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Flagon Crash still Happens after Patching.


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30 réponses à ce sujet

#1
T-Zero

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As the title states, I'm encounter that very old school problem: when I try to leave the Sunken Flagon for the first time, the game crashes, again and again.  Most the possible solutions I've dug up through searches suggest patching the game (something than cannot be done anymore, since the autopatcher doesn't work.)  I'm hoping someone is still checking this board, and that they'll be able to help.

 

Thanks for reading :)



#2
Tchos

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Well, manual patching is possible.  Though it's an annoying process, I'd still recommend doing it, if you're not running version 1.23.

 

All of the patches are here:

http://neverwinterva...rements_tid=All

 

Since you posted in English, I filtered it to show the English patches.



#3
T-Zero

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Thank you! :)  I did a reinstall to try and shake the problem and somehow managed to lose my saves in the process, so it may be a bit before I get back to you on how it works out, but still; thank you.  This is probably the only way to fix things, and I wasn't aware that anyone had saved the original manual patches (every search I did for them turned up nothing, for some reason.)



#4
T-Zero

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Hmm.  Can't update the OC above 1.05.912 ; that patch file always freezes up the patcher.  Are all patches necessary, or can they still fix their particular aspects of the game?



#5
Tchos

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Each patch should fix some things, but if it's freezing in the middle of doing something, then something might get messed up.  I'd double-check to make sure there aren't any patches between the last one you tried and the one before that.  I recall a little confusion with the order.



#6
Axe_Edge

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I take it that you are not installing MotB or SoZ.

If you install both expansions you won't need to install any patches manually until after SoZ is installed. Just install the OC, then install MotB, which will patch the OC up. Next, install SoZ, which will patch the OC, MotB, and SoZ to about 1.20. Next, install the last few patches.

If you're able, get all three (already patched up) from somewhere like gog.com, it's worth it.

Maybe, you can't patch above 1.05 because the game it's already higher?
Try downloading the patch again, maybe it's corrupted.
It is possible the file in the neverwinter vault is corrupted.
If only installing the OC, looks like a version of 1.22 is the highest patch, according to the neverwinter vault.

Just throwing ideas out there.

#7
T-Zero

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Okay, patched as much as I could.   Flagon still ends in a crash. I've tried just using the patch with the necessary fix, but after installing MotB and SoZ, I don't think it will allow me to apply lower patches.  At least, NWN Patcher alwasy seizes up.



#8
T-Zero

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Okay, applying only the last patches seems to have done the job.  Thanks :)



#9
T-Zero

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Heh.  Got another one now;  why can't I get Qara to cast mage armor on herself?  (I really forgot how buggy and tempermental this game could  be.  Good thing I like the story or I probably wouldn't have reinstalled it. ;) )



#10
Tchos

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Do you mean having her AI do it automatically?  That would be in her individual AI settings on her character sheet.

 

If you mean you can't cast it when you switch to playing as Qara and cast the spell on yourself, that's entirely different.

 

All of this assumes she knows the spell and has at least one available casting of that spell level for the day.



#11
T-Zero

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Yes, it's both;  she won't cast automatically, and I can't cast her spells manually.  Resting has no effect on it.



#12
Tchos

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I've never heard of such a thing.  At least, not since 2nd edition Icewind Dale, where I was puzzled by my mage-thief's inability to cast spells (it was because I was wearing leather armour).  That wouldn't happen in NWN2, though, so I couldn't say.



#13
I_Raps

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One possibility comes to mind - Mage Armor requires a target (you can cast it on other characters).  Are you going through all the steps?



#14
T-Zero

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Yeah.  Finally figured out it was part of a mod that allowed npcs to multiclass.  For sorcerers and warlocks, any spells they had when they joined were bugged and wouldn't work.

 

'Nother question! :)  (and this may be due to another mod, though I don't think that's the case this time).  I've tried exporting my PC from the last save of the first campaign for use in the second.  However, even though the game states that the export is successful, the character isn't available in the character select menu when starting MotB.  Any ideas?



#15
Dracyrio

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Yeah.  Finally figured out it was part of a mod that allowed npcs to multiclass.  For sorcerers and warlocks, any spells they had when they joined were bugged and wouldn't work.

 

'Nother question! :)  (and this may be due to another mod, though I don't think that's the case this time).  I've tried exporting my PC from the last save of the first campaign for use in the second.  However, even though the game states that the export is successful, the character isn't available in the character select menu when starting MotB.  Any ideas?

 

I have the same issue. I didn't find an actual solution, but manually exporting before the last battle worked for me.



#16
T-Zero

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Finally go the character to import (more or less) correctly, but yah, have no idea how I managed that.  I did a clean install, and this seemed to help (was also experiencing a bug where narration and first appearance of Safiya was bugged -it didn't speak, and she didin't spawn.  I've managed to mostly get by this with the new install, but I've lost the ability to change camera modes (can't find them on the options page, the quickbar option in-game isn't there.  Anyone know a fix ?

 

Okay, the MotB campaign isn't as fixed as I thought.  Installing ZoZ seems to bug the conversation parts.  Ugh... really can't figure out how this thing keeps breaking.  I don't remember it being this buggy when I played it for the first time.



#17
T-Zero

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Actually can't figure out the lack of Safiya spawning at the beginning, nor the rushed convo events.  Any ideas?



#18
T-Zero

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Ugh.  Okay, everything I've pulled up says this is an old game-breaking bug that comes along with a SoZ install.  So, after patches and a hotfix didn't work, I'm left with removing x2.  Just putting this up in case anyone needs to refer to it in the future.



#19
T-Zero

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Yet another buggy question:  No matter how many strength increasing items I have on, my strength won't increase more than 4 points.  Anyone else have this happen?



#20
Tchos

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In general, items that boost the same thing in the same way don't stack with each other, and that's by design.  You need a single strength-boosting item that's stronger.



#21
4760

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If you look carefully at the text that appears when you equip a second (or third,or fourth etc) item boosting strength, you should see a line explaining that "you have equipped two or more items increasing strength, but the bonuses aren't cumulative" or something equivalent.



#22
Dann-J

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Ability score bonuses (strength dexterity, etc) won't stack across multiple items.

 

However skills (hide, pick lock, etc) WILL stack. So wearing three items that boost the hide skill by +5 each will give you +15 to that skill.

 

Bonus hit points granted by items also stack, as do percentage immunity to energy types. Two items that grant you 50% immunity to fire would result in 100% immunity when both are worn. However if you exceed 100% immunity you actually start to become vulnerable instead (150% 'immunity' would result in 50% vulnerability, taking 1.5x the usual damage).

 

Damage reduction (5/fire, 10/cold, etc) won't stack though.

 

Most armour class bonuses won't stack when granted from multiple items, except for dodge bonuses. However I'm not aware of any items other than boots that grant dodge bonuses, and you can't wear two sets of boots at once. :)



#23
Thorsson64

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OK let's add a few things that are missing from the posts so far:

 

Stats - Strength from Barbarian Rage stacks. There is however a maximum enhancement of +12 on all stats (which is why you won't find a +14 item for example)

Armor Class - Dodge stacks but to a cap of 20. Lots of things add to Dodge AC; for example Divine Shield is Dodge, Bard's Inspire Defence is Dodge, Deep Gnome's Slippery Defence is Dodge.

Attack - everything stacks, but there is again a +20 cap. A number of things are outside the cap, e.g. weapon focus feats, epic prowess, arcane archer & stormlord bonuses, size bonus. Also the BAB increase from Divine Power. Everything Kaedrin is in the cap though, including Intuitive Attack (everything over the Str bonus, if any).

Saves stack.



#24
T-Zero

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Thanks everyone!  So... if I want my strength to increase, I should equip the highest boost item first, and any other items with the same att boost simply won't effect my character.  Or will a second bring down the bonus to its' level?



#25
Thorsson64

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No, the highest counts. This is as per the 3.5 rules. 3.0 rules (which NWN uses) had them stacking.