Fixed/Added ============ - Isle of Insanity - too hard * After every wave, the player becomes increasingly powerful. - Can't get off the Sweet Lady. Tried to get Heather hooked up with Jack (tried before and after lighthouse). Agreed to look for egg, but when conv finished, script didn't fire to get Heather and PC back to the ship. Heather left standing in room with sea witchie and Jack, PC in "next room". If I move ether Heather or PC around at all, keep getting sea witchie harangue about "have you found my egg yet??" * Should be fixed now. - Initial Fae Queen conv - says "Sleeper thinks himself awake" even though PC is fem. * Good catch - fixed. - Neither Heather's familiar nor Daniel's animal companion make it through area transitions, but PC's animal companion does (happened in DW1 and DW2 as well) * Do you mean module transitions? There was a bug involving crashes when Daniel's companion made a transition. I took out that weird code, but hopefully it'll work now. - First conv with dock smuggler - he forgets that he's met me before, get DW2 init conv. Second conv with him fine. * I think I've got that sorted out. - Is "Valsharoon" really a ref to the FR god? If so, I think it's "Velsharoon"? * Yikes, it is, but I copied the name from a web site, so it may be wrong. - At the lighthouse, first and last 2 paintings didn't fire, even after PC "used" them. * Funny - I fixed one problem but caused this one. I think I have it sorted out now. Those particular paintings are blank, but should still trigger a dialog. - When Heather gives charm "Present" to PC, didn't get anything (at least nothing went to inventory). * I had to go back to the prototype to get the details for this one. It didn't get moved over to the NWN2 version. - When talk to Spider after lighthouse, got initial conv again, although did have "I got teleport" option. * Oops. I changed the line to display once per game. - Bandit rogue hideout - cleaned out in DW2, but all bandits and items regenerated (not that I'm complaining!) * I think it's okay to duplicate this on - Also at IM when getting ready to leave, get: "You see your ship, waiting before you. (eventually put in ship name, various stats)" * Oops. Fixed. - Getting 2D missing half black/half white icon for Armor of the Samurai * I think this is fixed now. - After engaged initial couple Sea Witches at Clanhome, after Combusts have worn off, Daniel and Heather kept freaking out, running around helplessly ("Uh Oh! Look out!") for entire rest of level. No apparent cause - weren't Frightened, didn't have any other effect on them. Tried going upstairs and resting, still didn't wear off, had to kill all the rest of the witches and elementals myself. If gave "Attack Nearest" instruction, Daniel would run over, shoot one arrow, and freak out again. Only when all dead and went back upstairs,rested 2x were they OK. * This is a funny one. It's actually due to the companions trying to avoid the burning torch of one of the Automata. If they're not in the same area, the distance calculation gets screwed up. Should be fixed now. - Area transition for sub not labeled * They're not actually area transitions (they cause issues in some cases). I ended up putting an invisible object you can use inside of a trigger, which roughly works the same. - When get to Underhill ruins - "The you passed through..." - missing subject/object in sentence * Fixed - Underhill ruins automatons - some make human pain, attack sounds * Yep - I found a couple that were weird. Should be fixed. - At Woodhaven, Daniel gets letter from Lilly even though romancing PC * I put in some "just in case" code. Theoretically the messenger should be destroyed if there's no romance, but perhaps you were faster than the destroy object script. - None of Jack convs seem to transport Heather back to ship * Fixed. - Tried to give Tome of Holy Precision to F Andrew - he asked to see it, only PC available resp is "End selection" * Think I fixed this. The book was missing a variable. - Iron Mountain overseer last conv - s/b euphemism, not euphamism * Fixed. - Gnome mayor inside Clanhome misspells "shred" as "shread", and refers to "half the town is a cousin" - ungrammatical? * Fixed the "shread". Since the voiceover is done, I think I'll pass the grammar error off as gnomish. :) - Wrong speech played during Queen's speech after this option: * Fixed, but missing the VO. May not have time. - Typo during conversation about his formality towards the PC. "Steal all you won't." instead of "Steal all you want" * Fixed. - PORT BRIGHTON Actually, that bring me onto one of the possible game-enders. I'm not sure if anyone else had the same problem, but I couldn't buy my ship or set sail from the smuggler's port. I kept being told I needed to talk to Spider. I ran back, spoke to him again. No change. Went back a second time, went through every speech path and was still told that I couldn't buy a ship until I spoke to him. I could, however, buy and set sail from the main docks in PB. The game seemed to accept that I was on Spider's side, though. I couldn't enter the Lord's house, I got the message to see spider at the start of the game, Spider was on my side right until the end etc. The bigger problem was actually that I couldn't dock back on the island. At all. I was told I had to speak to spider to get a way past the rocks, and the dock master waved me away. If I wanted to get back on the island, I had to go and get in a fight with another ship and lose (or sail directly into a storm. Something that destroyed it, anyway) which was a pity. I hope its nothing too difficult to fix, though (: * This was a big one. You can now dock at either location. - And just a few more things in Port Brighton. In Lady Mer's house there were two typos. [Upon investigating the mirror] "You notice a large mirror where not was before" * Fixed. - and "mirror twin fallowing" * Fixed - DRAKE'S ENCOUNTER - VIA SHIP Nothing too big here. When Drake's ship approached me, it was aligned underwater - so I was kind of just being chased by this stick where the mast was. * This is a funny one, which I kept meaning to fix, but never got around to it. It looks much better now. - Brighton Lighthouse. Also, out of the pirates that attack, there is a blonde, female pirate. She's probably about two thirds of the way down, but she isn't hostile. She does disappear when the zombies are spawned in and the bodies are spawned out, though. * Figured it out. She was supposed to be one of the pirates next to Drake, who is non-hostile, but her tag was mixed up with the other pirates and behaved strangely. - JACK'S SHIP - THE SWEET LADY When I went after "The Sweet Lady" and obtained the egg quest, I didn't spawn off the ship again at the end of the conversation. I was just stuck in the cabin with Heather active with no way to leave for either her or my PC (None of the doors worked, but then I don't think they were intended to). Had to reload a previous save and abandon Heather's romance. * Rats. I forgot to include the "go back to the seas" script. Should be fixed now. - WOODHAVEN When I landed on woodhaven, I got the messenger giving Daniel the message that Lilly was in trouble. I'm guessing (from the phrasing of the letter) that this should have only happened if the romance between Daniel and Lilly was active. As I've all ready mentioned, the PC-Daniel romance was active at all points in the game and I had actually sided with Lilly's Father anyway, so even if the PC's romance was overlooked it still should have been the Raven romance. I played it through again with a different character, specifying that I was against her father but still keeping the PC-Daniel romance active but I still got the message from Lilly. * I think I figured this one out. - THE VAULT Looking at the comment on your blog, it seems you could get Lucy as a companion. I had her gem installed - but I suspect its something to do with the way I handled the guardian? * You have to defeat the guardian in a battle of wits and then install the gem (which wasn't possible until recently due to a bug). - "It sounds like you defeated Lucy/the Guardian in psionic combat, but the door didn't unlock? Something for me to test tonight." You mentioned that in response to somebody on your page. That's a shame, because I initially did defeat the Guardian in psionic combat - trouble is, when I won it just started talking to me again. Went through psionic combat four times in a row just to be sure but it just kept challenging me. Upon defeat, it would speak again. I exited the conversation with it, went over to the door and it was still locked - so I ended up setting the darn guardian on fire. Repeatedly. Sure enough, when I won in a battle of "steel", the door opened fine first time and it actually collapsed into a pile and stopped trying to converse with me. * Yep, this was broken - fixed now, I hope. - WHILST PLAYING AS CONLEY AND FRIENDS When I spoke to Robert's Father, one branch on the conversation just ends it. If you say "He chose his path", Robert's Father does not transform, the conversation window just closes. Other options work fine, though (: * Good catch - fixed. Also my father seems to think I'm a male PC, when I spoke to him he referred to it as "his soul" * Oops - fixed. PENDING PROBLEMS TO RESOLVE =========================== - Occasionally, PC's animal companion follows ship around - funny huge wolf following relatively teeny ship. - One last thing - I'm afraid I got the bug in which Heather had 1200+ skill points and I couldn't level her up. * This is a weird one and I can't replicate it at all. When does the leveling up occur? In DW1? Is she under any spell effects? Is there anything in the override directory? - After hand loss, couldn't use Long Sword or Rapier, despite being 1H weapons - Bad sky rendering inside Iron Mountain in strategy mode (see pics) * I couldn't find a picture attached. When I went into the game, they sky seemed okay. - Crash when transitioning to the sub area * I couldn't replicate this, but some people report periodic crashes when entering certain areas. Restarting the module seems the only hope, but if it's you're first time in the module, I'm not sure what to do. - About half the time, world map doesn't automatically go away after dock at an island * I think I can put triggers in different places to try and close it, or maybe fiddle with the island docking script. - No journal entry for Isle Diablo * Yeah, the island itself doesn't really have a quest, though a treasure map leads here, as well as getting tattoo patterns off the fire guy at the end. - At Clocktower with the different cargo buying/handling thing (like at Iron Mtn), picked up some wheat and fish. Icons went in my inventory. Sold them again right away and bought again, this time didn't go into inventory and didn't show on regular ship's cargo list at next port * The high seas game continues to have weird, random issues like this. It makes me cry. - Lore note when loading Underhill Clanhome - "With this power, one can shield the mind and body..." etc, but doesn't say what power it is referring to * Basically there's a bug in my tips.2da file that I've yet to track down. - Valet automaton (LOVE the automatons!) snatched/rearranged our armor from behind the (closed) door * I think I can fix this by doing a "do I have line of sight" check. - Got journal entry and 'ching' when just entered area of egg - before picked it up * Not a huge issue, but it would be nice to get it in the right place. - Bought a Xebec, should have added 5 to crew and 1 to ammo, but only added to cargo * I think I just need to fiddle with a certain file that holds the statistics. - No PC-activated interactive conv w/ Daniel or Heather after first in the Black Spot, right after beginning of module - not sure if there is none or is problem * There are a handful of cases where everyone talks together (e.g. at the start of the Brighton Lighthouse quest). You should also be able to right-click on your companion and choose to speak with them. Was that not happening? - never-depleting torpedoes - yay! * I couldn't duplicate this one at all. Maybe recompiling the scripts helped? - Game options says "Torpedoes fired: 263" - used 6 or 7 at max - Wrong speech played during Queen's speech after this option (duplicate from above) * Fixed, but missing the VO. May not have time. - I noticed during the credits that there was a screen shot of a rather large wolf creature waiting at the end of the docks for the PC, so you're obviously all ready aware of that one - just thought I should mention that it occurred in my game as well. I also had to buy a new boat at the start of Act 3, even though my deed was still in my inventory. The wolf appeared and it had the same name as my ship, but according to the Dock Master I didn't own a ship, though I still had the option to buy another. * I need to clean up the imported player's deeds imported from another module, as they don't work any more. - Went through both possible encounters with the "hand" ordeal for Daniel. If I didn't cut off my own hand and Drake took his, Heather would jump around between two point either side of my PC during the speech. Like I said, not that big a deal at all (: SMUGGLER'S ISLAND (Or whatever the island with the lighthouse is called. I really should have written that down.) Again, nothing big really. Jacob was facing away from my PC during the conversation with him. When you go to move the boulder out of the way in the caverns and Daniel runs up, he does the "Hold up!" speech and offers his help. Immediately after, he has his "let me rest a minute" line, but the same dialogue is played for both. (Okay I did a horrible job of explaining that. Basically, he was saying he wanted a rest while the "Hold up!" dialogue played a second time. Hm, I hope that makes a bit more sense.)