ISSUES FIXED IN THIS BUILD ========================== - I replaced this line DW_PCom_GatherSpirit(TRUE, oTarget, oPC); with this DW_PCom_GatherSpirit(nKnife, oTarget, oPC); and all was well. * Excellent catch and love the detail. This should be fixed now. - In Underhill, I sided with with modron this time, but I didn't get the telek when I killed the big automaton. Went back and killed the modron, then I received it * I added some "just in case" code. It was possible to kill the automaton without doing any damage (e.g. via certain spells), and I'm hopefully catching that now. - Couldn't buy a sub from the gnome dockmaster, even though the sub guy said I probably could * Yeah, this was something I never got around to or figured out how to implement. - Had a few minor issues with cargo handling, mostly telling me that I could buy more than I had space for (see pic 1) ? I've struggled immensely with this particular issue. I'll see if I can take another look. - Sometimes portrait of ship would stay with the group on dry land (see pic 2 - the Unfrinkable portrait stayed with us in Port Brighton, wasn't even my flagship at the time). A bit funny, with the ship-in-a-box following me around. ? I've added tons of "just in case" scripts for this, but sometimes it still doesn't work. Having the cargo tag along shouldn't do any harm, but it's weird and annoying. - First time in Valhalla, Heather and Daniel immediately turned on me just as we 'landed'. Had to back up to previous save, second time through they were OK * Whoa. This one is bizarre. - The "rose of the empress" looked like a shirt to me, not sure if it is supposed to * I picked a more suitable icon. - Had one hard crash (locked up kb and screen, had to hard boot) during fire cultist scene, could totally be normal NWN2 instability * I've found the latest NWN2 patch causes a lot of crashes for me at semi-random times (often when lots of visual effects fire). - When Odin comes into the room, screen image went kind of of ...flat-like... just for a bit. Resolved itself with next line. Repeated scene, same result (see pic 3) * I adjusted the camera for the first couple conversation lines. Hopefully that helps. - Still couldn't give any books to F. Andrew * I did some more fiddling with this one and did a simple test that seemed to work. - After killed Velsharoon - next time Death appeared, didn't have option to tell him * Previously, I was displaying the area-specific Death dialog first, and then the Valsharoon one. Now the Valsharoon dialog should show up first. 1. In DW 2 when fighting lord Byson, daniel is slow to stop. If I talk to Lord Byson while daniel is still fighting I cannot exit conversation. * I added some more "just in case" code to make Daniel and Heather calm down and have a time out. 2. DW2: Could not capture soles with knife - blue spheres revolve around bodies but nothing happens when I activate knife and use it on them (although I get a message that knife is being used). * I think this is fixed now. A previous patch caused a problem, which I apparently only fixed for the totem. Now the knife should work too. 3. DW2: Psionics combat seems a lot tougher. I eventually cheated to win last battle. * I gave a slight boost to a player's creature's hit points. If you're a higher level when you do the battles, it's much easier. You can also use skill gems to make these fights easier (by boosting your psionic combat skill). There's also a potion that refreshes your Focus tucked away somewhere. 4. DW2. After leaving Woodhaven? island (after winning combat) I was not able to return - I could dock but was not able to enter island - could not enter with game options either. Blue bar goes all the way accross seems to be done but does not leave module transition screen. * There's an annoying issue where modules sometimes become corrupted. 5. DW3: I go to docks but have no ship even though I ended DW2 with one (and still have deed) * Unfortunately deeds from exported characters don't work. I recently added some code that removes these deeds and gives people gold (to buy new ships). 6. DW3: When captured by Drake "Plunder my old" should be hold * Fixed. 8. I cannot equip longsword after losing hand * This should be fixed now. 9. In the caverns under lighthouse there is a locked room with a treasure box surrounded by traps. If pc has lead all is ok, but if daniel has lead and we are killed I get lost game message, death finally appears and my responses to death are not recognized - so no way to leave cutscene * I think these issues were due to a lower patch level, as I've never seen these issues before. 7. I cannot leave Drakes cabin after losing hand. 10. When I fight my way to shore after leaving caverns, heather is not with drake. * I added a "just in case" script to get Heather to the right location if the first trigger fails. 11. If I talk to drake before all undead are killed, am trasported to boats cabin and cannot leave (still no heather). If I talk to drake after all undead are killed am transported to ships cabin. I cannot open or bash cabin door or armoire. Examine seems to work. * I think I fixed the bug, and I've also added a "Help, I'm stuck!" item that players can click on if they're stuck in the cabin. - Alphebet Archipelago, level 3, room with large cutout letters. There are areas there where, upon moving to, one gets stuck and there are no moveable areas near by that will allow movement. It has happened to me twice causing lockup. Daniel and Heather can still move but character cannot and restoring leaves one in the same unmoveable spot. * I sadly removed the ability to get to many of the letters to help minimize this issue. Unfortunately complex walkmeshes don't always work well. - I've tried a few brand new characters, and haven't been able to leave Brighton with any of them if they are allied with Spider. It doesn't seem to recognize Spider's OK to buy a ship even if you're allied with him, and going out to the main docks, you can get the "manage your ships and cargo' option with the dockmaster, but when I try to purchase a ship, I click on the button (have plenty of $$) but it doesn't do anything. * I'll try to take another look at this one. I recently made a fix to the "you have to talk to Spider" bug. Not being able to buy a ship sounds like you might need to restart the campaign from scratch, rather than using an old save game? (This issue used to come up a lot) - 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. * When you jump to the 3rd act, all your deeds are removed and you're given 4,000 gp for each. - When I used the "Gem of telekinesis" training in DW1, I completed the "The Underhill Key"-Quest. * Oops. I now check to see if you get the telekinesis item as well as it being act 3. - Occasionally, PC's animal companion follows ship around - funny huge wolf following relatively teeny ship. * I added some "just in case" code so that the players animal companion or familiar should be destroyed - After hand loss, couldn't use Long Sword or Rapier, despite being 1H weapons * I think I figured this out. There's a complicated script that looks at the creature size and weapon size. I changed a >= into just a >, which hopefully means gnomes can't equip longswords with a missing hand, but humans can. - Bad sky rendering inside Iron Mountain in strategy mode (see pics) * This magically fixed itself with the latest version. You get a gold prize for finding weird, irrepeatable bugs. - I noticed you can get the witch to always refill the bowl with her foul soup in the cauldron room, and you can then use the soup to get out of the cell. This is silly, because you are already out of jail at this point. * I added a check so that the witch should only give you soup if you're in the cell. - I'm afraid of the grue, so I'd like to turn on my lamp, but it can't be done. I just don't know what I'm supposed to do in the room with the cauldron. There doesn't seem to be anything I can do with my bowl, bone and lamp there. The witch's bedroom has the lamp and the book you can read, but that's all I can find in there or in any other room. * Equip lamp - I'm beta testing your mod and I've run into a problem at the end of the Smuggler's Rock part. After meeting up with Drake and seeing the pirates become undead, two of the undead pirates were not hostile, one wandering free in the water and a pirate mage in some rocks in the water. So we killed all the hostile ones and Drake and his allies stopped moving. Talking to him brought up a convo in which he said that there was undead around, no time to talk. After my reply a new area immediately loaded and Daniel and I were in a room on a ship. There was a door, but it was closed and I simply couldn't open it. Even after replaying and figuring out how to finish the undead fight properly, I simply cannot open that door, no matter what I try. That's the game breaker so far. * I added some "just in case" code to make sure all the undead turn hostile - I reloaded and instead of talking to Drake, I went back to the water and killed the two non hostile undead. Killing the mage did nothing. Killing the regular undead in the water triggered the cut scene with Drake. * I think this is sorted out, with lots of "just in case" code. - There seems to be a huge problem with his conversation. I sided with Spider and theoretically want to keep the fae from coming into the world. Already know Brighton is a fae. So Drake says that we are at cross purposes, I say it doesnt have to be, and he says that we must as I want to bring the fae into the world and look what awful stuff magic brings around. My character then has an option to say that magic is worth it, or something like that. It really doesn't make any sense in regard to my character's choices. * Very good catch. I had the criteria mixed up so the wrong dialog always played. - But the game breaker itself is that door. I can't even just choose to jump back to Port Brighton or something since Heather still isnt' there. I have had some issues with transitions, but I've noticed this more since that last NWN2 patch, not only in your mods. But this is the first door or floor transition that I haven't been able to finally finesse into working. * This all depends on Heather's being there. If not, you can't leave. What I've done is added a "Help! I'm stuck!" invisible object that should theoretically cause Heather to rejoin and teleport you to the right location. - Valet automaton (LOVE the automatons!) snatched/rearranged our armor from behind the (closed) door * I added a line of sight check, so theoretically doors are now an obstacle to derobing. PENDING PROBLEMS TO RESOLVE =========================== - 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? - 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. - 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. - 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.)