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Path of Evil Remastered?

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Kaprikorn Schultz

Thanks Kamal

Let us know when it's fixed, I'm impatient to get back to it.

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kamal

Upload of fixed files should finish overnight. Same link. You should be able to override things from the neverwinter module by copying the .dlg files from the poe_intro module to your override folder, and from the campaign's scripts folder to the override as well. This will override the dialogs and scripts of the poe_intro module. Otherwise you'd need to start over. The problem was the companion tags had changed, so scripts and dialogs were referring to an object tag that no longer existed.

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Kaprikorn Schultz

Thanks Kamal, you're the best.

 

 

 

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Arkalezth

So, to sum up, what has been changed or added, other than improved visuals? Stronghold fixes, SOZ party creation, companions that can rejoin, that sundial item... anything else?

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kamal

That's it Arkalezth. Other than that there were some fixes for some typos and very minor things like that. There is no new content like coversations/quests/areas.

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Pitdmn

I have found a few issues in the campaign. First is a minor issue, in which the people in beggers nest do not walk around.  Second is more serious, the sewers are very hard to maneuver and don't seem to follow the paths.  Meaning they walk aboce water, under tiles, and weird routes to move 5 feet.  Also, the sewer entrance where the character meets Tan does not allow entrance into the sewers.

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kamal

Sewers sound like I forgot to bake the areas. Baking is something I normally do whenever changing the walkmesh. I will investigate.

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kamal

Try these in your override folder for the sewer issues (and an issue with a cleric quest in the Docks district), I've specifically tested them ingame, but am not sure if you can override areas https://www.dropbox.com/s/l5ov36wvwkykxh9/intro_override.7z (1)

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kevL's

notes on above.

I've been, uh, fixing a module am playing. I realized i needed to change the Module.Ifo file in the save, but once it was adulterated and put in /Override, the game didn't save correctly. (the .Z file got borked)

note, Module.Ifo didn't work when i inserted it into one of the .haks either.

So ... this has worked in brief tests so far. The .Z file, as it turns out, is apparently a rather straightforward .Zip file. so unzip it. inside you get a "-" file: use Tani's Nwn2Packer to open it.

put your files in. Then use 7-Zip to turn the "-" file back to a .Z file. I simply right-clicked that file, chose 'To .zip' and then renamed the file to what it's supposed to be.

that could be one way to skin the proverbial cat.

Now I want to rebake the areas. .Trn is an uncompiled walkmesh-thingie-whatever, and .Trx is the compiled format. Not sure how they differ, but i'd guess the .Trx is useful for playing on servers. In any case, neither of those files is actually stored inside a saved game. (note that the .Are, .Gic, and .Git are, however.)

That is, the .Trn/.Trx files are about the only files that are still being accessed from the original module file/folder. That is, if you need to load a save, the original module is still specifically needed for those files (the walkmesh(es) of the area(s)).

So, am going to simply rebake areas with the toolset, with the original module loaded, and see how that goes.

- for kamal's fix, which looks like it has .Are, .Gic, .Git, .Trn, .Trx files, I suggest first copying them all into the original module folder [overwrite] ... then for the .Are, .Gic, and .Git files, you could try your luck either with the method described above ... or try them in /Override, (or even insert them into a .hak if PoE has one convenient). <- dont do that, they need to be updated with each save... seems like the .Z insertion method is the way to go. But if kamal hasn't really changed much in the .Are, .Gic, .Git files, the latter .Trn and .Trx should work, hopefully, in the original module file/folder.


ps. I am not a lawyer.

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kamal

Haven't really changed much, converted some placeables to environmental and rebaked. The placeables were causing an entry spot to the sewers to not be walkable, causing the transition issue.

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kevL's

confirmed that rebaking terrain in the original mod changes pathing when loading a saved game.

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travus

I just took a closer look at the new fixes you had... found some issues:

 

Area poe1_sewers:

The tile at 11,8 won't bake. Possibly too many placeables.

The large grouped placeable in tile 16,4 needs some adjustment (floating stuff over the edge).

There is an encounter spawn in tile 12,13. That part of the sewer is inaccessable.

The thief trigger in tile 3,12 is in the wrong place. Should be near the thief chest.

The skeleton warrior encounter trigger needs adjustment/relocation. It's current position only covers one of the access points to where the skeletons spawn.

The tiles at the following X,Y coordinates are the wrong tiles:

4,1

15,5

16,6

13,9

 

Area poe1_sewer2:

There is a portcullis sitting in the middle of the hallway in tile 19,1.

There is an encounter spawn in tile 19,15. That part of the sewer is inaccessable.

 

NWN2 Mod playthroughs    www.youtube.com/user/AhTravesty

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kamal

All should be fixed (same override link).

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Pitdmn

Appears to be working as hoped.  Droped the files into the override folder as directed.  Running around sewers now.

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Clangeddin

I am in Al-Qasr Al-Kabir and I found some problems:

1) NPCs turning hostile for no reason. It seems that something is dropping your reputation with commoner faction and its triggering them to go hostile. Among these there's also a beggar boy needed for the quest of the slave children from the merchant in the Spicefarm.

2) Some area transitions are corrupted. When you click on them, all your characters disappear and you can do nothing else but reload. I found two locations that have this problem, the first one is the transition from the house where you find the treasure map (Hubra's mansion or something) to town, you can get in, but you can't get out. The second one is the cave in this screenshot:

https://ibb.co/itY1zk

3) Entrance to Ghazi's house is nowhere to be found. In a way similar to the problem above, the exit from Ghazi's house to town does not appear to work either.

I managed to work around through most of these via scripting cheats, though I'm stuck with the cave in the screenshot, because I can't really tell what's the tag of that area and when I tried with some like "qasr_cave5", the teleport functions did not work on them because apparently there's no valid object inside them?

It could have something to do with multiple areas having the same tag, for example the cave 1 and cave 2 in the canyon are both tagged as "cave1" on the toolset, not sure if this may be causing trouble.

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Pitdmn

I also found the same issues in Al-Qasr Al-Kabir concerning the Utbah Estate and Ghazi's entrance, as well as in the temple of Ibrandul, the back left door opens, but are unable to enter.  I can see a portal to go somewhere, but I cannot walk through the door.

Also in Murann, when entering the city from the map, you appear in the tavern where Timoteo resides, and some of the occupying forces are invisivible.  Such as the bridge guards, in which as you appoach, they talk, but cannot see them.

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Pitdmn

Found an issue in Calimport Muzad, in which the house on the path to the sewers and the sewres keeper opens/closes, but cannot enter.  As well as cannot leave the guild house once entering.

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kamal

Will try to get to these this weekend.

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Pitdmn

Thanks.

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kamal

This should fix the desert town walk-issues, the Murann entry point from the OM, the invisible guards in Murann (it fixes ogres in not appearing in general), and provides a script that can be run from the desert module to fix hostile commoners (not sure what caused those). Will try to get Muzad tomorrow.

https://www.dropbox.com/s/kypqnimaa16rbva/override_desert_murann.7z (0)

pitdmn, I tested the Temple of Ibrandul in the desert town and there weren't any transition issues I could find. There is a game engine bug though with entering the room stairs up tile sometimes. You should be able to enter by using the keyboard to move into the tile, once in the tile things should return to normal

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Pitdmn

Thanks.  I will try them tonight.  Take your time, as I will goto Pros next.  Lots of places yet to explore.

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Pitdmn

Spent a few hours in Pros and found very little, in the form of errors.  The druid shop Leaves of the Forest, the door opens/closes, but cannot enter.  And the church walls are bright red.   Didn't get back to Al-Qasr Al-Kabir thou.

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Pitdmn

Ventured back to al-Qasr al-Kabir, the desert map building door can be unlocked and opened, but cannot enter.  Ghazi's door is locked and Carcarin (who is in my party) is located in her originating spot.  I think there may be a journal iisue here, however, I do not know how to change my journal entries.

Also in Calimport, I enlisted Laisera, but her XP did not change.  And the door to Nasim's house opens/closes, but cannot enter.

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kamal

This will fix the Pros druid shop transition, though it's only a store so it's not relevant to any quests.

https://www.dropbox.com/s/qie4d69ss1xjbvf/override_pros.zip (0)

The red interior turned out to be a problem with my tileset project which I haven't figured out yet. It displays correctly in toolset but not ingame, and then I was able to get it to display the error in toolset. Strange.

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Pitdmn

I understand it is only a shop, however, I want to let you know about the bug.  I will continue to report all of the issues I find, from small, irrelevent bugs to the game breaking ones.  Thanks for taking the time to fix them.  

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kamal
Ok, just wanted to let you know that you hadnt missed anything like a quest from the bug. For the desert town map house I tested that transition ingame before uploading the override, so that definitely should work.
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travus

Issue: NPCs are not walking their waypoints.

This appears to be caused by the custom "nw_c2_default9" script residing in the Path of Evil/scripts folder.

UNcomment line 233 - WalkWayPoints();

Comment line 234 - WalkWayPoints(TRUE, "spawn");

NPCs will now start walking their Waypoint routes with the above fixes.

 

Issue: NPCs with assigned custom animation scripts are not animating.

This appears to be caused by uncompiled scripts residing in the Path of Evil/kamal_stuff/kamals_commoner_ai_v1.21 folder.

Scripts "sh_hbeat24_sit_read" and "sh_hbeat24_sit_drink" were the ones I dealt with. I'm assuming the other sh_* scripts have the same issue.

These scripts would not compile. They errored at the following lines of code:

int DoOnce = GetLocalInt(OBJECT_SELF, GetTag(OBJECT_SELF));
if (DoOnce == TRUE) return;

I changed the "DoOnce" in each of the lines to "nDoOnce". It was then able to compile. I don't know why that made a difference, but it worked. NPCs with these scripts assigned to them are now animating.

 

Issue: There are several Speak Triggers that are still using the old LocalString tags of the companions and therefore will not fire as intended (e.g. kvas should be co_kvas).

There are a lot of these triggers. Instead of fixing each of them individually, a custom "gtr_speak_node" script would be desireable. This one was working for me:

// gtr_speak_node
 
#include "ginc_trigger"
 
void main ()
{
object oPC = GetEnteringObject();
 
if (StandardSpeakTriggerConditions(oPC) == FALSE) return;
 
string sNPCtag = GetLocalString(OBJECT_SELF, "NPC_Tag");
 
if (sNPCtag == "kvas") SetLocalString(OBJECT_SELF, "NPC_Tag", "co_kvas");
if (sNPCtag == "tan") SetLocalString(OBJECT_SELF, "NPC_Tag", "co_tan");
 
DoSpeakTrigger(oPC);
}
 
I only used Kvas and Tan in the above script, because i'm not sure if the other companions have the same issue. If so, then the others need to be added too.
 
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travus

Game breaking bugs found on both the Fighter and Rogue path (module poe_intro):

The "ondeath_renegades" script on the trigger in area "poe1_renegade" has the wrong code with regard to group tags and journal updates. As there will be no advancement of the journal after killing the renegades, this prevents further progression in the Fighter path.

The "ondeath_trival_gang" script on the trigger in area "poe1_twharehouse" is on the trigger's On Enter event handler. But the script is calling GetExitingObject. This will prevent the script from firing as intended, thus preventing further progression in the Rogue path.

 

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Pitdmn

I have had similar issues with the cleric and the wizard.  The cleric's journal entries are listed, but when entering the docks, none of the doors are unlocked.  As for the wizard, everything blanks out when given the academy quest.

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Pitdmn

In Riverbridge, After accepting Daemi's request to slay giant turnips, the transition does not work, the characters turn invisible.  In Boriana's Tower, all of the stairs are missing the 2D texture. 

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travus

I've been noticing some weird behavior from the NPCs. Things like some NPCs being invisible, or fading in and out as you walk by them. I also noticed that hostile actors no longer run at you to get into combat. Instead, they leisurely walk to you before fighting. And sometimes they'll spit out a one-liner that has nothing to do with anything, and they'll say it over and over. Another odd thing is all the NPCs that are on a Waypoint Walkpath suddenly stop walking as soon as it turns to night. They just stand around in a trance.

After doing a bit of investigating, I've discovered that these weird behaviors are stemming from the custom "nw_c2_default9" script that is residing in the Path of Evil/scripts folder. Note that this is the same script that had the WalkWayPoints issue that I had spoke of in an earlier post.

I commented the following lines of this script:

Line 28 - SetSpawnInCondition(NW_FLAG_SPECIAL_COMBAT_CONVERSATION);

Line 34 - SetSpawnInCondition(NW_FLAG_STEALTH); 

Line 52 - SetSpawnInCondition(NW_FLAG_DAY_NIGHT_POSTING);

After commenting these lines, all of the NPC weirdness went away.

It's important to note that the stealth flag in line 34 was actually causing some NPCs to spawn in with stealth mode activated. Thus it would appear that the NPC isn't even present since you can't see them, nor talk to them unless they initiated the convo. This has a game breaking impact on the Rogue path as Seicien (leader of the thieves guild) cannot be seen, and therefore, cannot be spoken to. This is also the reason hostile characters leisurely walk in combat, as they are in stealth mode, which reduces their speed.

I'm starting to think that this custom script should be deleted entirely from the mod, as it appears to be causing more problems than good. I'm guessing this mod will run fine using just the stock "nw_c2_default9" script.  

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travus

I’ve been experiencing some of the “black void on transition” bugs that have been reported by other posters. It’s very strange as it appears to be happening randomly. I’ll go through one transition with no problem, but then I’ll go through the same door later on only to fall prey to the black void, requiring a reload. But if I go through the same door again, it’ll be fine. Very weird. One thing I did notice is that it only happens when I’m in control of a companion. I’ve never had it happen while in control of my main character.   

I remember reading somewhere a long time ago that this bug might be fixed by enabling VAR_GLOBAL_GATHER_PARTY in the On Module Load event script. So I decided to experiment and made some edits to the “x2_mod_def_load” script. Note; this script is only used in the On Module Load event of the poe_intro module. As far as I can tell, the other modules use a different custom script.

I made the following changes to this script:

ADDED - #include "ginc_transition"

Uncommented - SetGlobalInt( VAR_GLOBAL_GATHER_PARTY, TRUE );

Uncommented - SetGlobalInt( CAMPAIGN_SWITCH_FORCE_KILL_DOMINATED_GROUP, TRUE );

Uncommented - SetGlobalInt( CAMPAIGN_SWITCH_REMOVE_DOMINATED_ON_TRANSITION, TRUE );

I saved this edited script into the Path of Evil/scripts folder.

I don’t know if I’m just getting lucky, but I haven’t experienced a single black void since using this edited script (knock on wood).

Reminder: This pertains only to the poe_intro module. I haven’t messed with any of the other modules…yet.

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Pitdmn

The transition point from Pros to Fountains of Bycliff does not work.  Also the Elementalist Laboratory walls are all red.

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kamal

This will fix the bugs identified since my last post (except for the red tiles, that's a tileset issue that's going to be time consuming to fix) : https://www.dropbox.com/s/g7ahjpf4f5j8pze/override_july29.7z (0)

Also super thank you Travus and Pitdm for identifying and even fixing things!

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travus

In the “tsadevi.dlg” dialog, set all ga_journal scripts to have a bAllPlayers parameter of 0. If this is left on 1, it will prevent companion journals from being in sync with the main PC’s journal. So if the player is controlling a companion and goes across a trigger that checks for a journal entry, it will likely fail.

In the same dialog, I noticed there is a conditional in one of the nodes:

gc_global_int(“renegades_poe1”, “1”)

I can’t seem to find where this is set at. I’m thinking maybe it was supposed to be set in the if/else portion of the “ondeath_renegades” script you recently updated.

 

The following areas in poe_intro have issues with some tiles:

poe1_adventurers, poe1_gen_seicien1, poe1_gen_tsadevi2

Tile 3,0 in these three areas seem to have the wrong variant as there are placeables behind the wall.

 

poe1_crypt

Tile 17,5 has some floating candles.

Tile 16,2 seems to have the wrong variant as there are placeables behind the wall.

The connecting sides of tiles 10,6 and 10,7 are mismatched – one has a doorway, the other does not.

 

poe1_hemlock

Tile 0,0 seems to have the wrong variant as there are placeables behind the wall. I actually thought you might have done this intentionally since it creates a kind of illusionary wall that you can walk through to get to the hidden chest behind it! Hemlock's a sneaky bastard laugh

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Pitdmn

Just ran through the first bit of the wizard intro.  Finished through the academy with no quesr issues.  The sewers could not be unlocked/accessed from the academy.  Thanks for the update.

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kamal

I checked those tiles Travus and somehow the tiles in the three areas and Hemlock's that are wrong in the same way, all got set to be the 02 variant. That tile variant was only added when I integrated the tileset project tiles, it's not a variant from the stock game or the original prefab area. I will have to check other modules, that's the standard interior room one door tile. 16,2 in the crypt seems to be the same issue. The floating candles were intentional (the npc in there is a wizard after all), I've removed them to remove any confusion. 

 

Pitdm, the passage from the sewers into the Academy is supposed to be one way, but the sewer gate entry point in the Academy lost it's conversation that says it's one way. The redesign of the sewers also had the flavor text script that was only appropriate from the old design, which identified it as a one way passage.

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Pitdmn

Just got out of neverwinter with my wizard and went to pick up Laisera and her issue with the 0 xp remains the same.  When she joins the party, her xp remains 0.  Also noticed that Kvas is not sharing any xp when he opens locks or disables traps.  Greedy little bastard.

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Pitdmn

I have noticed a trend when I load a saved game that certain quests or locations are no longer available.  This required a lot of saving in the intro with my new character.  This will be quite excessive in the rest of the campaign.  To verify this, I entered al-Qasr al-Kabir and talked to Qasim the magistrate to initiate the Ghazi quest.  I immediately saved after verifying Ghazi's entrance was unlocked.  I then loaded my recent save, outside the entrance, and the entrance was locked.

There are other issues with Laisera other than not receiving any xp.  She is missing feats such as turn undead and has no weapon proficiency feats.  But she has Great Charisma +5, and Great Wisdom +4, and feint.

Also in Calimport Muzad, after talking to Nadim, Nasim's house is not accessable.   The rope outside Nasim's house does not provide rope when clicked.  Kelzen's house cannot leave from.  The guild house still cannot leave.

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travus

I agree with Pitdmn regarding the XP award from unlocking /disarming. It should be split to the party.

That being said, in the unlock/disarm scripts, consider replacing the GiveXPToCreature function with the GiveXPToAllEqually function. That function is in the "x0_i0_partywide" include. It takes the total XP award and splits it evenly amongst the party. So an award of 300XP would give 100XP to each member of a party of 3.  

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Pitdmn

Began to explore Ekkathys today.  The party starts near Grutur when first entering the city.  The Tetsuzan Smithy has no entrance.  There were no character issues with Carthon or Rapakivi.  However, the tavern they are in has no exit.  Will explore more later.

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Pitdmn

Went back to Pros and found a few minor bugs.  The random thugs fight for one round, and then go back to talking.  In the Three Old Kegs, the bartenders do nothing.  The free stuff box outside the Three Old Kegs is inaccessable.  For the poison quest, after talking to Xavier, the ratcatchers house does not unlock.

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Pitdmn

More exploring around and buf findings.  In Nag Hammadi, the large monsters are labled "unidentified Monsters", The front of the tower appears to be missing some graphics, and inside the tower are the red walls.  The graveyard just South East of Ekkathys, it is difficult to pass the Shadowbane Inquisitor, the character keeps bouncing back toward the entrance.  Noticed in Murann that Timoteo is still in the tavern that you can recruit him after recruiting him.  Other than this small bug, Murann seem fine.  In the hills of the Dead King, I found no bugs.  In the Cloven Mountains, I found no bugs.  I however have not ventured into the crypt in the Cloven Mountains.  I have not experienced the loading issue I had experienced in the Intro and al-Qasr al-Kabir modules, which I describe in post #90.  

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kamal

https://www.dropbox.com/s/xv6m7xb3ku3xck1/override_aug6.7z (0)

I believe the issues being reported with doors being locked after reloads seem to be due to the areas being overridden by copies of them in the hak files. I've specifically tested things like the report of Ghazi's door being locked and haven't been able to reproduce. The various broken transitions I checked out, and in every case they are door to door transitions instead of door to waypoint. No idea how those broke since there weren't any changes to the doors, possibly being caused by a duplicate doors.2da in the campaign folder, the only one should be in the 2da folder. In any case I've rebuilt them to be door to waypoint transitons (which are superior anyway) and tested each of them.

Identified and fixes the cause of Laisera not getting player XP (script to assign xp was running before script to add her to party), confirmed she joins correctly and has correct abilities. The report of her having no weapon proficiencies, no turn undead, and epic stat feats sounds like she was somehow being made based on my character archetype system (which I don't use in Path of Evil). I also checked Mutasin and he didn't join even though he was my test case for companions joining, fixed that. Overriding Timoteo's area if you already have him also means he reappears, so that's something that wouldn't happen in a release.

"unidentified monsters" isn't a bug, it's a gag joke for me because that creature appearance is basically useless, they have an appropriate description if you examine them. Fixed Nasim's rope. Moved the Shadowbane Inquisitor a bit so you can get past him easier. Fixed the Pros barkeeps, checked the ratcatcher and confirmed it is working, fixed the walkmesh to allow accessing the "free stuff" box. Removed the Pros thugs entirely. Moved the entry to Ekkathys to the right spot (was in the spot for my testing things). 

And lastly updated the trap/lock scripts to split xp among the party as requested. 

The red tileset walls is the known issue with that from earlier, same tileset. Didn't include it in this override batch but made all overland placeables plot so they couldn't be destroyed, someone reported that as a bug on the Nexus for the non "remastered" version.

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Pitdmn

I was wondering if the reload was caused by the new override files.  I will have to do a clean new install in the near future.  Have you updated the installer in comment # 49?

Good to hear Laisera is fixed.  I checked most of the other characters, and I did not see this problem on them.

Good to hear the "unidentified monsters" are not a bug.  

The Pros thugs added a little of flavor to the city, sorry to see them go.  However, they were not very challenging.

I didn't expect you to tackle the red tileset now, I just wanted to identify for you where everything was for when you do decide to fix them.

 

Thanks for all of the fixes.

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kamal

I am currently uploading the base installer in post 49. It will probably finish uploading overnight tonight.

No need to identify each area with the red tileset, once I fix the tiles it will fix every area with them as it's a problem with the tileset.

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kamal

This should fix the red tileset, at least it is doing so in my testing. https://www.dropbox.com/s/pdta4ni9lfl4clx/override_shadow_fortress.zip (0)

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Pitdmn

Minimal issues so far.  Started a new cleric.

In NW Beggars Nest,

1. After exiting the wizard shop, there was no load screen and the nest was black and grey with little no no color.

2. In the quest sewers, the lockbox in the center, where the elf is located, is inaccessible.

3. In the other sewers, the academy's back entrance is not responding.  I can walk to it, but does not respond when clicked.

 

In Muraan, after completing all of the Tynsol Lurraxol quests, during the dialog after receiving the xp, was completely kicked out of Murann.

 

In Al-quar Al-kabir, some of the faces in the dialog scenes are contorted.  This includes Carcarin and the beggar who tells the history for 10 gold.

 

I like the tester character available to assist in resolving issues.  I have not had to use him yet.

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kamal

Well those aren't too terrible so far, that's positive.

 

1. After exiting the wizard shop, there was no load screen and the nest was black and grey with little no no color.

Tested this and unable to reproduce. I don't have any idea what happened, it's a standard transition.

2 and 3. Tested and fixed these.

Murann:

Checked the scripts and tested Lurraxol ingame, couldn't make that happen and there's no jump scripting anywhere in Lurraxol's conversation.

Qasr

Fixed the distorted figures. This fix also fixes it anywhere else it might occur. Some npc's got the N_Human appearance somehow, which is invisible, unselectable by normal means, generally broken, and causes this issue on other npcs in the area.  (overode the n_human appearance.2da line with the normal human appearance line)

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Pitdmn

In Calimport:

1. Nasim's house will not open when assigned the trade dispute.  I can enter the store and steal the book.  However, the quest advances to Nasim dead and his door is still locked.  

2. Inside Ghazi's house, just after the guards, there is no transfer point.

 

In South East Faerun, the Ruined Temple has no tileset, and the characters are stuck in a black void.

 

No issues in Pros,  Cloven Mountains, Hills of the Dead King, and Ekkathys the city so far.

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