NWN2 OC plot fixes
#51
Posté 19 octobre 2010 - 10:48
I found the latter out the other day, after downloading a bunch of stuff from the vault and using folders to try to keep the clutter in the NWN 1 override down. :l
#52
Posté 19 octobre 2010 - 04:08
#53
Posté 22 octobre 2010 - 11:12
making dismissal work on enemies it shouldn't [the gith aren't summoned]
in case you didn't know, Dismissal is supposed to work on outsiders. Try casting it on Zjaave and see what happens
Regarding your complains: What one considers a bugfix or a change to the gameplay is a matter of perspective, in my opinion, all my changes to the game are bugfixes, but you are of course entitled to your own opinion and you are also entitled to deleting my bugfixes from your Override folder. I cannot make it right for everybody out there. I am creating the fixes primarily for myself and if there's something you don't like, you can always fire up the toolset and change whatever you want however you want.
Released another update today, huge bugfix update primarily to the Mount Galardrym Tholapsyx-Fire Giants battle, in particular, fixed the Red Dragon appeance type so Shadow Simulacrum will now work on Tholapsyx. More info here:
http://nwn2.wikia.co...adow_Simulacrum
Complete list of recent bugfixes and download here:
http://nwvault.ign.c...&comment_page=2
and here's a screenshot for you:
http://i467.photobuc...2210_174734.jpg
lol, I think I need a pet zoo, 2 dragons in party now!
Modifié par WRFan, 22 octobre 2010 - 11:13 .
#54
Posté 22 octobre 2010 - 11:38
#55
Posté 23 octobre 2010 - 12:07
It's not my opinion. It's the spell description from the NWN2 wiki.WRFan wrote...
in case you didn't know, Dismissal is supposed to work on outsiders.making dismissal work on enemies it shouldn't [the gith aren't summoned]
http://nwn2.wikia.com/wiki/Dismissal
"All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect."
The fact is also effects all elementals and outsiders would actually be a bug. It's doing something outside the description. What it should be doing is only affecting summoned elementals and outsiders to be consistent with the spell description that it affects creatures belonging to enemy spellcasters.
Note that this spell is different than the DnD wiki Dismissal spell
http://www.dandwiki....i/SRD:Dismissal
The target is one extraplanar creature.
Your changing the gith of the OC to be outsiders allows the exploiting of the bug in the spell in the OC. Your spell doublechecks in order to enforce this bug to enforce it by getting the gith appearance type. You've combined the NWN2 spell's bug with the DnD spell's ability to target any extraplanar creature, but kept the area of effect instead of limiting it per the PnP version. To keep properly with the NWN2 spell's description, you'd want to specifically exclude gith (as I don't believe they can be summoned), not specifically include them as you have done. edit: even more accurate would not be to check appearance at all since a community module might use the gith appearance for something else (horribly disfigured npc?), but to make the OC gith specifically immune to dismissal.
BTW, the Dismissal spell bug also makes it vastly more powerful than the higher level version, Banishment, since it's not HD limited and affects more creature types. I would make the suggestion you limit it to a single outsider or elemental of not more than the caster HD in order to limit the bug.
Also I'm curious as you've updated several other spells, but your readme does not mention any changes to these spells (specifically magic missile and entangle) and the code commentary in them does not indicate what's changed. Please clarify your changes so people can decide if they want them. Stealth changes are not good.
Modifié par kamalpoe, 23 octobre 2010 - 10:06 .
#56
Posté 25 octobre 2010 - 03:41
The fact is also effects all elementals and outsiders would actually be a bug.
NWN2 is not DnD. And Dismissal affecting outsiders cannot be a bug, because the Dismissal script contains code to affect outsiders. So are you saying Obsidian "accidentally" added this code?
Stealth changes are not good.
Magic missile fixes an issue with Tarmas during the initial battle in West Harbor and entangle fixes an issue during the first encounter with Elanee. The problems are mentioned in the readme so there's no stealth here
Your changing the gith of the OC to be outsiders
I don't change them to be outsiders, they ARE outsiders, Obsidian just accidentally set a wrong race on some of them, so they are not affected, unless you use my patch
Released a new update today, fixed the dragon tail ability of the dragon. She is now slapping all enemies behind her but good, 50-80 points damage, knockdown, disarm, lol, really funny when the fire giants get what they deserve for positioning themselves right behind the dragon:
http://i467.photobuc...2310_211748.jpg
#57
Posté 25 octobre 2010 - 08:22
NWN2 Dismissal is not D&D Dismissal. It's house ruled.
D&D Dismissal affects one outsider.
Modifying NWN2 Dismissal to function according to it's description would be a bug fix.
Modifying NWN2 Dismissal to affect more than one(editted typo) outsider would be a house rule, not a bug fix.
Modifié par nicethugbert, 26 octobre 2010 - 12:03 .
#58
Posté 25 octobre 2010 - 08:57
#59
Posté 25 octobre 2010 - 09:21
It's not a house rule. as it's currently written it affects unlimited hd of outsiders and elementals regardless of where they came from and despite the spell description saying only summoned creatures. The higher level similar spell, Banishment, affects up to 2x caster HD of outsiders. Dismissal is already broken, badly. It's a 4th level spell that can instakill an army of Planetars and elder elementals.nicethugbert wrote...
Modifying NWN2 Dismissal to affect more than outsider would be a house rule, not a bug fix.
WRFan sets the gith to be all outsiders. This fixes a bug. but It introduces another much larger problem. Dismissal was already broken, but now it's totally broken powerwise in the OC instead of the partially broken it was. Long story short, Dismissal needs a rewrite to do what the description says it does. Short story long, WRFan's catching of anything with the gith appearance introduces bugs anywhere else that someone would like to use a gith model for something that's not an outsider. You shouldn't catch by appearance type, you should catch by race.
If as WRFan says "NWN2 is not DnD." , then "I don't change them to be outsiders, they ARE outsiders, Obsidian just accidentally set a wrong race on some of them," is not valid, since it's entirely up to Obsidian what they are because "NWN2 is not DnD." Gith are properly gith in the toolset, so it's more likely Obisidian purposely changed them for other reasons.
So are you saying Obsidian "accidentally" added this code? "
I'm not saying Obsidian "accidentally" added this code. I'm saying this code doesn't do what the spell is supposed to do based on the written description of the spell. On the other hand, your ranting readme accuses the Obsidian programmers of total incompetence, so perhaps they did.
Modifié par kamalpoe, 25 octobre 2010 - 10:23 .
#60
Posté 25 octobre 2010 - 10:04
kamalpoe wrote...
If as WRFan says "NWN2 is not DnD." , then "I don't change them to be outsiders, they ARE outsiders, Obsidian just accidentally set a wrong race on some of them," is not valid, since it's entirely up to Obsidian what they are because "NWN2 is not DnD." Gith are properly gith in the toolset, so it's more likely Obisidian purposely changed them for other reasons.
The "other reasons" are pretty obvious, too. They don't want their whole storyline to be unravelled by one low-level spell.
WRFan - what happens when a bright enemy finally Dismisses Zhjaeve? World over?
...
I really don't understand why you're making many of these changes to make the game easier. It's easy enough. Orcs/Light of Heavens/etc. cheating? So what?!
...
On a side note - I often wonder what version of the game you're using. You've mentioned bugs that I've never seen. Just on the prior update, for example, you talk about hellhounds not being able to kill the prisoner - I have NEVER seen that. And I've played it a lot. I've also never had the problems you had starting out when encountering Elanee. Are you sure some of your fixes haven't already been dealt with in patches?
Modifié par I_Raps, 25 octobre 2010 - 10:41 .
#61
Posté 26 octobre 2010 - 02:49
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#62
Posté 26 octobre 2010 - 01:20
It's an over bandwtih message.nicethugbert wrote...
Trying t odownload new version gives message, not file:
#63
Posté 27 octobre 2010 - 03:06
#64
Posté 27 octobre 2010 - 03:19
#65
Posté 27 octobre 2010 - 07:17
#66
Posté 01 novembre 2010 - 06:04
CK: Greycloak Special Missions (from the wiki):
Shadow Priest - 70%
Find Shadow Reaver's base - 85%
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.
I just released an update that fixes spec ops missions 6 and 7, however, even though it is now possible to successfully complete mission 7 with my patch, you will be never given a location for the Shadow Reaver base from Kana, simply because Obsidian never created such an area. Cause they are lazy. Still, you get the item rewards for completing the mission 7 successfully. 3 sergeants must be assigned to mission 6 to complete is succesfully and 2 sergeants to mission 7 and morale and training must be very high.
If you think it's weird that Kana tells you that she is going to give you a location for the SR base, but never does, I can change this so that she doesn't say it, cause it's kind of confusing to the player, although this is a minor problem.
http://nwvault.ign.c...s.Detail&id=343
Modifié par WRFan, 01 novembre 2010 - 06:04 .
#67
Posté 01 novembre 2010 - 06:57
I am in act III, at the bridges.
Garius just fled and Dheagun throws fire globes on the Shadow Priest.
Priest dies and battle ensues, except NO ONE FIGHTS!
You got everyone in talk mode and you cannot attack anyone, but you can pick up the loot from the dead Priest off the ground.
I finished the game 3-4 times long ago and just reinstalled not that long ago.
Did bio-ware break something?
Any idea why I can't get past this stage?
#68
Posté 04 novembre 2010 - 12:07
Any idea why I can't get past this stage?
Just had exactly the same bug - the enemies would not turn hostile after Garius teleports away. Found out why this happens - you see, the enemies are turned hostile after Daeghun says, "No time for questions, child. The enemy awaits!" But it's actually not Daeghun who says this, technically, it is another object here that does the talking for technical reasons. When Daeghun and his scouts throw the blast globes at the priest, this talking object sometimes gets destroyed by the explosion, meaning the cutscene is just cut off, since the game can't find the object any longer. Obviously, Obsidian should have set this object indestructible so that it is not affected by the explosion.
Also, the stupid priest never dies, cause he has too many hit points for the explosion to kill him, but I think he is actually supposed to drop dead during the cutscene.
Ok, will release a patch for this later today or tomorrow
#69
Posté 04 novembre 2010 - 04:07
#70
Posté 07 novembre 2010 - 12:09
WRFan wrote...
[Return to the Keep after destroying the bridges, the Siege part 2:
Swapped around the romance options for male / female characters
regarding the final love resolution for player<->Elanee/Casavir
relationship. If the player is female, she will now be approached by
Elanee and vice versa. Yeah, I know, players playing as male characters
will probably kill me for this, cause they have to bang Casavir now, but
players playing as female characters will love me for this, cause
there's always something to say in favor of lesbian love, hehehe. The
fake Elanee used for this love cutscene will now wear the same stuff as
real Elanee, I wrote a script that copies all of her items and lets the
fake Elanee equip them. Fixed Elanee's influence - was originally set at
DC 10, which doesn't make any sense, since if you only have an
influence of 10 with Elanee, she wouldn't even be here, since she would
have left with Naevan during the Circle quest, is now set at DC 20.
It's unbelievable that this isn't even optional. You forces us to play how you want your samesex romances to work, however, we would really like it if it was _optional_ and not forced!
#71
Posté 07 novembre 2010 - 01:52
#72
Posté 12 novembre 2010 - 08:21
The Red Dragon doesn't grant me the Dragon Slayer feat when I defeat her, nor does any companion have it.
did you read this?
Changed the prerequisites for acquiring the Dragonslayer feat and bonus XP for killing the dragon (see previous fixes), you don't have to kill the dragon yourself any longer to get the rewards, the game will now track the amount of damage dealt to Tholapsyx by the player party or any creatures summoned by party members (included shadow simulacrum) and if total damage dealt by party to Tholapsyx is >=75% of his total hit points, you get the rewards. So no XP/dragonslayer feat for a finishing blow!
have you dealt at least 75% damage to it or did you wait for the fire giants to finish it off?
I just released the final patch for the NWN2 OC, it fixes bugs in the KOS fortress. No more updates for the OC, unless you can point me to some bug I may have missed or added myself. I am off to Mulsantir, looking forward to killing Okku, the stupid bear, lol. Will release further fixes for MoB.
I've created screenshots of the Siege battle and the final KOS battle, based on my fixes, check them out below. Note that some things you see in the screenshots like instant-buffing and companion swapping won't trigger for you, that's just my personal code I am using myself:
The Siege:
http://i467.photobuc...0710_151303.jpg
http://i467.photobuc...0710_151310.jpg
http://i467.photobuc...0710_151317.jpg
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The KOS battles:
http://i467.photobuc...1210_193519.jpg
http://i467.photobuc...1210_193530.jpg
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#73
Posté 12 novembre 2010 - 09:11
#74
Posté 14 novembre 2010 - 10:05
This would let you do more things differently, even ones that go over board, and each user can tailor the game how they want it. Adding options is good, bugs however are far more narrow than wanting things a certain way, and it would be a lot better to cater to more people's needs instead of just those who want things exactly how you want them. A lot of people who could be using your fixes will avoid them just because of a few details they don't agree with which could easily be solved by adding things as options.
#75
Posté 15 novembre 2010 - 03:52
Yeah, you made an undead cast Heal on itself instead of Harm, then call Obsidian "stupid" for having the undead cast Harm on itself. The custom Obsidian AI casts a spell that heals undead on itself, instead of casting a spell that would essentially be suicide like your ai.
oops, you are correct, fixed, will upload the fix later today. For some reason I was thinking heal would actually heal anybody, even undead, if they cast it on themselves, guess I was wrong
P.S. I'll create a new topic for my MoB fixes in the MoB forum, cause this forum is just for the official campaign
Modifié par WRFan, 15 novembre 2010 - 03:54 .





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