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| General Modification Here there be modders! In these hallowed halls, you'll find a wealth of ToEE modding info. |

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#31 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
I haven't looked into the Kukri thing but yeah, I think we can change proficiency types.
I'll give Ariakas Greater Weapon Focus (Warhammer), Improved Critical (Warhammer) and fiddle his spell resistance, thanks. |
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#32 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,188
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Is it part of the design to not allow the party to rest and memorize spells before leaving the shop map?
The shop map shows a "pass-time" only, even in the area with the beds. 7.3NC ____________________ FIXED
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Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. |
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#33 |
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Hobgoblin
Join Date: Jan 2012
Posts: 422
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Gaear posted the 7.3.1 fix for that: http://www.co8.org/forum/showpost.ph...&postcount=492.
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#34 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,188
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
With 7.3.(1) I don't see any bonus for Bard's Song inspire courage.
Inspire Courage as per the SRD; A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. I check the rolls and no bonus is being applied. EDIT: OK, now it seems to be applying the bonus correctly ... weird! ps ... Thanks Daryk for pointing me towards the shop map fix.
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Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. Last edited by sirchet; July 13th, 2012 at 08:30 AM. |
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#35 |
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Hobgoblin
Join Date: Jan 2012
Posts: 422
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
You're quite welcome! At this rate, it'll only be a year or two to pay off the karma for all the help you've given me...
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#36 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,188
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
I've also noticed that we can no longer rest easily while inside the cave in Hickory Branch after we dispatch the officers of the camp.
I also exited the cave and mopped up the awaiting baddies just outside the cave. Took care of the Horny Guy below the snakes. Yup, we own the map and yet no green light for resting. I hope I haven't missed this fix also, didn't see it anywhere, but that's not saying a lot. ![]() ____________________ FIXED NEW ISSUE: Another issue I've been experiencing since 7.3NC is multiple crash to desktop when saving in Homlett. I'll be on the general town map, (where you can hear the smyth banging away) and when I hit escape I get a ctd. This has happened at least once a day for a week now.
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Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. Last edited by sirchet; July 13th, 2012 at 08:28 AM. |
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#37 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,188
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
This is what I get inside the first three shops on Merchants Row in Verbobonc.
The last shop on the end is normal, (looks like the shop in Homlett with the spies). Clicky clicky to make it bigger. ![]() EDIT: Well I guess this is how it's supposed to be at night, because during the day these rooms look normal.
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Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. Last edited by sirchet; July 14th, 2012 at 05:50 PM. |
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#38 | ||
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Knights of Legend
Join Date: Aug 2010
Location: Adelaide, Australia
Posts: 462
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
The following information applies to version 7.2.0 NC:
The file 00487fireforge.dlg has a typo in line 300: Quote:
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I then used the world map to travel to South Hommlet where combat started with the Hextor forces outside the Inn of the Welcome Wench but all of the Hextor troops were frozen (stuck) in combat poses (stances) (see screenshot below). None of the Hextor troops there moved or attacked at all during the combat (but they still provoked attacks of opportunity from my characters when they tried to move (which resulted in a red-coloured floating text message stating "Too far away")). All of the Hextor troops outside the Inn of the Welcome Wench are frozen (stuck) in combat poses (stances) in the game save attached below. After the combat out the front of the Inn of the Welcome Wench, I moved my party down to the druid's Grove but all of my characters experienced chronically bad jerkstop! My characters experienced jerkstop for the rest of the time that I ran my characters around the Hommlet exterior map, but the jerkstop seemed to be worst when my characters were near the Inn of the Welcome Wench or central Hommlet (where the road runs horizontally from the Inn of the Welcome Wench to the east of there). All of the remainder of the combats during the War of the Golden Skull were without incident except that my characters experienced jerkstop while running around when not in combat, and for the bug in the following paragraph (also, I had great difficulty detecting the enemies obscured by tree foliage). I had not experienced jerkstop previously in my game (except for the occasion that I experienced jerkstop when travelling to Hommlet just after the Monster Mash combat (but I loaded an earlier game save which negated that jerkstop). All around Hommlet, all of the Hextor troops' corpses were stuck (frozen) in combat stances (poses). Whenever Spugnoir fired Iolo's Joy during any of the combats during the War of the Golden Skull, he would fire the repeating crossbow once (i.e. only 1 bolt would fire instead of the multiple bolts that he should have been able to fire during his turn) but then his action bar (i.e. the thermometer-type column filled with green and yellow (in the upper left corner of the screen) that represents how much action the currently active character has left during their turn) turned grey and slowly depleted so that it ended at the position showing that the character only has enough action left to be able to perform a 5 foot step. This caused the game to stop - pressing the space bar did not end Spugnoir's turn. The only way that I was able to make the game continue was by opening Spugnoir's inventory and dragging a usable item (in this particular case, it was a Rope of Entanglement) over to the Use an item button, which caused the game to be able to continue by pressing the space bar to end Spugnoir's turn during the combat. Each time that Spugnoir fired Iolo's Joy during the War of the Golden Skull, a tiny white square with a brown vertical line above it appeared to the side of Spugnoir (where the mouse pointer is in the screenshot below). My rogue received an attack of opportunity due to having the Opportunist feat from my rogue's own normal attack (see screenshot below). This is not how the Opportunist feat is supposed to work. This is a bug. A rogue with the Opportunist feat is only supposed to make an attack of oopportunity (due to the Opportunist feat) when "another" character attacks an opponent that the rogue is adjacent to. Trying to further enchant any of the +4 weapons that Ariakas gives you causes the weapon to revert to a +3 weapon. I recommend including a warning about this in Ariakas' dialogue when he offers the choice of +4 weapons as a reward. Last edited by gazra_1971; August 12th, 2012 at 10:44 AM. |
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#39 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,188
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
OK, here's something new to me.
When I open the radial dial to use a wand it shows red as if I do not have the action left to use one, but if I disregard the color and move the cursor over the actual wand appears in yellow and I can in fact use it. A picture of this; (click on it to see larger)
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Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. |
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#40 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
That looks like an hourglass issue, which means hardcoded. It's become pretty clear over the years that the game, on rare occasion, does get confused about actions and movement and available remaining, etc.
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#41 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,188
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Well, it seems the battle in the temple where St. Cuthburt intervenes is acting buggy.
The first time I get the H man down low enough to have Iuz show up and I pass the test from him trying to influence me everyone just stands about. If I click on the H man he says "You should not have come back here to me" and then St. Cuthburt appears and appears and appears and ... you guessed it, appears. I had a room full of St. Cuthburts. I tried again and this time Iuz does the normal chase me all over the place until St. Cuthburt appears, (only once this time) he and Iuz have their little talk and then ctd. I have to run a few errands, but when I return I will try this a few dozen more times to get a grip on if it's a fluke or a prob. Also on a side note; the opening vignette movie played normally, but when it came time to view the skull and throne moving scene I ctd.
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Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. |
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#42 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
The last is probably due to your wonky system video challenges
- no changes made there or even makeable as far as I know. Calling a video is an internal routine. The playback seems to be the issue and is heavily affected by system specs.Hedrack/Iuz/Cuthbert have always been buggy, but again, no changes have been made to that routine in a long time. This means that it both worked on your system and didn't work - with the same scripting and routines. Typical for ToEE. I suppose it should all be gone over but I fear there's going to be no universal stabilizing solution as it seems to depend on how rapidly the engine/your system implemets and responds to heartbeats. (e.g., I'm quite sure Cuthbert appears off of Iuz's heartbeat, and then the script is terminated once he does. If he keeps appearing over and over, that means the 'appear' script is executing and terminating (per heartbeat) before the 'don't do this anymore' script is run. Again, this seems to happen with complex scripts and on large maps with lots of mobs. Not sure there's much we can do about it besides attempting to simplify the scripts, but they may not be simplify-able.) |
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#43 |
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Force for Goodness
Circle of Eight Supporter
Join Date: Dec 2003
Location: Orlando, FL. USA
Posts: 2,188
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Well, Win7 did a large update last night, I'm wondering if part of that update had something to do with playing movies.
EDIT: On another note; My LG Cleric got hit with poison from a jelly and had the red banner hanging below her portrait signifying stat lowered. Normally when I hover my mouse over the flag it will tell me what stat had been hit, but it just said "What should I say here". I think this might be because although she had the banner, none of her stats were lowered so the banner didn't actually have a stat change to track, she also had the paralyzed banner but was not paralyzed. Oh and about St Cuthburt in my last post, he kept appearing but I had to click the H man each time. It wasn't like he just spammed the room, but every time I clicked the H man I got another St Cuthburt. (Hope this makes sense)
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Help is good when asked for, better when needed. It's dangerous to go it alone, here ... take this. Last edited by sirchet; September 14th, 2012 at 09:04 PM. |
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#44 |
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Hobgoblin
Join Date: Jan 2012
Posts: 422
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
I think this is the right thread for a lag report for v 7.4.
I had lag in the Fire Node when approacing both groups of Salamanders. The lag hit before they came ouf of the fog of war. I also had severe lag on dungeon level 4, after defeating Hedrack and company. It was more than a minute twice while trying to pan (only; I wasn't trying to move at the same time) to the Northwest from the central chamber. |
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#45 | |||||
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Knights of Legend
Join Date: Aug 2010
Location: Adelaide, Australia
Posts: 462
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
The following information applies to version 7.2.0 NC:
When I examined my party's kill list in the logbook, the owlbear is displayed as having a CR (challenge rating) of 0 (see screenshot below). The D&D 3.5 SRD states that an owlbear is supposed to have a CR of 4 (http://www.d20srd.org/srd/monsters/owlbear.htm). During the Hommlet quarry combat, the Drow Ranger has both Black Elven Chain and Bracers of Armor +5. The Bracers of Armor +5 are redundant because the Drow Ranger gets his AC armour bonus from his Black Elven Chain (armour bonuses do not stack). The file 00487fireforge.dlg is missing an apostrophe in the word "won't" in line 600: Quote:
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The Black Elven Chain is only worth 4025 gold (see screenshot below). I believe that it should be worth a lot more because it is +3 magical armour. Abbathor's Greed Hammer +1 has a typo in its long description: Quote:
During the combat against the 4 Balor Guardians (in 'Demons & Demigods'), the game would sometimes crash to desktop the instant that a Balor Guardian died (just like the game would sometimes crash to desktop the instant that the Balor Guardian died in the Fire Node). The Balor Guardians in the Verbobonc arena have inherited the exact same game instability problem whenever they die. Also, on separate playthroughs of the 'Demons & Demigods' combat, the lower left Balor Guardian left a Magic Gem behind on the ground on one occasion, and the lower right Balor Guardian left a Magic Gem behind on the ground in the arena on another occasion (see screenshot below). I never encountered the Gremlich random encounter, no matter how hard that I tried to trigger it by endlessly travelling around on the world map. The only thing unusual about my playthrough of 7.2.0 NC is that I forgot to return to Canon Ramses to make the 'Monster Mash' quest complete in my logbook until MUCH later in the game (long after I had won the 'Monster Mash' combat). I also had not done the last 2 combats in the Arena of Heroes because I forgot about doing them. During the 'War of the Golden Skull', my druid's Polar Bear animal companion was either killed or had its Hit Points reduced to below 0. My party then left Hommlet after my party had won the 'War of the Golden Skull'. Whenever my party returned to Hommlet afterwards, 2 Polar Bear animal companions would appear on the screen, even though I only had 1 druid and 1 Polar Bear animal companion with my party (see screenshot below): The screenshot below shows yet another example of a PC rogue triggering the 'Opportunist' feat from the rogue's own attack (which is not how the feat is supposed to work): Last edited by gazra_1971; October 16th, 2012 at 07:23 AM. |
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#46 | ||||||
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
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Fixed all the typos. Quote:
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#47 |
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Skeleton
Join Date: Sep 2006
Posts: 7
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Re: Circle of Eight Modpack v7 / v7 NC General Commentary & Discussion Thread
Is there a consolidated bug reporting thread somewhere? I can't seem to find one...
Using a level 10/10 Cleric/Wizard as a crafter... Gave a Helm of Brilliance to a level 2 Good/Sun cleric of Pelor , and none of the spell abilities work. When I try Consecrate, Detect Undead, or Flamestrike in or out of combat, I just get an "Invalid Action". While the cleric doesn't have Consecrate or Flamestrike available to normally craft yet, he does have Detect Undead - and the helm won't cast that either. Giving a Staff of Elemental Command (Fire) to the level 2 Sorcerer works fine - she can cast all the wiz/sorc spells on the staff, even though she never took Burning Hands and doesn't have Fireball yet. Last edited by Darkie; December 7th, 2012 at 10:03 AM. Reason: Clarification |
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#48 |
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Skeleton
Join Date: Sep 2006
Posts: 7
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Incorrect rule implementation(?):
Blink, among other things, denies enemies their Dex to AC, allowing for Sneak Attacks. Blink also imposes a 20% miss chance to the user, due to possibly being out of phase when they attack. This miss chance is incorrectly implemented in ToEE as 20% Concealment for the target, which makes the target immune to Sneak Attacks. (Even on an intuitive level it doesn't make sense since you're still aiming and "hitting" properly, your weapon just phase through instead. That shouldn't have an impact on when the weapon doesn't phase through.) |
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#49 | ||||||||||||
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Knights of Legend
Join Date: Aug 2010
Location: Adelaide, Australia
Posts: 462
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
The following information applies to version 7.5.0 NC:
The file Circle of Eight Modpack 7.5.0 NC - Release Notes.txt has the following typos in the following section: Quote:
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When Zaxis is in the player's party, when a player's PC talks to Zaxis, there is no dialogue option to remove Zaxis from the player's party (or at least there wasn't for me when I tried to remove him from my party when he was level 18 and I had talked to him previously and selected all of the dialogue options when talking with him). When Wonnilon is in the player's party, Wonnilon runs (around maps) at about half the speed as all of the other PCs and NPCs in my party. There's a DO NOT USE bullet on the ground floor of Rufus and Burne's guard tower (see screenshot below). I think that the Dire Boar at Hickory Branch did nonlethal damage with its first attack. In older versions of the Co8 modpack NC, when my party used to run through the Fire Temple, my party would run up to within sight of Bassanio and then combat would start against Bassanio, the 2 Noble Salamanders, and all of the Flamebrothers in the same combat. But now, when my party runs through the Fire Temple, combat starts when my party comes within LOS (line of sight) of each Flamebrother, so I have lots of small, easy combats against only 1 or 2 Flamebrothers, and by the time that my party comes within LOS of Bassanio, combat starts against Bassanio and the 2 Noble Salamanders only (see screenshot below) (because all of the Flamebrothers are already dead), which makes clearing out the Fire Temple way too easy! Burne joined my party, then left my party when my party discovered the Orb of Golden Death, then my party got Pishella to destroy the Orb of Golden Death, then I tried to recruit Burne again but he said: "I must stay behind and continue to conduct research about that skull. I cannot join you now." Surely Burne wouldn't need to conduct any more research on the Orb of Golden Death if it has already been destroyed, and surely Burne would be willing to rejoin the player's party once the Orb of Golden Death has been destroyed. When my party ran into Senshock's room, combat automatically started. When Senshock escaped, combat ended and all of the remaining temple forces in Senshock's room were no longer KOS (kill on sight). When one of my characters left-clicked on Barkinar, the dialogue interface opened and Barkinar said: "So we meet again. But this time you wear not the Temple robes." (see screenshot below). The problem is that my characters had never met Barkinar before, and my characters had never worn ANY temple robes. When looting Deggum's corpse, there are 2 Generic Helms in Deggum's looting inventory (see screenshot below). Last edited by gazra_1971; December 8th, 2012 at 08:46 PM. |
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#50 |
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Knights of Legend
Join Date: Aug 2010
Location: Adelaide, Australia
Posts: 462
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
The Drow Fighter in the Gnarley Forest did not act in the first round of the combat (see screenshot below). He did not move or attack.
On 2 different occasions, when my party entered the Spruce Goose Inn, a Verbobonc Guard was walking on the map's black area far to the south of the inn (see 2 screenshots below). When my party entered the Verbobonc bank (The Silver Consortium) at night, the interior maps were not displayed - the only things that could be seen were the candle lights (see screenshot below). Entering the Verbobonc bank during the day caused no problems. The Water Snake (outside the moathouse ruins) did nonlethal damage to one of my characters with its first attack. In the Gnome Living Quarters tunnels, during the combat with 2 Phase Spiders, the Fiendish Large Monstrous Spider in the tunnel is stuck in the corridor - it can't advance into the room containing the Phase Spiders (see screenshot below), which allows the player's characters to kill the spider with ranged weapons or ranged spells. |
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#51 | |
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Knights of Legend
Join Date: Aug 2010
Location: Adelaide, Australia
Posts: 462
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
During the combat with the Drow Matriarch, the 2 Drow Wizards each cast a spell that fizzles because they are wearing armour (see 2 screenshots below). My guess is that either both wizards are already wearing armour and they cast the spell Mage Armor (which is causing the spell to fizzle because armour bonuses don't stack (only the higher of the 2 armour bonuses is supposed to apply)), or that both wizards are wearing armour that has a chance of Spell Failure and both wizards failed their spell failure checks when they attempted to cast a spell while wearing the armour.
Friar Tack has Spell Resistance [18] and Spell Resistance [23] (see screenshot below). Only the higher Spell Resistance is supposed to be in effect. Does Friar Tack cast the spell Spell Resistance as his first round action? If so, then it seems a waste of a spell, and that his A.I. Strategy could be vastly improved by casting a different spell instead. The slave trader Sorceress has an item that is incorrectly called a Scarlet and Red Ioun Stone. Senshock sells an item that is incorrectly called a Scarlet and Red Ioun Stone. Both of these items are actually meant to be called a Scarlet and Blue Ioun Stone (see Ioun Stones in http://www.d20srd.org/srd/magicItems/wondrousItems.htm). A PC (or NPC in the player's party) that has the Craft Wondrous Item feat can craft a Scarlet and Blue Ioun Stone (so that doesn't need to be renamed because it is correctly named). If the player doesn't buy both specialized information from Uncle Orrengaard III the first time that the player encounters Orrengaard, then the player is unable to buy any specialized information on subsequent visits to Orrengaard. Ariakas still has Spell Resistance [18]. My understanding was that his Spell Resistance was supposed to have been removed in order to conform with RAW (rules as written). When the player identifies King Battlehammer's armour, the armour is incorrectly called Magic Dwarven Plate. Also, the armour's long description states "This armor has +2 armor bonus to the wearer." I believe that it is actually a +2 enhancement bonus, not a +2 armour bonus. Fireforge sells Full Plate Armor +3 for only 2729 gold. It is meant to be worth far more than that because it is +3 magical armour. The Gremlich always does 11 HP damage whenever it hits. It does 1d6-5 damage (plus 10 damage due to its Strength). Is the -5 damage WAI (working as intended) or a bug? The Gremlich gives no XP award when it dies because it has a CR (challenge rating) of 0. In this computer game, the spell Meld into Stone doesn't protect the caster from an enemy rogue's Crippling Strike ability (see screenshot below) - it is supposed to protect the caster from all physical damage (http://www.d20srd.org/srd/spells/meldIntoStone.htm). My logbook shows that the quest Snitching On The Scarlet Brotherhood is completed (see screenshot below), but I never got the custom random encounter associated with the quest (despite travelling around the world map for at least 2 months). I can post a game save if you wish to analyze my game. If you want me to enter some console codes so that you can find out the current state of some of the global flags and variables in my game, then I am happy to oblige. [Edit] Iuz cheats with both the number of attacks that he gets and the damage that he does with his attacks. His first 4 attacks are as if he is wielding a weapon 2-handed (he gets the 1.5x Strength modifier to his damage with his first 4 attacks), but his last 5 attacks are as if he is dual-wielding (his attack bonus and damage with his last 5 attacks is illegal). He should either be wielding his weapon 2-handed or dual-wielding, not doing both in the same round. The file 00173stcuthbert.dlg has a typo in line 1: Quote:
Last edited by gazra_1971; December 14th, 2012 at 02:41 AM. |
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#52 |
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Hobgoblin
Join Date: Jan 2012
Posts: 422
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
I had a problem where Rannos and Gremag were locked in the "you double crossed us" dialog even after I accepted the Retribution quest (i.e. I couldn't accuse them of sending the assassin; I verifed all the correct flags were set before taking more desperate measures). I fixed it by modifying their DLG files, essentially copying the "accusation" dialog option from its usual place into the "you double crossed us" section (i.e. leaving those options where they were, too). Where should I post the proposed fixes? I've already put them in the initial thread where I was seeking help (TRC's "How to get 300 gp..." thread), but wasn't sure if there was an official bug fix thread for such things.
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#53 |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Just start an appropriately named new thread here in the modding forum and post it there.
FYI I will have to look that whole thing over before anything goes into the mod. Rannos and Gremag have rather complex dialogues and scripts and its easy to nullify one thing by seemingly fixing another. There's a lot to learn beyond what at first seems obvious. I'd encourage you to check out Ted's tutorials - I'm sure he has one or more good ones on dialogue.
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#54 |
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Hobgoblin
Join Date: Jan 2012
Posts: 422
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Will do, thanks Gaear!
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#55 |
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Skeleton
Join Date: Jul 2012
Posts: 12
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Completing Ambush crashes burn's assistant
Version 7.6
Killed one of the traders post assassin ambush. Purchased Nulb house. Obtained Golden Skull. Defeated the remaining trader and his minions in the Nulb house. Game crashes when I try to enter the area with Burn's assistant. I reloaded a previous save to see if that save was corrupted and could access the assistant. Once I defeated the remaining trader the area was still unavailable and crashed the game upon trying to enter. Last edited by mrmarginal; February 3rd, 2013 at 09:20 AM. |
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#56 | |
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Bastard Maestro
Administrator
Join Date: Apr 2004
Posts: 8,867
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Quote:
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#57 |
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Skeleton
Join Date: Jul 2012
Posts: 12
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Pishella is not in tow. I have no NPCs; only 5 PCs.
The game crashes when trying to enter the area with the assistant who sells spells one floor below Burne and Pishella. The spell vendor was available prior to defeating the remaining trader in the Nulb house, but was not accessible after I defeated him and his minions. I have no apparent issues accessing Burne and Pishella; just the floor below them. I have no issues entering the Nulb house. |
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#58 |
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Skeleton
Join Date: Jul 2012
Posts: 12
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Version 7.6
Scarlet Brotherhood encounter: I had Darlia arrested, and, while traveling, I was confronted by the Scarlet Brotherhood in a forested area. The encounter removed my equipped weapons and armor. I had two enchanted spike chains removed prior to the fight, but could only recover one of them. No chest had visibly appeared that could have contained the second weapon. Each spike chain was named "holy spike chain of fire". Perhaps the game only processed one since they both shared the same name? |
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#59 |
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Skeleton
Join Date: Mar 2013
Posts: 1
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Tasha's Hideous Laughter seems to have a DC 14 for all classes, regardless of abilities, feats, etc.
(Sorry if this has been reported before) |
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#60 | |
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Kobold
Join Date: Jan 2005
Posts: 156
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Re: Circle of Eight Modpack v7 / v7 NC Bug Report Thread
Quote:
Tasha's Hideous Laughter is supposed to give a penalty of 4 to the DC when using the spell against a monster or monstrous humanoid. It does so. However, it *also* gives a +4 to their saving throw as a racial bonus in many cases, effectively granting a penalty of 8! For example, if you use the spell against the Hill Giant in Emridy Meadows, a check of the log indicates that the DC has been reduced by 4 AND the giant has a +4 bonus to its saving throw roll. In summary, you are penalized twice when it should be only once. No idea whether this is fixable. I'll keep an eye out as to whether the issue occurs for all non-demihumans. Beyond this, the DC seems to be calculated correctly as 10+spell level+primary casting stat + bonuses from Spell Focus for me. |
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