mismatch in the Fourthpeak Fort area. In the southern region, there is a cave beneath a waterfall. Taking that AT ports you to another cave mouth around the center of the area. Activating that AT, however, takes you into a cave interior. I suspect the waterfall AT should also connect with a (separate) cave interior.Fixed
[/size]Quaervarr
5d Quaervarr The Whistling Stag
1) no barkeep. Bar area is very dark. Fixed
2) Chairs don't seem to be sitable This remains until I can get the orientation right
3) A door in the kitchen going nowhere. Meant to be there? Not Fixed
4) All doors and lockboxes/chests upstairs do not require keys Fixed
5) Patrons static Fixed
5d Quaervarr
1) commoners are static...no 'wandering' script Fixed
2) that double ended sewer thing next to the wooden bridge. Is it supposed to be walkable? It's not atm. Meant to be unwalkabe
3) Cave/mine near track to winters edge has AT (goes blue with mouse) but doesn't AT you Fixed
So if you come across a bug in testing, please stick it in a notepad on your computer and wait till the finished bug list is up before posting.
Thanks.




