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NWN2 OC plot fixes


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#26
WRFan

WRFan
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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?




You can persuade the bandit leader to let them go. Only possible if you already freed Tann. If not, he will go hostile as soon as you open the door to his room. I mentioned this on another thread on these forums.



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About my updates: Sorry for the long delay, but I have a huge update here. The file is getting larger and larget, submitted to IGN Vault, awaiting approval. Until then, you can download the newest package from the link above in the first post. Here's the list of all fixes I've created since my last update:



Neverwinter Archives:



Fixed the puzzle. Now only checks if player's Lore skill is high enough to display the "Lore" dialog option, doesn't check if the books are in inventory, this doesn't make any sense, as Lore implies you already know the answer, books are only needed if you are stupid. My wizardress is very intelligent, no need for books any more, lol. Besides, one of the checks was totally broken, so would always return FALSE, preventing the "Lore" dialog option from appearing in any case



Fixed bug which prevents you from gaining influence with Grobnar when answering a puzzle question correctly (either by reading the book or by using the Lore skill), because Qara interferes, the stupid ****. She still interferes, but Grobnar will comment as well and you get influence with him, as intended. Stupid Qara



No more Karina in Merchant Quarter if going straight from the Archives to Shandra farm, cause this led to all kinds of weird responses in Karina convo, so gone and done for good. Really, it's better this way. Goodbye, Karina!



No more respawns of the caretaker's veil on the dead caretaker. Just don't lose the one you take from him.



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Generic change:



Changed the scripts that check for the player skills when skill checks occur in conversations or otherwise. These scripts will now display the skill checks in the message window, this is very important for skills like Lore, because Lore checks are performed covertly and if you fail to meet the DC, you won't even know that you failed. Well, now you will be notified and can prepare accordingly - equip some items that give you skill bonuses or cast some spells or let Grobnar sing a skill boosting song or something. This is a generic mod that changes skill checks throughout the original NWN2 campaign, maybe even in other campaigns.



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Shandra farm (exterior and interior):



Fixes to enemy AI and enemy/player locations. Moved the player closer to the Gith leader during the convo, teleported all giths that get stuck in the scenery during the Shandra chase due to hard-coded path-finding issues close to the gith leader at the end of the convo, fixed githi AI "attack player party" commands



fixed missing SR on some of the Githis



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Attack on Sunken Flagon:



Re-wrote the complete attack:



Duncan and Bishop no longer immortal/plot characters, will be killed, but will be resurrected once all enemies are dead

All enemies have to be killed now, not just those in the main room before Duncan's convo is triggered

All allies in this area incl. Duncan and Bishop have a miss chance of 100% to prevent them from stealing XP from you by killing Githis themselves.

All party members present in this area are set to puppet mode, so will do absolutely nothing, the miss chance mentioned above is just a final precaution

Locked door from Sunken flagon to docks - no more running away, you cowards, until all enemies are dead! Will be unlocked once Bishop joins party.

Changed post-battle cleanup, resurrection, forcerest etc. to get the party in a clean shape for the Duncan convo

No more resurrection of companions killed by githis on savegame load (if you save during the fight or while githis are still present)



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Village of Ember:



Fixed Bishops convo checking for player's CHA instead of INT

Useless Bishop will be kicked from the party automatically when enemies appear and added to the party automatically when needed for conversations

During the initial ambush attack, melee githis won't run after the player character like morons if player is invisible. If the entire party is invisible, they will run to the well in the middle of the map. If they perceive at least one party member, they will attack instead.

Post-battle cleanup, make party and Bishop ready for convo (force-rest to entire party once all enemies are dead and right before the Alaine convo is triggered)

Fixed influence gain with Bishop during convo with Marcus

Fixed variables in Marcus convo, all messed up, later if you talk to Bishop, can't even talk about the knife he gave (or didn't give) to Marcus. I don't think this influences the trial, just the convo options in Bishop's conversation



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Gith Base Approach:



The fire traps scripts are broken - if player rests, the fire VFX is still present, but if you walk through fire, no damage is dealt. That's because damage duration was preset in player time (300 sec.), while the fire VFX is real time, so if player rests, 8 hours pass, but in real time just 3 sec. Re-wrote the entire script set, VFX and damage dealing area are now linked, no damage, no fire VFX. Included several checks - 300 sec real time passed, 300 sec game time passed (for example if player rests)



Gith caves:



Restored cut convo - Gith leader, Bishop, Neeshka - when you enter the cave. Ask the gith leader why all githis are female. Fixed some missing checks and the player facing direction (eyes forward, madam!)

Paused the game at the end of the convo when enemies go hostile

Kicked Bishop and Neeshka from the party at the end of the convo when githis go hostile (only needed for the cut convo mentioned above)

Moved archers during the initial convo closer to the player, otherwise they can't see the player and stop attacking if you kill the melee gith to quickly (one Dismissal, and they are all dead)

Fixed an issue where Githis and Succi attack Jerro after the cutscene. They actually killed him and he dropped a sapphire and some gold, lol. Changing him to construct faction (non-combatant)

Fixed SR on succis harassing the construct+minor fixes/changes to both construct cutscenes here

Fixed enemies factions (charmed githis+succi+imps VS. standard non-changed githis, all hostile to player). Factions were all messed up.

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Generic change:



Changed the scripts that check for player abilities when ability checks occur in conversations or otherwise (for example if player needs CHA >14 for something or something like that). These checks are convert, so player misses out here without being aware. The script will now display the result (succeeded or failed) along with the DC in the message window, you may wish to increase your abilities artificially through spells or items if failed. Very similar to my skill check script changes (see above).



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Gith caves Inner Complex:



Fixed SR of Succis that harass Mephasm (SR18). What is it with this SR? Always drops to 0.

Fixed INT check during Mephasm convo (was checking for WIS instead)

When the 3 succi are defeated, your player will automatically summon her familiar, might be useful to pass any checks like Diplo when talking to Mephi.

Once 3 succi are defeated and Mephi initiates convo, Bishop, Grobnar and Neeshka will be automatically added to party unless already present . They are needed for this convo.

Jumped Qara close to player once succi harassing Mephi go hostile. She is really useful. Use Assay Resistance+Dismissal on Succi

Force-rested entire party EXCEPT player character once all three succi are defeated. Didn't force-rest player character here, otherwise she will lose ability/skill check bonuses applied by spells.

Paused game when succi go hostile.



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Zaxis:



Fixed Influence gain with Neeshka (broken in two! dialog nodes)

Fixed 2 Bluff checks (were checking Diplomacy instead)

Fixed Taunt skill check (was checked too early)



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Zeeaire conversation:



Fixed Zeeaire's racial type - supposed to be outsider, not human. Now has SR equal to 5+level (lvl 10 in Zeeaire's case), same as other githis. Now susceptible to Dismissal/Banishment. Changed Zeeaire's SR from feat to spell effect, because SR granted by feats cannot be debuffed (a bug), so casting Spell breach on a creature whose SR comes from a feat (like the githyanki SR) will NOT decrease the target's SR. Only Assay Resistance works in such a case. So I fixed Zeeaire, spells like (Lesser) Spell breach will now properly decrease her SR, but this is a special case, any other githis you encounter are still subject to this bug where SR increase granted by a feat does not stack with SR decrease through spells. May be also a problem with SR increase granted by hide properties (Succubus creatures), I am not sure, have to test yet. Problem is, this is hard-coded and fixing every area or creature in the game individually is a pain in the ass.



Fixed 2nd Bluff check with Zeeaire, could never be passed (Failure) directly due to a buggy check, only indirectly if Neeshka is in party



Fixed first Diplomacy/Bluff/Taunt check with Zeeaire - only one of them is supposed to be selectable and only once. However, if the player has EXACTLY the SAME skill rank in more than one skill, the other conversation option still appears later. For example, if you have Bluff 15 and Diplomacy 15 and select the option "[Bluff] Maybe if I knew what I'd done wrong, we could settle this - I might even give up the shards willingly," the option "|[Diplomacy] I deserve to know what crimes I've committed" will be still displayed. Fixed now. Any of three is selected, all three become unavailable, whether you pass the check or not



Fixed several conversation options appearing all over again, fixed inappropriate conversation options appearing after you decide to end the dialog by selecting "I'm ready to face judgment - so how do you plan to kill me?" - no more talking after that!



Zeeaire Fight:



Zeeaire no longer immortal AFTER the portal is destroyed (immortal before that, as usual). Can be killed with instant-death spells now (Dismissal, or whatever), but don't worry, she still says the last words (had to re-write several scripts for this, pain in the ass), but if you snap her neck, you don't get XP a second time.

Added Bishop and Neeshka to party at the beginning of the convo, kicked Bishop, Elanee and Neeshka out of the party at the end of the conversation, cause they are useless in this fight. Bishop will be automatically re-added to the party as soon as Zeeaire's death scene kicks in (snap her neck - gain influence with Bishop, haha, that's the reason I re-added him).

Moved Grobnar and Qara close to player at the beginning of the battle.

Made githis hostile at the very very end of the conversation, otherwise they attacked you BEFORE the cutscene was over, cause they were set hostile too early.

Made Zeeaire hostile from the start of the battle, otherwise she cannot properly cast spells on you while neutral. Changed the entire spell casting script that is used for Zeeaire spellcasting - more differential checks (what spell is cast on whom? Useless to cast Fireball on a rogue due to high reflex saves etc). Replaced Cause Fear that Zeeaire casts by Fear, cause Cause Fear doesn't work on party members at this point (too many HD). Fixed the random chance calculation for spells - due to a bug, there was +20% Zeeaire wouldn't cast anything, apart from the fact that she couldn't cast properly anyway while non-hostile. Fixed Silence, it's now cast on location, not object, because the DC is pathetic (DC16). So now it's AoE - make sure Grobnar casts Joyful Noise.

Refreshed spell durations for all short duration spells at the end of the Zeeaire convo, cause she talks for hours and duration decreases and decreases every second. Can't she just shut her stupid mouth... Duration refreshed for Globes, Displacement, Haste, Foundation of Stone, Spell Mantles, Joyful Noise. You need to have those spells on you of course to refresh anything and they must not expire completely, so race through the convo like hell (click away the bla bla). Make sure to buff yourself before the battle. Refresh duration is same as standard spells, Extended metamagics for Displacement, Foundation of Stone, and Haste, otherwise 1 round per level, checking player level here.

Fixed Zeeaire's comments when you blow up the portal, she sometimes failed to say the two one-liners. Replacing by standard shouts, cause those are non-standard actions, so she can shout them while queuing other actions. No voiceover, however. I think we'll survive this, right?

Paused the game right at the end of the convo when enemies go hostile (auto-pause).

Force-Rest and resurrection to the entire party as well as dispelling any hostile AoEs (like Entangle cast by Z while she's still inside the sphere) as soon as the battle is over and Zeeaire's death scene kicks in.



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Fixed Neeshka infl>Elanee influence check in final convo before leaving for Sunken Flagon. Only for male player characters.



Fixed ending up with two mental shards at the end of act 1 (someone needs to learn how to spell properly - "16_get_shard4" vs. "16_gOt_shard4").





Sunken Flagon, Act 2 (Return from Githi caves):



Fixed missing Influence Loss with Shandra for being cruel

Fixed invalid influence loss with Bishop: "Casavir: Maybe you should watch your tongue, Bishop." --> player loses influence with Bishop. Huh? Am I responsible for the crap that comes out of Casavir's mouth? Fixed.

Fixed invalid Influence gain with Bishop for being nice to Shandra. How many bugs are in this game?!

Fixed convo with Duncan the first time you talk to him with Shandra in party, convo was getting abruptly cut off when Duncan tried to talk to Shandra

Fixed convo with Duncan, convo was getting abruptly cut off when Sal tried to talk to Duncan



While fixing Duncan convos, also fixed convo in which Duncan complains about Grobnar being worthless, as he doesn't sing to attract customers. Haha, extremely funny, Grobnar annoys Khelgar to death, babbling some nonsense, instead of singing. I don't know who he was supposed to annoy originally, as the cutscene was unfinished, so I chose Khelgar. Check it out, only Act 1, though, so make sure to talk to Duncan before all this Shandra mess



Fixed Duncan's convo in Act 1 - if player working for City Watch and gains access to Blacklake, Duncan supposed to comment on this just once.



Fixed missing (cut?) convo option with Duncan - approach Bishop at Sunken Flagon before he joins you, he will tell you to phuk off, now go talk to Duncan and you can ask him what's the dealio with this Bishop guy.



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Fixed Diplomacy check in Bishop convo (only if player lawful/good). Convo wasn't actually checking player Diplo skill, was auto-success.



Fixed Alignment check in Casavir's Post-OOW convo



Fixed confusing dialog options in Shandra's convo that may lead the player astray, skipping a conversation option completely (as it only appears once, if skipped, won't appear again).



Fixed dialog nodes linking in Shandra's convo, nodes were not linked properly, which led to all kinds of weird responses by the player which didn't make any sense. Fixed some convos appearing more than once, shouldn't happen.



Fixed Shandra-Daeghun-Duncan triangle. Now player will realize and tell Shandra why Daeghun seems to be distant once Duncan tells her about it at the beginning of Act 2. However, player will still say that she doesn't know her mother very well until she talks to Daeghun, cause Duncan doesn't provide this info. Fixed Daeghun convo about player's mother, parts of it were not triggered and conflicts with Duncan convo about the player's mother had to be resolved so that player can react properly to Shandra when telling her about his/her family.



Added some cut convo between Daeghun-Shandra.



Fixed Bishop-Casavir response to Georg if player is female (Georg mistakes one of them for her husband, now if both are in party, Bishop will only respond if his influence with player is greater than Casavir's, otherwise Casavir will respond.

Fixed Georg's convo being cut off if Sand is in party and Elanee is not present when Georg talks about the swamp elf. The convo will now fall through to the Shandra or Bishop-Casavir convo, whether Elanee responds or Sand, doesn't matter.



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Generic:



Changed the Appraisal scripts in game to make the Appraisal checks more obvious. Will now display info in the message window in the form:

Base Markup/Markdown (Markup=additional cost for items sold by player;Markdown=less money for items bought by player)

Markup/Markdown as modified by player's vs. merchant's Appraisal



Note that the Appraisal check when selling items to a store is bugged - if your Appraisal skill gets too high, the price for items sold to the store actually drops. This is not a scripting issue, but a hard-coded issue, can't fix that



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Blacklake:



Fixed a merchant having 750 stealable rings on him, fixed by changing the amount to 1



Fixed the Priest of Lathander's faction (she is now pickpocketable and if you cast Song of Competence/Prayer on your player character to improve your Appraisal skill, she is not affected any longer, meaning she doesn't get a bonus to Appraisal any longer, only your player character when casting close to her. She is not supposed to be affected, cause she is not a party member, for God's sake).



Fixed Shandra influence gain and loss during the convo with the painter



Fixed painter's convo getting cut off if you are female and say it's the work of an amateur



Fixed Kyli's convo getting abruptly cut off (only if player is female and Elanee is in party)



Fixed getting Nevalle's quest too early (even before becoming a squire). Added a convo option to Nevalle's dialog, in which he indicates that the player should come speak to him again once the trial is over. Needed, lest the player misses this quest by not talking again to Nevalle after trial.



Fixed Sleight of Hand check during the Battle of Bards with Caine (was checking player's Perform skill rank instead).

Fixed influence checks with Grobnar when asking him to re-play a tune



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Merchant Quarter (again):



Closed the door to Leldon's apartment once you get the coin. Originally, stayed open until you enter the Collector's mansion, doesn't seem right to me. Besides, the door was locked, but not CLOSED, so if you actually opened it before, you could still enter. The door now closes AND locks itself as soon as you exit Leldon's hideout (only if you've got the coin).



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The Vigil (Solace Glade):



Autosave on entering the area

Force rest on area load (restore spells, whatever)

Despawn Shandra once the fight ensues (useless, this girl)

Paused the game once the Luskans go hostile

Spawn Shandra and add her to party once all enemies are dead



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Qara elemental first encounter:



Autosave on area load

Player character, Sand and Qara will now cast Lesser Spell mantles on self DURING the convo (only if spells are memorized, so make sure to add them to Sand's/player's spell book before using the world map)

Elemental no longer immortal, all spells will now work on her. Made sure that she still "escapes" at the end, triggering the post-battle convo.



Qara elemental 2nd encounter -> pretty much the same changes as first encounter, except no spell mantles:



Elemental not immortal any longer either, autosave on area load, automatic game pause when elemental turns hostile at the end of the convo

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Closed and locked doors to Fihelis's hideout once you've talked to him, thus completing the Informant quest. When you exit Fihelis's apartment, the door will lock itself behind you.



Fixed Nya's spellcraft check in her convo, was set to DC1, ridiculous.



Fixed Lathander priest's Vestments of Faith cloak he sells in Blakelake district church. Cloak property "Damage Reduction Soak 5 damage" is not present, because the item is using a deprecated DamageReduction item property function. Fixed now. DR 5/Magical Weapons+5. Properties will be added once you enter the main area of the Blakelake district (if you are already in the district, exit, then re-enter).



Fixed Sand's and his elemental's Robes of the Old Order they sell. Same bug as above. DR 5/Magical Weapons+1



Removed the Repulsion scrolls from the elemental's and Sand's inventory, spell doesnt exist in the game



Fixed asking for Callum's testimony more than once (Trial, Act 2). Convo dialog option should only appear once when talking to Callum



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Generic change:



Changed the scripts that check for influence when in convo with a party member, will now display the current infl. vs. DC in the message window so that you know how much influence you still need to gain before companions will respond with "Influence:Success".



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Fort Locke (Act 2):



Fixed Tor's convo not triggering in Act 2, so you lose access to his store

Fixed Tor's quest- when you return his Holy Symbol, the item now technically gets destroyed and won't appear in Tor's inventory, otherwise Neeshka can steal it again, which is just weird and not supposed to happen.



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Fixed Malin's convo so that you can ask her again about Bishop if you already had asked her about him while he was in party



Fixed Bishop influence gain with player when talking about Malin



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Ember (destroyed):



Fixed Guyven's convo, a bug that potentially renders Guyven unavailable later on. In order to recruit him for the keep, you need to tell him "You will always have a place at my fire.", however, while talking to him, it is possible to miss this conversation option. Fixed, now the variable will be set on both "You will always have a place at my FIRE." AND "You are welcome to stay at my HOME."



Fixed Ulip the goblin scene triggering twice if you have Grobnar in party when you approach him for the first time



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Merchant Quarter:



Fixed infinite influence exploit with Sand when talking to the Moonstone Mask proprietor about Torio (during trial)



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Duskwood:



Fixed several bugs where the player may end up with either 0 or 2 alteration powder objects in their inventory



Fixed the alteration powder object itself- it's supposed to be a plot item, not an item usable by player.



Werewolves cave: Turned player and Grobnar invisible when werewolves appear, cause they simply cannot cope with werewolves here, unless player is a fighter (spell failure in this area). Use Khelgar to fight, he doesn't care about spell failure.



Fixed convo between the two gnomes and the player - was abruptly cut off due to a bug if Elanee and Grobnar are in the party AND Sand is NOT in the party.



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Trial:



Fixed covert persuasion checks in convo with Reylene. Note that you fail the initial check with Torio in any case.



Fixed Lorne's voiceover not triggering when he shouts from the audience (one of the bluff options).



Moved Persuasion options to the top, otherwise they tend to get lost amongst the replies



At the beginning of the trial, Grobnar will sing the Song of Competence and follow player, player will summon familiar (diplomacy piggy or something, helps with checks, only if sorcerer/wizard). Grobnar will then be instant-moved to the audience box behind Shandra to stay close to player (otherwise the song won't affect her). Familiar is hidden for the duration of the trial to it doesn't interfere with the cutscene, but the familiar bonus still applies, if any.



Disabled Perform checks for all classes but bards, cause you simply cannot pass them unless you are a bard.



At the end of the trial, the overall performance will be displayed in message window. Increased DC to at least 14 to be found innocent and to at least 20 to get the Master Orator feat (originally DC 5/14)



Removed the feat "Butcher of Ember" if found innocent, otherwise it interferes with the Wrongfully Accused feat, doesn't make sense



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Trial of Tyr (night vigil at the Merchant Quarter church):



Fixed missing alignment shifts during conversation ("Nobility, eh? Then Lorne's as good as dead." -> shift-alignment-towards-chaotic and so on)



Fixed cutscene being cut off if you have equal influence with either Elanee/Neeshka or Bishop/Casavir or Sand/Qara. The game can't deal with this situation, it only returns TRUE if one influence is higher than the other. This bug is all over the place and happens all the time. I also fixed some generic influence check scripts that are used more than once, so this should fix the equal influence bug on several occasions, but problem is that the game doesn't always use these generic scripts, so sometimes additional fixing is required (Rite of Tyr is such a problematic case).



Swapped around Bishop/Casavir <-> Elanee/Neeshka visits. Haha, fun! Now, if you are male, you'll be visited either by Bishop or Casavir (influence dependent), if you are female, Elanee or Neeshka will visit you. Why I swapped it? Because it's fun! And because I always play as a female and I hate those guys, so I don't want to see them in the cutscene. Now I get visits from Elanee or Neeshka. Don't like it, don't use it. Delete the entire Plot_Fixes_OC\\Merchant_Quarter\\Church Lorne folder, but beware, all my other fixes will be gone as well. Up to you.

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Lorne Fight:



Autosave on area load so you don't have to repeat the Church vigil all the time



Lorne no longer immortal. All spells including mind-affecting spells, fear and instant-death spells will work on him now.



Fixed Lorne's Deathless Frenzy: At 25% health he will fly into Deathless Frenzy, however, it wasn't simulated properly (he doesn't actually have this feat, it's simulated through scripting, fixed several bugs, Lorne's DF now works like real Deathless Frenzy and he will also be fatigued at the end. The remaining DF duration in rounds will now be displayed in the message window. Note that DF still doesn't make him immortal, it only makes him immune to death magic, negative levels and ability decrease. If you feel like it, you can kill him during DF, even though I wouldn't recommend triggering it in the first place.



Fixed Lorne just wandering around and not attacking you if you decide to finish him off during the conversation that is triggered when you "kill" him the first time.



Less cheating - in the vanilla game, Lorne cheats all the time. No more Barbarian Rage re-casting several times in a row. No frenzy if you decide to finish him off (second fight stage). And, as I said, no immortality, which resulted in cheated immunity to death spells and mind spells.



Due to the changes, there are now two ways to win the fight:



1) The clever way: Do NOT damage Lorne. If you do, he will enter Barbarian Rage and Deathless Frenzy stages subsequently and you will have to deal with the consequences. So instead, use mind spells like Fear/Bestow curse etc. to reduce his fortitude save and then BAM! Finger of Death. Or whatever



2) The original vanilla dumb way: Left the scripting intact, just fixed the bugs. At 75% health Lorne enters Barbarian Rage, unless he already spent it before. At 25% health he enters Deathless Frenzy. No more Finger of Death at this point, obviously. At 1 hp or if killed by damage, he surrenders. If player allows one of the companions to fight Lorne, obviously no surrendering, Lorne just drops dead, as before.



Shandra: Fixed asking her if she was worried about player during the fight with Lorne even BEFORE the player even had a chance to fight Lorne. Besides, should only appear if PLAYER HERSELF fights Lorne, not Bishop or Qara or whoever.



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Lord Gannish Weapons Deal, Axle (Shadow Thieves):



Fixed a problem where you couldn't talk to Axle about this deal until you've spoke to Gannish

Fixed a problem where the game doesn't remember that Axle told you that the thieves' guild in Amn never heard about this man, barring you from bluffing Gannish to extract the truth from him (fixed now, but still high INT required to pass the check!)

Fixed a problem where Gannish would get stuck in an endless loop, constantly restarting the negotiations ("I shall have my men bring out my stock at once") if you broke off the negotiations the first time you spoke to him ("I have somewhere I need to be. Excuse me.")

Gannish will now equip the sickle +2 he has in his inventory when he turns hostile



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Bruce Tomb:



Qara will now cast haste and displacement (extended) on player character and player character will cast lesser globe and lesser spell mantle on self DURING the conversation with the noble youngsters (right before they turn hostile; spells will only be cast if actually available and memorized at this moment, no cheating here).

All party members will be kicked from the party once they turn hostile, player character is enough to defeat them, no need to buff everybody here.



Savanna will be immobilized for 120 seconds without saving throw if she joins you in the fight against Raven, cause the stupid cow runs around and if you use Fear, enemies run away from her and right out of Mind Fog/Cloudkill/Circle of Death area! Stupid ****.

Savanna will now try to cast Death Ward on herself as soon as Raven turns hostile. Will probably fail, if Raven hits her, but still, better than nothing, cause enemies try to slay her using Slay Living.



Fixed one of the priest cronies standing close to Arval, her challenge rating wasn't set, so you only get 4 xp for killing you. It's fixed now when you enter the tomb and talk to the kids for the first time.



Wanna see some screenshots?:



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#27
lychee26

lychee26
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Is it possible to make all the changes to made to events (such as bringing in or taking out party members) to be a separate, optional files? Cause I want all the fixes, but I don't my party to be messed with, and if the plot has a character in my party, I want him/her in my party.

#28
WRFan

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Is it possible to make all the changes to made to events (such as bringing in or taking out party members) to be a separate, optional files? Cause I want all the fixes, but I don't my party to be messed with, and if the plot has a character in my party, I want him/her in my party




it's difficult to maintain various versions of the patch due to the huge amount of scripts. You can always remove a particular fix if you don't like it, just delete the subfolder. Although I don't quite see the point in dragging idiots like Shandra or Bishop with you all the time.



Fixed some additional bugs:



Fixed a spelling mistake by myself in the influence checking script, sorry about that, works now as intended



Bard Battle, Blacklake:



Grobnar will now move closer to player and play Song of Competence during the contest *

Fixed lute inventory checking/equipping/unequipping/removing from inventory *

Disabled Perform checks for non-bard characters (you can't pass them anyway, unless you are a bard) *



Ember (destroyed, lower caverns):



Fixed player not being able to give the insect collection to Kistrel if the item is carried by one of the companions and not player herself *



Duskwood:

Fixed the Improved Robes of the Old Order found in a garbage pile in the werewolves cave - they are missing the Damage Reduction property. *



ToDo: I just noticed that the well in Ember can be destroyed by casting Cacophonic Burst spell on it. If it's destroyed, you cannot go to the caverns below Ember (you can still enter from Duskwood). Need to make the well undestroyable or something, will look into it today.

#29
WRFan

WRFan
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Fixed some additional bugs, re-download the updated package in my very first post above. You can also hop over to

http://nwvault.ign.c...s.Detail&id=343

I've uploaded my package to NWN2 vault and will switch completely to IGN from now on, so all future updates will be available there


Ember (destroyed, during and after trial):

Fixed the well being destroyable. if you destroy it, you cannot descend to the lower caverns below Ember

-----------

Collector's mansion (Blacklake, Neeshka-Leldon quest):

Fixed invisibility being dispelled when you approach the servants' quarters (the servants initiate convo with you, dispelling invisibility). If you want to sneak past the guards to earn bonus XP for sneaking (you get bonus XP once you reach the upper floor if you sneak past the guards), you obviously have to stay invisible, otherwise the guards will attack you. And you have to enter the servants' quarters to get a plot item that is needed to complete the quest. Vicious circle here, damn. Fixed.

Fixed alignment shifts during convo with servants - all messed up (supposed to shift towards good or evil depending on reply).

Fixed a bug where the player may end up with several Vania's keys (the key in Vania's inventory is not pickpocketable any longer, you have to get it either through talking to her or by killing her). Fixed when you enter the Blacklake district main area, if you are in that area now, exit, then re-enter.

Fixed a bug in Vania's convo - you are supposed to spot that Vania has the key to the upper floor and then you can attempt to steal it from her in conversation (Spot/Sleight of Hand skill checks). This option was not displayed due to a bugged Spot check. Fixed, now the Sleight of Hand option will be displayed if your Spot skill is high enough. If you pass the spot check, you still need to pass the Sleight of Hand check!

Fixed the warpriest's AI - he was casting Battletide on an ally. This spell has personal range (SELF), no cheating, Obsidian!

Fixed the ocean painting staying in player's inventory after serving its purpose of intimidation. Will now be removed from party inventory as soon as you use it to intimidate the collector into giving you the necessary info on how to open the vault.

Fixed the Intimidate check in the Collector convo - it didn't check the player's Intimidate skill. DC is pretty steep now, hehe, yeah, I'm nasty!

Fixed 500 gp not being removed from Player if she gives the money to Vania when the collector's girlfriend leaves

Fixed the water bottle not being removed from player inventory once the fire in the fireplace is taken care off.

If Neeshka is not in the party when the player character enters the vault, she will be added to the party automatically at this point and then the Leldon sequence will be triggered.

Leldon no longer immortal. All spells will work on him now, mind-affecting spells and instant-death spells as well, but he will still say the last words and then drop dead, as usual (he will be resurrected on death so he can say his last words, hehehe). All party members except the player character and Neeshka will be kicked from the party as soon as Leldon goes hostile. I left Neeshka in the party, even though she is not really needed for the fight, because Leldon is specifically scripted to attack Neeshka first and I kind of like the idea of protecting her. She will be instant-teleported to player location as soon as Leldon goes hostile. Better to keep the group together, you know, from tactical point of view :)

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

Sunken Flagon:

Fixed Sand never spawning in Sunken Flagon tavern. This leads to all kinds of bugs, like an avalanche. For example, when Duncan expresses his delight at the outcome of the trial (after you defeat Lorne), Sand is supposed to respond in his usual arrogant way, but since he's not there, the convo just gets cut off in the middle. And so on. So this should fix it all. I put Sand next to Qara, let them face each other as if they were talking, lol. Note that due to my changes to the Sunken Flagon OnEnter script (see above), companions that are currently in the party will not be jumped to their designated positions, instead staying close to the player character. However, if you enter the Sunken Flagon when Sand is not in party, he will now be properly spawned.

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

Khelgar's Monk quest:

Fixed broken Influence check with Khelgar when you tell the church guy that Khelgar has completed all 3 trials

Fixed a bug where the player character would still chew the church guy's ear off about the trials even if they've been completed already, but Khelgar hasn't become a monk yet due to insufficient influence

----------

Nevalle, Disturbing Connections quest (also see above on receiving this quest at appropriate point):

Fixed Influence Loss with Bishop in one of the dialog nodes

Fixed linking between companion comments regarding the player's reply to Nevalle (CasavirSandBishop). Sometimes some of the companions would fail to comment depending on your current party constellation

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

Hostage situation, Blacklake Cormick:

Fixed Spellcraft dialog option for Shadow thieves (was only available if player's working for the Watch)

Modifié par WRFan, 23 septembre 2010 - 02:29 .


#30
kamalpoe

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Some of the things you list are personal preferences. I would suggest making them separate from pure bugfixes. Here are some:



Grobnar being allowed to play music during your trial or during your one on one bard battle would be illogical for instance.

"kicked Bishop, Elanee and Neeshka out of the party at the end of the conversation, cause they are useless in this fight. "

All allies in this area incl. Duncan and Bishop have a miss chance of 100% to prevent them from stealing XP from you by killing Githis themselves.

#31
electricfish

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Word of warning to those using the fixes. When doing the Fihelis quest for the city watch, the house will be staged as if you were a member of the thieves guild, complete with city watchman and the thieves guild convo with Fihelis.
It would probably be beneficial to remove the "Fihelis" folder from the fixes before you enter the house, as removing it, then exiting and reentering the house does not change anything.

*edit*
After some more testing with two saves - one right before getting the Fihelis quest, and one right outside his house - removing the entire NWN Plot Fixes folder doesn't change the inside of Fihelis' house from being set to thieves, instead of watchmen fights.
Fihelis' dialogue with the player was scripted as if the player was in the thieves' guild instead of the city watch, and once ended [through letting him go or killing him] the journal updated with the entry that the guild's informant was let go/killed, depending on the player action.
The city watch journal entry remained unsolved, and with Fihelis gone or dead, there is no way for it to complete.

This happened with both saves and the entire plot fixes folder removed from the override and placed on my desktop, so I'm guessing that certain variabled were set well before the merchant quarter quests. Prior to Fihelis' quest, all city watch quests and other scripted encounters [like with the drinking dude from Cormyr loitering] properly acted as if the player was with the city watch.
I encountered no odd dialogue or fights beforehand, even up to the warehouse to get the contact lists for Brelaina.

I'm planning on starting a new game, but with the Merchant Quarter, Moire, and Fihelis folders removed from the override.

Modifié par Zorr Crew, 03 octobre 2010 - 10:25 .


#32
nicethugbert

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Does this work with Kaedrin's?

#33
dadcares

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zorr crew i had the same thing happen to me does that always happen even if you start a new game as i alway join the watch and if that happens no matter what you cant do the game joining the watch as you cant get any more watch quests if you dont save the informant. i had to remove the whole fix and use a old save as even after i removed it the save i made before entering house with fix did not shange the house back to normal

#34
electricfish

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Okay, update on my progress.

Removing those folders dealing with the Merchant Quarter, etc. before beginning the game fixes the issue. Clearly -something- in one of those three folders is overriding something in the scripts that follow whether your player is Watch or Thieves Guild.



I'm hypothesizing that it's the Fihelis folder that's the culprit. The Moire folder specifically deals with Moire's reactions to the player after completing each quest. The Merchant Quarter folder has a similar script for Axle, but simply checking dialogue shouldn't be messing with Fihelis' house specifically.



Until WRFan is able to take a look at the edits, it's probably best just to keep the three folders (or just Fihelis!) out of your override if you always plan to join the watch.

#35
Razhathael

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Whoa, here I was hoping for a fix to the speech skills and other stuff. But this isn't a fix, it's a personal opinion of the game formed into a mod. Nothing like forcing companions down our throats, or removing them from party for being "stupid". But like you said, don't like it, don't download it.



Guess I can live without, though failing every single bluff/intimidate/diplomacy check is frustrating.

#36
Funkjoker

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Zorr, the new patch of WR should have fixed this issue. Did you download the new one? (and started a new game..?)

Edit: BtW, WRFan, is it possible to fix the DR 10/magic -recipe??

Modifié par Jean-Funk Van Damme, 08 octobre 2010 - 02:25 .


#37
Kaldor Silverwand

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Razhathael wrote...

Whoa, here I was hoping for a fix to the speech skills and other stuff. But this isn't a fix, it's a personal opinion of the game formed into a mod. Nothing like forcing companions down our throats, or removing them from party for being "stupid". But like you said, don't like it, don't download it.

Guess I can live without, though failing every single bluff/intimidate/diplomacy check is frustrating.


If you want more party options you might look at the OC Makeover SoZ Edition. It adds the party creation abilities of SoZ into the OC as well as some other enhancements, including the ability for party members to speak with NPCs (in most cases). It does not attempt to correct as many bugs as this OC Plot Fixes mod does, but it doesn't really alter the storyline either except in a couple of completely optional ways.

Regards

#38
electricfish

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Jean-Funk Van Damme wrote...

Zorr, the new patch of WR should have fixed this issue. Did you download the new one? (and started a new game..?)

Edit: BtW, WRFan, is it possible to fix the DR 10/magic -recipe??


Definitely not using the newest available. I'd really prefer to keep certain members of my party actually in my party, since I actually like Neeshka, and Bishop is actually a little useful when you're forced to take him. :|

#39
WRFan

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Hmm, guys, I told you I switched to NWN2 vault, please post your comments there, I didn't even see your comments here until today! I don't come to these forums every day:



http://nwvault.ign.c...s.Detail&id=343



The Fihelis problem has been taken care off in the newest patch.



the DR 10/magic -recipe cannot be fixed, check my comments here:



http://nwn2.wikia.co...tion_10.2Fmagic



I did however fix Robes of the Old Order and Vestments of Faith DR in the OC, check the Readme.



Hmm, since you are constantly whining over Bishop and Shandra being kicked from the party, I'll make this feat conditional in the next patch, retroactively as well, going to make this conditional so it is only applied if player has a certain name (the name I use for my wizardress), already implemented in some of the newer scripts, sigh, so ok, I am going to change the other ones as well, going to be 2 hours of work and I really don't look forward it, but since you insist to have stupid Shandra in the party, so be it, check back later at my IGN Vault page, I'll release the patch in a day or two. I've also finally completed the Nasher set patch, uff, some piece of work it was, but now all set items are in place, the last one (the cloak) being granted to you by Kana if the 4th Spec Op mission is total success (instead of a second Ring of Strength).

#40
WRFan

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ok, update is out, go ahead and download, and stop whining, lol. No more roster members removal from current party and many new bugfixes, also added some bugfixes for MoB



http://nwvault.ign.c...s.Detail&id=343

#41
WRFan

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Fixed all bugs in AJ's Haven! In particular, fixed many bugs with the book of Blessings, you can now properly hack all 4 of Jerro's turrets so that they attack him and his devil, not your party. Also, Jerro is no longer immortal, all spells incl. mind-affecting spells and instant-death spells like Implosion will work on him now. Fixed a broken cutscene between Shandra and Baalbisan, you've never seen this one, cause it's never triggered in vanilla unfixed game. Check it out:

http://nwvault.ign.c...s.Detail&id=343

/me hacking Jerro's defense system:

http://i467.photobuc...1210_053302.jpg

/me instant-killing Jerro:

http://i467.photobuc...1210_222831.jpg
http://i467.photobuc...1210_222851.jpg

Modifié par WRFan, 12 octobre 2010 - 08:34 .


#42
nicethugbert

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I'd really like the bugfixes separate from the preferences. I can't replay the OC over and over to find out which are the bug fixes and which are module rewrites. It's already a miracle I'm playing a module more than once.

Modifié par nicethugbert, 14 octobre 2010 - 10:43 .


#43
nicethugbert

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Does this work with NWN2 OC Makeover SoZ Edition? I really would like a larger party.



Does it work with Feather of Multiclassing or Companion Multi-classing?

#44
Kaldor Silverwand

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The OC Makeover is installed in the campaign folder. This mod is installed in the override folder. So in cases of conflict this mod will override the Makeover. From the descriptions of the mod I have read it seems like there are likely to be some conflicts, particularly in some conversations. I wouldn't expect complete compatibility.



Regards

#45
nicethugbert

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Kaedrins has player1's and his own spellfixes.  I wish we could just have the bug fixes separate from the features.

Modifié par nicethugbert, 15 octobre 2010 - 07:12 .


#46
nicethugbert

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It would be a helpful if all your Plot Fixes folders had a prefix so we could tell them apart from other override content. If you follow Kaedrin's convention, to the extent it's applicable, then we'll be able to hunt down conflicts much easier.



Kaedrin has folders cmi_spells, cmi_classes, etc.



So we could compare Plot_Fixes_Spells to cmi_spells for conflicts, etc.




#47
WRFan

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It would be a helpful if all your Plot Fixes folders had a prefix




Don't just extract my bugfixes into the main Override folder, extract them into a subfolder, like Override\\Plot_Fixes or something, this way you can see which files are installed by me and which by others.



Also, my bugfixes are based on RPGPlayer's latest bugfixes, so there are no conflicts with his package.



Released a rather large update today, you can now build all 4 buildings in Act 3, Rolan and Ivarr quests are available to everybody, fixed all Mephasm bugs, incl. two very severe bugs where Mephasm may take away your weapon instead of armor if you are an arcane spellcaster and Mephasm taking away the Silver Sword of Gith, fixed some bugs that prevent Teelah from appearing at Crossroad Keep, fixed Light of Heavens template, fixed Nevalle's BAB bonus not being granted to player if you build the Guard Tower, also many other bugfixes, for a complete list of recent bugfixes, check out



http://nwvault.ign.c...s.Detail&id=343

#48
Funkjoker

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After Bishop was forced into my party the AI seems to be broken: They do nothing after area transitions. After every area transition I have to use the "attack" or "follow" command so they actually do follow or attack. Also, they do not pick up items anymore. No, I do not have the "puppet" mode on. I guess some script changed the behaviour of the companions so they are in "tavern mode" all over the game since Bishop took me to Ember. I don't think it's fixable for my game, but maybe you could look into it?

I'm verry happy about the all the fixes (especially) regarding the CK. Are you going to take a look at those points of the CK?:

---There was supposed to be another area in the keep that needed to be
rebuilt. It could either be turned into a gambling den by Uncus or a
park by Naevan.---

and

---Another deleted scene indicated that Qara was much more powerful that
anyone had suspected. The scene was suppose to take place before the
fall of Highcliff and showed Qara sitting alone by a campfire surrounded
by barrels, till Sand suddenly approaches her. Sand confronted her
about her lack of restraint and control as usual and thus provoked Qara
into showing her true power. Her voice changed and the barrels around
her suddenly burst into flames. Sand, who obviously had no idea that
Qara was already holding back most of her power all this time was
shocked and frightened and decided to leave Qara alone without further
provoking her. But unknown to Qara, Bishop
was lurking in the shadows and witnessed everything. Sand then
approached Bishop and said "She's dangerous. She needs to be stopped".
This might be foreshadowing that Qara might actually be a bigger threat
than the King of Shadows if left unchecked, which Sand states if he
sides with Black Garius.
---

I know not how much content there is to properly restore them, however, that's why I'm asking ^.^. Really GREAT mod so far!!

#49
kamalpoe

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WRFan wrote...

Don't just extract my bugfixes into the main Override folder, extract them into a subfolder, like Override\\\\\\\\\\\\\\\\Plot_Fixes or something, this way you can see which files are installed by me and which by others.

I think what NTB wants is a clear indication of which things are fixing bugs (class checking at the geyser, properly taking gold with the Collector), and which affect core aspects of the game (granting the player several levels worth of extra xp with the CR fixes, making dismissal work on enemies it shouldn't [the gith aren't summoned] ,  psychic party members casting combat buffs while talking to neutral npcs before they turn hostile or casting stat/skill buffs before skill checks, adding and removing party members based on your opinions of them etc).

Modifié par kamalpoe, 18 octobre 2010 - 02:09 .


#50
nicethugbert

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I didn't know that you could nest more folders in the override. I tired that once and it didn't seem to work.



Kamalpoe raises an important issue and it's one reason why I think it is helpful to have a project prefix for each folder the way Kaedrin does for most of his folders.



I found some shared files between Kaedrin's and the Plot Fixes, some crafting and event files. I deleted the duplicates from Plot Fixes.