*** DW3HIGHSEAS BROKEN!!!! Test: - Missing hand & longsword When speaking to Kendra during initial dream, PC tells her she's going to tell Conley about her and Sheridan. She says her you'll-crush-the-man-I-love line, and the conv ends, don't get to ask her about the Fae Queen - Conley tells me we both walk the middle path between good and evil, but PC is NG * Good catch. It turns out that my "check to see if the PC is good/evil" script was missing. When first talk to dockmaster, I see that my ship from DW2 is gone, but didn't get value of ship added back into PC's gold Still couldn't requip a LS or rapier w/o the Warrior's hook, could equip SS * I think I finally figured this one out. I was using some borrowed code, which I think had some bugs. When pushing boulder in Lighthouse, Daniel VOs the “Hold up, let me give you a hand” line twice – the second time over the “Just let me rest a minute” text line. * I think that if you ended up using the boulder more than once, you could end up triggering the conversation a second time. I added some "just in case" code. Lizardman shaman at LH seemed to have a non-lizard voiceset. * I was using the female lizardfolk wizard sound set, which apparently doesn't exist in NWN2. I switched them to male wizard lizardfolk (with no external genitalia, it's hard to tell them apart anyway). At Dr. Fenril's, had to click on door (instead of empty doorframe like other shops) to enter ? Weird. I can't see anything unusual about this door. In crypt, goblin kid says he's giving the parrot guy's hand to PC, but hand is laying on floor * I put the hand in the goblin's inventory and he should give it to you if you're nice to him. Typo - “Etherial Sextant” s/b “Ethereal Sextant” - reffed twice in Lord Brighton conv * Oops. Fixed. Animal companion seems to be merging with ship consistently now, but still trails behind sub separately * I now destroy the player's animal companion and familiar when they use the sub. Moving the spider automaton between the electricity emitter and switch doesn't seem to do anything – still can't open door manually (must telek in), and PC and comps still get zapped When come back from sub (to sub loading dock), if Daniel or Heather are too close to the sub jump-off point, they disappear and portrait is replaced with that companion-is-elsewhere freaky walking shadow portrait (see SubZone pic), then that portrait goes away too. They do come back if you go back upstairs. * I moved the return point forward a bit, which hopefully will take care of that issue. - Please ignore my question about not being able to use 2 light weapons with the warrior's hook. I, apparently, am a nitwit. Duh, it says enables 2H weapon use, not 2 weapons. * Actually, my preference is that a warrior's hook allows for 2 weapons. After a bit of fiddling, it's permitted now. - I was retrying the problem with a new PC going directly to DW3 not being able to buy a ship if allied with Spider. Still didn't allow PC to buy one at the Underground docks (same must-get-permission/no-permission-option-with-Spider thing). This time, though, PC could buy one from the regular docks. However, when PC put to sea both the Brighton ships as well as the pirate ships were neutral. The tags for both were white, and when PC's ship got too close to a pirate ship, it tried to board. * I think this is fixed now. - Can't use two weapons with warrior hook installed - tried rapier/short sword, it unequiped both as well as hook. * I added some code to allow for this. - Allied with Spider, but end of Lighthouse conv w/Drake still has him saying that the PC "seeks the coming of the Fae". * Good catch. There were actually two places where I'd mixed it up. They should both be fixed now. - I did come across a small problem when trying the quest again. I started it using the QA item, and when I tried to end the quest by clicking the button which says "Leave Fairy Tale" or something like that, nothing happened. A bug? * It turns out that when using the book, it creates a waypoint and decides which module you used to be in. The QA item didn't do that, but I've fixed it now. 1. DW1 - in "outdoor" area near fan puzzle. There is something you click on that says "help me I'm stuck" but I don't see anyway to interact 2. DW1 - after psionic battle with Robert you go up to meet daniel. If heather is lead character then cutscene freezes (then I have to control alt delete). If I reload with pc as lead character then everything is fine. * There was a very strange trigger that I mostly disabled as it didn't seem to be doing anything useful. The game still crashes when you try to talk to the card playing fanatic. * I finally got this working. It turns out that the voice files weren't formatted right. Developer commentary in the black spot still says nothing, nor does the bartender. * I added a short dialog for the bartender and removed the developer commentary. Monroe sells a map called Serpent Isle (different from Serpent Caverns). When you buy it it automatically becomes Sheridan's Treasure Map in the inventory and it looks to me like it's the generic one from DW1 and 2. * Good catch. I think I fixed this one too. Last build I was able to sell books to Father Andrew. Now I cannot. * It should be working now. Before I was relying on a local variable on the item. I've since switched to a tag. Also in the last build I had no problem with the smuggler at the dock. Now he won't acknowledge that I can buy a ship. Bought one from Brighton docks, but since the smuggler wont' let me manage ships and cargo ill have difficulties since I sided with Spider. Is there a debug command I could use to fix this? * Once again, I think I fixed this one. In the Brighton Crypt I get the library key just by walking towards the crypt center. That's fine, but at first I didn't notice and was confused so I spent a good bit of time looking for the key in the crypt. * I added some pop-up text to make it more apparent. Reading minds in Port Brighton, I got the info about the skill gem and balls/powder hidden. I thought this might be because I imported a character and so somehow it wasn't recognized that I had gotten them in DW2. But while the skill gem was by the port authority with its appropriate map note, the balls/powder weren't there and no map marker appeared. * Good catch. I've taken out the hidden locations, but given two new things you can get from reading the commoner's minds. I haven't gotten very far so I don't know if it's still a problem, but in the last build I got to the Isle of Flesh and had problems with the parasites. Namely, the dialogue box insisted I needed to kill 3 more, while in my stats it said I had killed 15/13 and I couldn't find any more parasites anywhere at all in the gut. * I'm guessing you missed the three in the "Breathing Orifice" area (look at the map). They disappear - Also, in the last build in Underhill I think it was heather who suggested that I get an automaton between the electricity generator and the lever that opens the gate to the chest. I guided the spider one towards it and that didn't work, neither did luring a hostile one. Finally I got it open with the telekanesis. Also, I should just mention that I got a suggestion to use my newly gained powers of teleportation to get past the gates leading to the two telekanesis holders. I hadn't been able to finish the lighthouse quest due to that bug, so I didn't have it. But the gates bashed just fine. Just thought I should mention it might be a spoiler for those who go to Underhill first. * This was somewhat hard to pull off, as you had to pull the lever when the automaton was powering the lever for that brief moment. Since it was hard to pull off, it's now constantly powered after the initial jolt of electricity. - Again in Underhill, in the room leading to the brotherhood character, there was a clickable chair. It disappeared when I clicked on it. Was not taken into inventory. * Oopsie. It was trying to turn itself into gold, but failing. It should be fixed now. - The last thing I wanted to mention is just a small critique, not a bug. I haven't gotten to the end of the game, so I don't know what will end up happening between the player and Lord Brighton. I liked being able to go to his library and find out what he was, but at the same time it just seemed a little bit disjointed and incomplete. I know if I were there I'd grab some proof and show it to Spider, at least. But I'd certainly do something with it, not just leave everything there. * You should be able to bring it up at the very end. One of my endless struggles is trying to get more depth for all the characters. I sometimes wish I could have explored Conley, Kendra, and Sheridan more, but alas I had to eventually finish the game. PENDING PROBLEMS TO RESOLVE =========================== - I seem to be having some issues with the naval battles. I've kind of shied away from it in DW2 and DW3 so far, because I'd get too involved in the islands and RPing in general and forget to attack anything. But with the previous version, I could sink a couple pirates and the ghost ship pretty handily. Now, I'm having real trouble even being able to fire at the ghost ship - I can move starboard/port, but my weapon buttons never light up as 'clickable'. If I try to move closer, it moves the camera closer but my boat stays put. If I mouse over the ghost ship to board, I just get the friendly interaction mouse pointer, and if I click on the ghost ship, it says that it's involved in a battle and I can't do anything. I've tried several times. But like I said, this is not my strong point, so it might be me. * Sometimes the high seas system misbehaves in weird ways. It's not consistent, unfortunately, so it's been really hard to fix. Fortunately you can ignore trading and naval battles and still finish the story. - Tried other tester's problem with traps at LH, and got same problem even on latest patch level. If Daniel is controlled when step on trap (and if he and PC are both killed), get pop-up “you're dead” window (see pic DanielTrap1), then Death comes and starts conv. But clicking on conv options does nothing – stuck in cutscene (see pic DanielTrap2). * I struggled with this one and couldn't figure it out. The script fires fine, but if all players and NPCs are dead, it seems to automatically put up the "you're defeated" GUI. The weird part is that it shouldn't ever be called, so maybe it's an automatic thing with the latest patch. - 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.)