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NWN2 OC plot fixes


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#1
WRFan

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I am going to release the first batch of my NWN2 plot fixes. Read below for a full list of fixes and download here:

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

---------------------------

Installation:

Extract the folder to the Override directory

Modifié par WRFan, 25 septembre 2010 - 12:28 .

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#2
Funkjoker

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This is _very_ promising. Are you going to offer this file on
nwn.ign.com, too? Can't wait to see what you'll fix for Acts II and III,
especially for the Crossroad Keep... :)!

Edit: I'll dig up some bugs you may look into.

I can confirm some bugs mentioned here, but not all of them:

http://nwn2.wikia.com/wiki/OC_bugs

Furthermore, what comes to my mind is:

-CK: There's a deleted scene between Qara and Sand nwn2.wikia.com/wiki/Qara#Deleted_Content , nwn2.wikia.com/wiki/Crossroad_Keep#Deleted_Content
(could you look at it? I know from the toolset that there are
placeables and so on, but I don't know how much effort it takes to
restore the scene)

-CK: Greycloak Special Missions (from the wiki):

Shadow Priest - 70%<=KT<=77.5%

Find Shadow Reaver's base - 85%<=KT<=100% and acquired the True Name Scrolls from Sydney.

[/list]The
Shadow priest assignment triggers in my playthrough, but I never get a
"mission accomplished"-discussion with Kana. And the last mission
mentioned ^ never triggers for me - I don't even know if it's really
ingame, the wiki can be wrong here.

-Invulnerable Armor Recipe doesn't work and gives you nothing.

-CK: Right
before the great battle there comes a messenger informing you about
this neverwinter nine dwarf from the well (forgot his name) , but
afterwards the messenger does not disappear and there isn't any
interaction with him.

-CK: The construct upgrades are buggy and
if you do them, he gets a) wrong feats and B) there's an infinite
influence with sand associated with it.

-The tomes used to
reactivate the construct can be found twice in the games, just like the
nasher items set (well, the ring is 2x ingame (I think) and one item is
missing from the set, but I'm not 100% sure)

-CK: I read somewhere that Deekins store should update when you recruit him. However, his shop never updates for me.

-CK : Pentrin's dialogue mentions him leaving the Keep soon even if you pass the persuasion check.

-CK: Bevil's dialogue can be repeated twice to gain even more influence with him.

...Hmm... Maybe I can add something later on, that's it for now.

Modifié par Jean-Funk Van Damme, 23 août 2010 - 10:46 .


#3
WRFan

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Updated the package, fixed two more bugs. Re-download the package above. When updating the package, always remove the entire previous package before, THEN copy the new package to the override directory!

Lledon ->Park:

Journal entries properly updated when Wolf delivers the message+when Lledon is defeated

Lledon's immortality removed - can now be defeated using instant death spells like Phantasmal killer. Game treats this as "defeated", not "killed", so Lleldon will still disappear as usual, took care of that

pause game when convo is over and Leldon goes hostile

Old Owl Well module:

Orcs won't attack invisible party members

Cut content / bugs that I may look into later:

-Elanee/Neeshka/Khelgar comment on the shadow priest at Highcliff castle ruins after he's dead
-bandits at the Bandit camp near Fort Locke sound the alarm on initial player camp approach (one of the bandits actually shouts "Sound the alarm!" but this part was cut from the game
-Kana quest
-bug: Guyven of the road disappears forever and when Torio tells you to recruit him for your Keep, it's not possible, cause he's nowhere to be found. I played this game 3 times, he was always gone for good and this time I am determined to find out what the hell goes wrong there
-cut bard songs should be restored to the game. there are tomes to be found in the game that give the bard additional songs
-Neeshka bumps into Raines (the third Leldon thug encounter)

Modifié par WRFan, 24 août 2010 - 02:13 .

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#4
Kaldor Silverwand

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Jean-Funk Van Damme wrote...
-The tomes used to
reactivate the construct can be found twice in the games, just like the
nasher items set (well, the ring is 2x ingame (I think) and one item is
missing from the set, but I'm not 100% sure)


A fix for the Nasher Set is available in the Vault here: http://nwvault.ign.c...s.Detail&id=315

Regards

Modifié par Kaldor Silverwand, 24 août 2010 - 09:15 .


#5
electricfish

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WRFan wrote...
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.


Regarding this, does the City Watch version of this quest also have the same bug? Brelaina always responds angrily if your PC is not an unusual race, even if the sweep of the docks ended peacefully.

#6
WRFan

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Regarding this, does the City Watch version of this quest also have the same bug? Brelaina always responds angrily if your PC is not an unusual race, even if the sweep of the docks ended peacefully.


hmm, have to look into this. I am currently playing as a Moire thug, so I haven't checked Brelaina

Fixed a couple more bugs:

dead orcs at the troll cave (Old Owl Well module) wont get up any longer. stay dead!

player doesnt get twice the amount of blastglobes any longer if only the safe ones are removed (supposed to be 6, not 12)

Bugbear Approach:

Influence Gain with Khelgar fixed if nice response during dead dwarf cutscene

Chaotic response chaos adjustment fixed when talking to Khelgar after freeing the dwarf prisoner from bugbears (vanilla convo adjusted alignment towards law instead of chaos)
download the package above

Modifié par WRFan, 28 août 2010 - 09:54 .


#7
WRFan

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fixed two more bugs:



Ironfist Stronghold:



If both Grobnar and Neeshka are in the party and you step away from the "strange part"-door without opening it, the next time you approach the door, Grobnar will be completely ignored and it will be Neeshka who fixes the door. However, once the door is fixed, Grobnar will still act as if he's the one who fixed the door. Fixed. Now Grobnar won't be ignored when you re-approach the door, so preference will be always given to him over Neeshka if both are in party. This automatically fixes the other bug as well



Fixed convo between Gruum & Grishk not triggering when you approach the door to the room they are in (the first door, not the one past the bugbears arguing over money). If your Listen skill is high enough, you can overhear them talking. The Listen check is performed, but the convo is not triggered properly, so even if you pass the check, you don't hear anything. Fixed:



http://i467.photobuc...2810_191233.jpg



Also added a check if bugbears splitting money are already dead, because if they are, Gruum won't be complaining anymore that they are too loud. He's still complaining in the convo if you enter through the other door though, I didn't change that one



download the package above

#8
WRFan

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oopsi, while fixing bugs, actually managed to introduce a bug myself. Yaisog is only supposed to surrender once, if you decide to kill him right away or if you decide to let him go and kill him later at Logram's lair, he should just drop dead, without much ado. Very sorry about that. Fixed, please re-download the package above.

Fixed some additional bugs:

Eyegouger Lair:

Fixed Casavir, Elanee, Khelgar influence gain if you decided to leave the hurt orcs alive. Fixed several companion comments not triggering in this convo. Fixed alignment change - alignment was shifted twice towards Good in this conversation, should be once only.

Fixed the Interrogator and his guards levelup packages, Obsidian is just lazy, they took the dwarf template and used it to create all enemies in the Old Owl Well module, bugbears, humans, orcs, doesn't matter, they all got hardiness vs. spells and other crappy feats that make it impossible to break through their saves, even if your caster is super powerful. The interrogator and his guards are humans, they can't have dwarf feats! It's simply not right. A lvl 7 sorcerer with a Fortitude of 14 points vs. poison and a Will save of 13 vs. spells? Even a cleric lvl 7 doesn't have Fort 14! There's definitely something wrong your you, Obsidian, I hope you realize that much... Who the hell is supposed to break through such saves? At this point in the game, the player party is probably lvl 9-10 max! That's DC25 at most if you are REAL good. DC25 vs. Will 13? I think not!
The packages are fixed during the convo with the interrogator, so you don't need to restart the game or something, just approach the guy, he will talk to his guards and all 4 packages get fixed at this moment. Which is to say, the interrogator actually gets annoying, cause he's now got all spells and staff, so he cast Negative Energy Ray at me, haha. The spell was cut from the game, I restored it, but I didn't even know the AI is clever enough to use cut spells. Surprise! I just hope the next enemy doesn't summon the Black Blade of Disaster. Or maybe he's going to cast the Symbol of Death at me. Who knows? Some tension here all right.

Logram fight:
Yaisog AI fix, cause he can't see anything behind the obstacle and won't attack right away.
Casavir won't be jumped right into the group of enemies any longer. VERY CLEVER, Obsidian! And really, what good is he in a fight? Forcing me to drag his worthless ass along, and then dropping him right next to Logram, as if I haven't got enough to do already as it is, killing Logram, killing Yaisog, and now I am supposed to protect Casavir the idiot as well? Changed that, instead Grobnar will be jumped to the same position next to the player character. He's useful in a fight:

http://i467.photobuc...0210_001110.jpg

Now in case you are wondering how I managed to kill Logram during deathless frenzy, I fixed Phantasmal killer and Weird, they now bypass death immunity granted by death ward and deathless frenzy. Very nice, just the way it's supposed to work, worked in NWN all right, then Obsidian came along and broke both spells

Modifié par WRFan, 01 septembre 2010 - 11:02 .


#9
Obyknven

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 Unfinished Business for NVN2 OС? Cool!!!:)

#10
I_Raps

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WRFan wrote...


Eyegouger Lair:



At the end of the Bonegnashers you meet a prisoner.  If you take him along, he fights with a crossbow.  Except that he doesn't have a crossbow.  He uses the crossbow animations with empty hands and it's just dumb.

I fixed that for myself - gave him a crossbow in his utc and equipped him with it in the onjoin script.  His crossbow has unlimited ammo to get around any problem on that end.

olov.utc and 13a_add_olov.NSS

Modifié par I_Raps, 02 septembre 2010 - 08:01 .


#11
WRFan

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At the end of the Bonegnashers you meet a prisoner. If you take him along, he fights with a crossbow.


actually you don't need to take him along. If you have Neeshka in the party, she will say she doesn't trust him. Now you can bluff and a successful bluff will reveal he is fake...except that the bluff is always successful, cause the bluff skill isn't even checked, it's auto-success. The guy then goes hostile and will try to use a crossbow, resulting in the bug you mentioned. But I didn't really feel like fixing this, cause he can't hit me anyway due to mirror image and high AC. What is really dangerous about this guy is his ability to cast Isaac missile storm several times so make sure to deal damage to his charisma quickly (he's a sorcerer) - drop it below 14 and he cannot cast lvl4 spells any longer (use feeblemind, touch of idiocy, bestow curse, whatever reduces charisma). and have a spell mantle in place for the first couple of rounds. He's got a terribly high Will, so Mind Fog+Greater Spell focus enchantment is recommended. Check out how I killed him:

http://i467.photobuc...2710_100743.jpg

Fixed two additional bugs (redownload my package in my original post above):

Eyegouger Lair:

Fixed conversation with the wolves - if you let the wolves go, it is possible that the convo gets interrupted (because the wolves exit too early, resulting in the loss of the original speaker and the abrupt end of conversation), so you dont get influence gain from Elanee at the end of the dialog. Also fixed attack and "join player" wolf scripts (not assigned in convo).

West Harbor (yet another bug):

Fixed conversation with Georg (Act 2) - Georg is supposed to comment on Shandra being the PC's wife or Bishop/Casavir being the PC's husband, depending on player gender. Possible to miss this conversation part due to missing links between Elanee/Sand Shandra/Bishop/Casavir dialog nodes

Modifié par WRFan, 03 septembre 2010 - 12:17 .


#12
I_Raps

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You don't NEED to take him along, but it's better if you do. He's a level 9 sorcerer. That's a free, extra, level 9 sorcerer in your party. Who also lets you earn MORE xp by lowering your party's average CL. And when Neeshka says she doesn't trust him, you say "I trust you on this. Keep your eye on him" and gain influence with her. You'll be dealing with him eventually, anyway.

#13
Vaalyah

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Sorry, 2 silly questions:

1) does the package work also for a multi language game?

2) ehm... the silliest question ever... what does it do? I mean, is it a sort of patch? I suppose Atari should release patches... I am quite confused... can you please explain to me the matter?

Thanks

#14
electricfish

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Vaalyah wrote...

Sorry, 2 silly questions:
1) does the package work also for a multi language game?
2) ehm... the silliest question ever... what does it do? I mean, is it a sort of patch? I suppose Atari should release patches... I am quite confused... can you please explain to me the matter?
Thanks



It's a set of files that goes in your my documents > NWN2 > Override folder. These files do not overwrite or replace any of the actual game files in your main NWN2 folder. There's no executable to run, so it's not like a real "patch" per say. It modifies files in the game like any other mod you can download, like the Nimbre fix for SoZ and the Nasher Equipment fix for the OC.

#15
Vaalyah

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Thank you for the explanation. Now I just have to discover what the Nasher Equipment fix is o_O

#16
WRFan

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1) does the package work also for a multi language game?


yes, mostly, the actual words you see in-game are retrieved from dialog.tlk file in nwn2 installation directory, the scripts only reference the proper line numbers that need to be displayed in-game. Sometimes when I fix something, I add a word or two in English directly into scripts, so those words will be displayed in English only, but it's just a few here and there

Fixed a couple more bugs and also changed some minor things here and there, download the updated package in my first post above:

Skymirror, Shadow priest fight:

Only the player and Grobnar will be jumped into position during the conversation, all others will stay where they are. Difficult to buff the entire party for the fight. Needless too.

Paused the game at the beginning of the fight, otherwise the player reacts to arrows shot at him and loses her first round (I actually want to use enervation at the priest, while the stupid AI tries to use the crossbow).

Tomb of Betrayers:

Fixed a trigger check and some changes to Fenthick, no more running around the room like a moron.

You know, he's supposed to say something when you kill him. Yep. Or maybe he's supposed to do something. Or maybe Aribeth is supposed to make an appearance. We'll never know, cause Obsidian is lazy and never wrote the script that is set as his deathscript. Nada. Script not included in the game. Fenthick just drops dead. Boring. So I removed his onDeath script, since it's not available anyway, the game tries to trigger it, but since it's not there, the attempt fails


West Harbor (again):

Daeghun won't say anything once you've delivered the shard to Duncan and talked to Daeghun once after that. If you click on him, there's no convo.

Eyegouger Lair, Shadow Priest Fight:

Paused the game at the end of the conversation

Grobnar will now move close to the player along with Qara during the conversation (if he's not in party, nothing happens obviously). Needed him closer, cause he needs to get close to the shadow priest to cast curse song and prayer from a wand

The enemies in this fight will use the updated AI from SoZ. The new AI is a little less stupid, e.g., the priest will use Blade Barrier:Location right away, instead of casting Flame Strike first. Although, it's pretty stupid to cast it on my wizardress/Qara, who are protected by spell mantles, it would make more sense to cast it on Grobnar.

An extremely interesting fight, I must say. Check out how I killed this stupid shadow priest, here's lvl 12, I'm lvl 10, check out his will/fortitude save drain, haha:

http://i467.photobuc...0510_072735.jpg
http://i467.photobuc...0510_072759.jpg
http://i467.photobuc...0510_072816.jpg

Modifié par WRFan, 05 septembre 2010 - 01:19 .


#17
Haplose

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Lol, that's just cruel...



Nice one though!



And really reminds of the depth of DnD spell system!

#18
Guest_Red Monster_*

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Great post WRFan! Keep them coming. Thank you for sharing! The irony is I just finished the OC. Another day I guess...

#19
Vaalyah

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O_O I've seen the pictures... I am shocked. All your characters have so many spells active on them I am impressed!

I usually go with a Bless for everyone, a shield for Qara or Elanee and Neshka and then... go and kill. Usually with 3 or 4 rounds of combats, all is done. You have used SO MANY spells!



By the way, what is the bar on the right, just below the portrait of the characters? And the 3 buttons on the center-right at the bottom of the screen? Maybe things that come with SoZ?

Sorry for silly questions!

But I have another one... When try defeating Lorne, the first time I didn't understand that he becomes invincible while in rage. So I search on the net to find a way to kill him. Sure, I have to wait for the rage to finish its effect. However, when I started the fight, I just had the time to use one of the bombs (you know, those you need to reach orcs) and drink half of the fast potion. Half of the potion because as soon as I started drinking, Lorne came into touch and provide some good damages -_-'

So, I read about some guys that using a wizard or a sorcerer have defeated Lorne using about 15 spells together... Maybe I am stupid and don't know how to use a wizard but... how have they succeeded in casting 15 spells before Lorne get into touch and kill the PC with just a single shot [my PC has a good number of hit points but usually wizards and sorcerers have far less]?

And invisibility isn't the answer, because I tried that too and it didn't work! [Lorne was following me even after I became invisible]

[I know it's off topic, but since I am asking about all those spells in the screenshots... :-D ]

#20
I_Raps

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The 3 buttons at the bottom do indeed come with SOZ. They change your Camera Mode. The hotbar on the right is just a standard vertical hotbar. You can activate it from the Options page (two of them if you want).

I also only cast one or two buffs - but before the end of any battle that takes more than a couple rounds, everybody looks like those pictures from buffs cast by the NPCs in action.

Modifié par I_Raps, 05 septembre 2010 - 09:37 .


#21
Thiev

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EDIT: Nevermind, the problem was on my end.
Keep up the good work :)

Modifié par Thiev, 06 septembre 2010 - 09:58 .


#22
WRFan

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While fixing some cut content (Moira getting suspicious if you warned Cormick after setting fire to the Watch building), I accidentally re-used a variable that was already in use in another quest. Or rather it was Obsidian who re-used it and I didn't notice it first. Fixed this, please re-download the updated package above. If you are working for Axle, it is very important that you update the package BEFORE entering the Fihelis estate (the Informant quest given by Axle)! Otherwise the game may become broken. Very sorry about this.

Fixed some additional bugs (download the updated package above):

Waterdeep Emissary quest:

Removed the journal placeholder entry "The emissary in OOW" once the "Waterdeep emissary" quest has been completed (once you talk to Axle after rescuing the emissary). Otherwise this placeholder gets stuck in the journal forever.

Fihelis estate:

Fixed an undetectable gas trap in fihelis estate (ground floor). Neeshka will now be able to detect it and disarm

Fixed sergeant AI (upper floor)

Fixed some guards on the ground floor of the Fihelis estate going nuts and turning hostile when you kill the searge on the upper floor. It's not supposed to happen, problem is their heartbeat script was heartbeating across areas! Now imagine this bull... Should only heartbeat if player is in the same area as they are. I bet Obsidian would be surprised to hear about this one as well. It's an extremely weird bug.

Tried to make the Hide-and-Go-Seek game more obvious (if you are working for Axle). I bet you don't even know what I'm talking about, right? Once you enter the Fixelis estate, the game begins! But since all the checks are done covertly by the engine, most players won't even understand what is going on and will just become frustrated when city watchmen become hostile all of a sudden. So let me explain in detail what is going on:

Once you enter the Fixelis estate, the game checks if the player (the character you created at the beginning of the OC) is wearing the City watch cloak you can take from the dead guards outside. If you do, the guards will be friendly. However, the real game begins at this point! If you get close enough to watchmen (10 feet distance), they will try to detect you as an intruder. Only the character currently controlled by the player is checked. It's a d20+Spot skill vs. d20+Hide skill check. The watchmen have a spot skill of 1, so the highest they can roll is 21. If you activate stealth mode, you get +15 bonus to your hide skill. Your Hide roll must beat their Spot roll, if you do, nothing happens.

If you fail to "hide", the game checks if you are still wearing the city watch cloak. If you do, you get yet another bonus of +10 to your Hide skill and then the game rolls again. If you fail this check as well, the watchman who noticed you will sound the alarm, watchmen become hostile...RUN FOR YOUR LIFE!

So either use Neeshka to sneak around the ground floor of the house or use Mass Camouflage+cat's grace spells on self to increase your hide skill or equip some items that give you a bonus to Hide, like the Robe of Blending. Note that Invisibility/Etherealness do NOT help here AT ALL.

I tried to make this game more obvious by displaying the results of Spot and Hide rolls to the player (only if the player fails the first roll, otherwise the message window would be filled to quickly with messages, cause checks occur every 100 milliseconds or so). Here's a screenshot that shows this in action:

http://i467.photobuc...0610_001858.jpg

Btw, there's a very similar game during the first mission of the Leliana's Song DLC (DAO). You have to hide from the guards, while sneaking around the market and stealing some goods from the merchant chests. Fun!

By the way, what is the bar on the right, just below the portrait of the characters? And the 3 buttons on the center-right at the bottom of the screen? Maybe things that come with SoZ?

hmm, I think the gui was updated when MoB was released, I don't remember

But I have another one... When try defeating Lorne, the first time I didn't understand that he becomes invincible while in rage.

the Lorne fight is bugged like hell. I'll fix it once I get to that point in the game. The problem is that Lorne is set immortal, so mind-affecting spells will not work on him, which is a bug, since he is not immune to mind-affecting spells. This is a common problem with all enemies set initially as immortal, like Leldon in the Merchant Quarter park, Kaleil in Merdelain Glade etc. It's even worse with Lorne, cause his immortality is not removed in time, so he never ever dies. This fight was not intended for wizards, Obsidian probably thinks everyone is using fighter class characters. The only incapacitation spell that will work on Lorne is Solipsism, cause it uses an effect that bypasses any immunities, including immortality. So use Solipsism on him+Evard black tentacles and wait until the game removes the immortality flag from him, which happens waaaay too late (if at all). Once I fix this damn fight, it will be much more fun, I assure you

Modifié par WRFan, 06 septembre 2010 - 02:15 .


#23
WRFan

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some additional bugfixes and changes:



Fixed Fihelis Intimidate check (didn't check the player Intimidate skill at all)



Fixed Axle's evaluation of the Informant mission - originally, Axle was supposed to approve if you didn't kill any guards on the ground floor of the Fihelis mansion. This was changed however, and now Axle only approves if you actually killed Fihelis, the guards don't matter. If you let Fihelis go, he disapproves, yet this doesn't make any sense, as he doesn't even know that Fihelis is not dead. Besides, check the response:



"So you return with blood on your hands, yet Fihelis is dead, so perhaps that will prove enough... <i>perhaps.</i>"



"blood on your hands" here was originally supposed to mean that you killed city watchmen on the ground floor of the Fihelis estate. If you stealth-sneaked past them (see the Hide-and-Go-Seek notes above), Axle was originally supposed to approve:



"|Finished informant mission, good|Excellent... I have heard no more of Fihelis, which pleases me. "



Fixed it like this: If any guard on the ground floor of the Fihelis estate goes hostile, Axle will disapprove. If you escape the mansion with all guards on the ground floor still neutral, Axle approves. Whether you let Fihelis go or kill him, doesn't matter



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Ahja, Sea Ghost:



Automatic game pause at the end of each conversation so the player can react in time



Enemy AI fix (some of the Luskan minions cannot see the player and won't attack right away)



Ahja no longer immortal (you still have to kill him twice, cause after the first death he will babble some nonsense, as usual). Mind-affecting spells and death magic will work on him now, but beware, he has a will save 18 against mind-affecting spells (11 base+iron will+15 spellcraft ranks+hardiness vs. enchantments). Not recommended to use will based spells on him. Attack his fortitude.



Because he is no longer immortal, you basically kill him twice and get twice the XP for him. I think it's ok, after all, you kill him twice, so you are entitled to twice the XP amount. It's a pathetic Xp amount anyway, I got 2x36 xp, ridiculous. He's lvl 12, I'm lvl 10, so I should get at least 100xp. Unfair...:



http://i467.photobuc...0710_030222.jpg

http://i467.photobuc...0710_030246.jpg



After the final conversation his health is not restored. This means he will only have 1 hp left (he has some health potions though, so finish him off quickly). Obsidian restored his health by 20. Don't quite see why he should get any health back for free.

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Added cut line to Axle's dialog (when he tells you about the Githyanki hideout after the Sea Ghost quest is complete)

#24
WRFan

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Got something nice for you today, cut content and new items! Yeah!:



Githi Hideout Merchant Quarter:



Restored some cut content during the cutscene when the golem enters through the portal:

http://i467.photobuc...0710_190839.jpg

http://i467.photobuc...0710_190847.jpg

http://i467.photobuc...0710_191805.jpg



fixed the construct's SR (sometimes resets itself to 0, supposed to be SR20)



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Added MoB and SoZ prestige class clothing/armors to Deeken's inventory in the original campaign (Merchant Quarter only so far), here are a couple of screenshots showing the Invisible Blade tunic (+4 INT) and the Arcane Scholar of Candledeep robe (Spell penetration feat for free):



http://i467.photobuc...0810_045238.jpg



http://i467.photobuc...0810_071146.jpg



Of course, you have to have MoB and SoZ installed, otherwise this mod will do nothing. I am not going to include copyrighted materials in my mod. To spawn the items re-enter the merchant quarter once.

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Modified the Dismissal spell script to include some Githyanki creature objects that are ignored by this spell, because the game is using the wrong templates for them (some of the Githyanki are defined as humanoids or animals, so Hold Animal or Hold person may work on them, but Dismissal won't).

#25
electricfish

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I do have a question, although it's a little far from where you are in the game now. In the bandit camp outside of Fort Locke, are there any additional dialogue options for when you first talk to the prisoners, or is it really only the one about getting out before the bandits see you?

Given that most players probably kill the bandits, rather than sneaking through the entire camp (._o), the dialogue is inconsistent with the player having killed all the bandits.



Yes, I'm aware that more bandits spontaneously show up as scripted, but shouldn't there be an alternate sequence, or even just dialogue that says "Thanks for killing the bandits, but we best get out of here before more show up" to justify random bandits just showing up?