http://nwvault.ign.c...s.Detail&id=343
I'll update the package if I find new bugs
Original campaign plot fixes:
Docks Back Alley:
Pause game after conversation when enemies go hostile.
AI fixes (Attack nearest enemy), otherwise thugs run through the entire map to your companions
Crypt_Lever graveyard crypt (near Fort Locke):
Fixes turning of undead enemies when you use the lever in the crypt
Neverwinter Docks->Ashni vs. Qara:
Removes immortality from Ashni, otherwise some spells don't work on him. He's still immune to all mind-affecting spells, including Phantasmal killer, it's not a bug, he's wearing a medallion of thought! Note for scripters: The convo is now triggered through the death event, not the onCombatRoundEnd event, Ashni is first set indestructible and mortal, then plot character, then plot tag is removed, he is set destroyable and the object is destroyed once the convo is over. I also applied EffectResurrection on him on death, just in case, you never know
Pauses the game on dialog end when Ashni and other students go hostile
Removes all hostile effects from Ashni and students, cause if you cast confusion on them, they will attack Neverwinter citizens even when they turn neutral, haha, funny, but a bug. It's really funny though, cause they run through the docks, hitting everybody with their daggers.
Docks->Sunken Flagon:
Your current party members will now stay close to you when you enter / load a savegame
Docks->Caleb, Hagen, Sweep through the Docks (both City Watch and Moire's Thug):
All conversations are missing the persuasion skill checks. Some checks couldn't be passed at all, others could be passed with a skill of 0. Fixed. The DC is now pretty steep, so make sure your skills are high enough before trying to persuade anybody. DC=Find the Fort Locke commander quest DC. If you passed persuasion checks on that quest, you won't have any probs here as well.
If you don't loot the smugglers' wagon (using diplomacy skill instead), the loot will be left on the ground once they move on after you speak to Axle for the first time (because Obsidian just destroyed the wagon object, but forgot to destroy its contents)
Additional conversation fixes
Highcliff Castle Ruins:
If you didn't kill the shadow priest in the graveyard, the shadow priest at the Highcliff Castle ruins will still say to Garius that the shadow priest at Fort Locke was killed. Fixed. Now checks properly if the first shadow priest is dead. Basically restores some cut content - shadow priest will now say something totally different to Garius if his "colleague" is not dead (yet).
Highcliff->William and Juni:
If you persuade William to return to his wife, but ask for a bribe to keep silent, he will act as if he's staying, cause his reply is linked to a false conversation node (minor bug, he will still return to Juni, but it's confusing to the player). Fixed
Highcliff->Mozah: Diplomacy check can now be passed (provided you have enough skill, didn't work at all due to linking to a script that doesn't exist)
Meet Elanee (Elanee First Encounter):
Enemies get entangled properly
Worldmap doesn't work anymore if enemies still present (otherwise Elanee convo is not triggered)
Kaleil no longer immortal (Hold Animal doesn't work on him if he is)
AI and pathfinding issues fixed
cutscene (bladeling encounter) doesn't re-play on savegame load
Naloch (Elanee's badger) now no longer immortal and can be killed
ForceRest on transfer to Merdelain Glade (renew spells etc.)
Axle (first encounter):
The conversation will now properly detect the player's class and Axle will comment on it (Wizard, sorcerer, cleric, paladin etc.). Note for scripters: The convo was checking if player is Wizard AND Sorcerer AND... Should be "OR-condition" of course
The conversation will now properly detect if you completed the docks sweep quest peacefully or violently. If peacefully, Axle will approve. The vanilla script always considers the outcome to be violent due to a bugged check, so this is basically some cut content restored.
Moire, Axle second convo: detect if player was nice to City watch in Back alley, Axle approves, better reward. The variable is set properly for the first encounter with the City watch in the Back Alley (bribing or fighting?), but it's not checked properly later on in the Moire convo when you return. Also added missing check for player response during second encounter (Qara/Neeshka/Elanee set fire or player says "let's slaughter all"<-evil, variable set and later checked). If both city watch encounters solved peacefully, Axle approves
Moire: City watch warned on fire, variable set as if not warned, Moire reacts as if you hadn't warned the watch
Moire: Even if the variable were set right, the axcual Bluff skill check is missing ("Bluffing: I didn't warn nobody"), so success even at bluff 0. Fixed
Lleldon Quest:
One of the thugs attacking you in the Merchant quarter got the Half-Elf features (immunity to sleep etc.), but he's actually a half-orc. Fixed. Changed package to half-orc, gave him a weapon
Fixes to enemy AI
Neeshka first encounter:
Fixes to AI (who attacks whom)
OC_NoAutosave:
No autosaves when you open the worldmap (annoying)
Standard_Rest_KoS_Fortress:
no random enemies during sleep (remove folder if you don't like this)
West Harbor:
Amie Lives! mod: Amie survives the encounter with the outsider mage (remove folder if you don't like this
Annoying_Dwarf: AI fixes on one of the enemies
Tarmas_Fixes: AI fixes, Tarmas and other allies now properly position themselves for the final battle. Tarmas has spells appropriate for a lvl 6 wizard.
Daeghun convo fix: will now properly check for player's WIS instead of Charisma
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Installation:
Extract the folder to the Override directory
Modifié par WRFan, 25 septembre 2010 - 12:28 .





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