Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Bug Reports => Topic started by: Deceit on March 04, 2019, 09:17:59 PM

Title: Topic for minor issues v3
Post by: Deceit on March 04, 2019, 09:17:59 PM
Old thread was too large.

Sometimes, we miss out on some of the very basic minor bugs and misconfigurations in the heat of topics turning into principal, more long-winded discussions. As much as the latter is still relevant, I think we would still benefit from making it a bit more effective and separating the two.

This topic is intended to make aware all the minor issues that's very forward to evaluate what's wrong and just a matter of getting around fixing it - like an item missing from a crafting store, a placeable placed wrong etc. Compiling it here should reduce the possibility of it . As the things are fixed, the posts will be removed from the topic.

Feel free to post anything that might already have been reported before in other topics but never got around to be fixed. No matter how minor, it usually takes very little time fixing these things, especially if we are already working with the area involved. Insignificant as it may seem, the little quirks tend to spoil the natural immersion into the game experience.

Thanks for helping :)
Title: Re: Topic for minor issues v3
Post by: Gods_Kill_People on March 04, 2019, 09:21:04 PM
In Darkon in the swamps, there is a section of the road that is floating off the ground, pointed this out to Brimstone during the event, but figured to post it here.
Title: Re: Topic for minor issues v3
Post by: Arawn on March 04, 2019, 09:29:18 PM
In Darkon in the swamps, there is a section of the road that is floating off the ground, pointed this out to Brimstone during the event, but figured to post it here.

We don't have Darkon in the module.
Title: Re: Topic for minor issues v3
Post by: Gods_Kill_People on March 04, 2019, 09:34:49 PM
In Darkon in the swamps, there is a section of the road that is floating off the ground, pointed this out to Brimstone during the event, but figured to post it here.

We don't have Darkon in the module.

Its whatever maps Brimstone used for it, would need to ask him about the plot he did there.
Title: Re: Topic for minor issues v3
Post by: DM Brimstone on March 04, 2019, 09:44:09 PM
That was a road placeable I put down. Now everyone knows I mailed in laying down that road section! :lol:
Title: Re: Topic for minor issues v3
Post by: Gods_Kill_People on March 04, 2019, 09:45:05 PM
That was a road placeable I put down. Now everyone knows I mailed in laying down that road section! :lol:

LOL, well, still loved the event anyways!
Title: Re: Topic for minor issues v3
Post by: Deceit on March 06, 2019, 12:12:44 AM
Kethyar (longbow) gives an Armor Bonus instead of an Attack Bonus.
Title: Re: Topic for minor issues v3
Post by: t0rchic on March 06, 2019, 12:28:12 AM
Kethyar (longbow) gives an Armor Bonus instead of an Attack Bonus.

Should just make that official. That's real neat.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on March 06, 2019, 09:49:19 AM
Dame Godiva arrives in Port:

(https://i.imgur.com/rzzO6C0.jpg)

Maybe a PC had pick-pocketed her?
Title: Re: Topic for minor issues v3
Post by: Tarnation! on March 07, 2019, 01:51:23 AM
Barovia - Road to Zeidenburg - Berez

Today, I have had trouble entering this area. Much like the Port-a-Lucine Bazaar, I get stuck transitioning and eventually crash or time out. I managed to load in successfully once, but all other attempts have needed a DM to rescue me from a loop. No issues with any other areas. No configuration changes.
Title: Re: Topic for minor issues v3
Post by: Cortege on March 12, 2019, 05:24:01 AM
Miner's Merriment - the front door is lockable with a DC of 1, but unlockable with a much higher DC. Meaning pretty much anyone can lock the front door and stall all traffic for an indeterminate amount of time. I definitely didn't do that. :facepalm:
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on March 12, 2019, 02:25:20 PM
[Opens door slightly ajar, reaches behind, pushes the lock button in, shuts the door that now requires a key or some lock-picking to open.]

When crafting arrowheads, they don't appear to be craftable 'in bulk'.

The presence of a completed arrowhead on the anvil prevents other arrowheads from being crafted until the completed one is removed. This is in opposition to many other crafts that don't require the removal of a completed item in order to craft a new/similar item.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on March 17, 2019, 08:48:21 PM
VoB Western Outskirts, gate to the village.

When in ethereal jaunt, I could not pass through it. Played the correct animation, and sometimes moved my PC, but never to the other side of the gate.

Sometimes I would be moved up to the gate. Sometimes I would slide along it. But I did not pass through, as, for example, happens on the gate in Port's Savant.

Was also under the effect of Bull's Strength, Eagle's Splendor, and Divine Vigor at the time.
Title: Re: Topic for minor issues v3
Post by: Philos on March 18, 2019, 02:02:02 AM
VoB Western Outskirts, gate to the village.

When in ethereal jaunt, I could not pass through it. Played the correct animation, and sometimes moved my PC, but never to the other side of the gate.

Sometimes I would be moved up to the gate. Sometimes I would slide along it. But I did not pass through, as, for example, happens on the gate in Port's Savant.

Was also under the effect of Bull's Strength, Eagle's Splendor, and Divine Vigor at the time.

Quote
Ethereal Jaunt

Spell Level: Cleric 7; Wizard / Sorcerer 7

Innate Level: 7

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Save: None.

Spell Resistance: No

The caster becomes ethereal. An ethereal creature is invisible and insubstantial. As an insubstantial creature, the caster can move through other living creatures (but not walls or objects) and cannot be affected by physical or magical damage or effects. However, force effects (Magic Missile, Isaac's Greater Magic Storm and Isaac's Lesser Magic Storm) and abjurations affect an ethereal creature normally since their effects extend onto the Near Ethereal. An ethereal creature cannot attack other creatures, acquire items or gold, or cast spells. Casting spells or performing a hostile action will make the etherealness vanish.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on March 18, 2019, 07:07:35 AM
Ethereal Jaunt allows passing through unlocked doors. I use it this way all the time. See my comment regarding the gate in the Savant.

It's also clear from the animation and the movement that this particular gate is bugged, or at least wasn't working correctly at that moment.

(The gate was not locked.)
Title: Re: Topic for minor issues v3
Post by: t0rchic on March 20, 2019, 04:51:00 PM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.
Title: Re: Topic for minor issues v3
Post by: Hatsune on March 21, 2019, 08:17:27 PM

The presence of a completed arrowhead on the anvil prevents other arrowheads from being crafted until the completed one is removed. This is in opposition to many other crafts that don't require the removal of a completed item in order to craft a new/similar item.

This is because Arrowheads are a crafting material. Crafting seems to always be 'last in' is the next targeted material, so when you make an arrowhead, it becomes the target for your next crafting. The script detects it as a crafting material, but you are using the wrong tool (since arrowheads wants a smiths hammer in an anvil)... thus gives the crafting error. Don't think this is 'fixable' with the current system.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on March 22, 2019, 08:15:14 AM
You say that, but there's no issues with other crafting stations that make crafting materials.
Title: Re: Topic for minor issues v3
Post by: EO on March 22, 2019, 04:41:42 PM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.

Where did you get them?
Title: Re: Topic for minor issues v3
Post by: t0rchic on March 22, 2019, 05:10:55 PM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.

Where did you get them?

ML crypts
Title: Re: Topic for minor issues v3
Post by: EO on March 23, 2019, 10:33:27 AM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.

Where did you get them?

ML crypts

Thanks, found the issue and will fix it next update.
Title: Re: Topic for minor issues v3
Post by: Tarnation! on March 27, 2019, 01:48:22 AM
The schoolmistress in the Ezrite School in the Tent City, Krofburg.
Her supply of the 'specialty' parchment items is not infinite, and I often find the four different ones missing (with space where they should be) and the normal one available.

EDIT: Apparently it happens at the Krezk Outpost, too. I think it's due to purchases made with a full inventory, but I recall a workaround being implemented to prevent that. Maybe it's not working?
Title: Re: Topic for minor issues v3
Post by: EO on April 04, 2019, 09:39:33 PM
The schoolmistress in the Ezrite School in the Tent City, Krofburg.
Her supply of the 'specialty' parchment items is not infinite, and I often find the four different ones missing (with space where they should be) and the normal one available.

EDIT: Apparently it happens at the Krezk Outpost, too. I think it's due to purchases made with a full inventory, but I recall a workaround being implemented to prevent that. Maybe it's not working?

I'll fix those.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 05, 2019, 01:37:44 AM
if you're facing the door to the slums hospice in Valkali and go about a block to the left, there's a 1-sided pillar where you can see through it from the left.
Title: Re: Topic for minor issues v3
Post by: Tarnation! on April 05, 2019, 03:08:36 AM
The transition leading from Berez - The Trusty Ox - Upstairs -> the barn doesn't work. It works in the other direction, though.
Title: Re: Topic for minor issues v3
Post by: Tarnation! on April 08, 2019, 07:17:47 AM
Took two levels of rogue to start, and then one level of bard. I didn't get bard weapon proficiency, for some reason (noticed that I couldn't use longsword). It's worked fine on a build that I started with bard. Is the feat granted only on second level of bard, or is this a bug?
Title: Re: Topic for minor issues v3
Post by: Cassius on April 08, 2019, 11:42:08 AM
A recent issue I've come across is with a NPC that frequents the Ezra Shrine within the Village of Barovia. He comes in during the night cycle and if he walks on us casting our cleric spells, we get hit with an OCR increase. I'm aware Barovians seldom can tell the difference between witchcraft and divine, but it seems unfortunate a NPC in our sanctum would hold the same reaction.

Is it possible to remove the OCR detection from this NPC or just prevent this NPC from entering the shrine entirely?
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 10, 2019, 08:36:36 PM
We were exploring the Ooze cave and found out its full of vampires by accident.  We ran for dear life out into the bright sunshine and were followed by two of them.

They didn't burst into flames.

There should probably be something that keeps them from following you out if its daytime, and if they do, they should probably explode (though I could see how this would be highly exploitable, so maybe just making it so they won't transition outside during the day.

Title: Re: Topic for minor issues v3
Post by: Chabxxu on April 10, 2019, 08:46:16 PM
We were exploring the Ooze cave and found out its full of vampires by accident.  We ran for dear life out into the bright sunshine and were followed by two of them.

They didn't burst into flames.

There should probably be something that keeps them from following you out if its daytime, and if they do, they should probably explode (though I could see how this would be highly exploitable, so maybe just making it so they won't transition outside during the day.



If my memory is correct, on the server, vampires take some damage per round and don't instantly explode.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 10, 2019, 09:01:44 PM
Don't think these particular ones were taking any damage.  We had a long battle with them, and by the time we finished the first, the 2nd was still "uninjured." It took at least 10 to 15 rounds to kill vamp #1, so vamp # 2 was either outrunning his damage with regen, or else he just wasn't taking damage.

I played on a server where when vampires went outside, they were immediately hit with a "combustion" effect and took big fire damage each round they remained outside.

A will save. vs. fear might be a nice touch too. The idea of seeing flaming vampires run around with those little floaty skulls makes me happy.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 10, 2019, 09:52:21 PM
[deleted, wrong place to post this kind of reply, sorry.]
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 10, 2019, 11:01:38 PM
From what I know, their regeneration is probably significant enough to counter the sunlight damage, whatever it is. It should probably be disabled in sunlight. They should have to make fort saves vs level drain, reflex saves vs slow, and will save vs fear in my opinion, once per turn (minute), so each different class of vampire is at threat of some kind of debuff. On top of this, they should also be flagged not to run outside, so the only way this can happen is if an MPC leads them to their doom.

Seems like less of a minor issue and more like a major inconsistency to me.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 10, 2019, 11:19:39 PM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
Title: Re: Topic for minor issues v3
Post by: herkles on April 10, 2019, 11:28:38 PM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.

There is the Nosferatu Strain which can walk in the daylight like Dracula did in the book; it weakens them but doesn't kill them as it is described as "daylight powerlessness". I don't think any players are of that strain but some NPCs might be like that.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 10, 2019, 11:55:32 PM
It's been a long time since I've seen an NPC vampire outside in the daytime, so I'm not sure whether anything has changed mechanically with EE etc.

When I last did, the vampire would slowly lose HP faster than it regenerated...if the game engine was "noticing" it. What I mean is, if I stood and observed the vampire so that it was motionless and not being controlled, nothing seemed to happen. Only when it was engaged did the sun effect seem to work. The vampire would appear to "wince" and take damage--such as a PC does with cold.

Also, my understanding is that it has to be full sunlight to devastate the vampire. Because we are in the Land of the Mists--particularly Barovia--much of the time we don't experience full sunlight, even during the day. The amount of damage it takes might be affected by the weather.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 11, 2019, 12:08:24 AM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
I agree, but this would probably be more interesting if and only if they appeared in sunlight, which they wouldn't. This is most certainly some kind of glitch. I like the idea of them slowly burning to nothing, especially if that means they are feared, slowed, drained, and utterly melting before your eyes. If they are just running at you full bore while damage slowly ticks away that's fairly uninteresting and may as well lock them all indoors at that point.
Title: Re: Topic for minor issues v3
Post by: FinalHeaven on April 11, 2019, 12:18:10 AM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
The flaw with at least part of this statement is that Holy Symbols don't inherently stop Vampires here.  The person wielding the Symbol must do so with faith and conviction, and that faith and conviction is something that should be present with the character regularly.  If it isn't, or if the PC in question has never had faith previously and is just whipping out the Symbol in reflex, the vampire is entirely capable of ignoring it.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 11, 2019, 12:29:08 AM
Let me clarifyÖ in a lot of modern vampire movies, they like to turn the "holy symbol" thing into a myth. I agree they have to be used by someone with faith to be effective, and in all AMPC RP I've had, that's been done very well with opposed rolls.
Title: Re: Topic for minor issues v3
Post by: Itikar on April 12, 2019, 07:58:02 AM
So, I found a pair of wind and fire wheels in game on my monk, and they are quite nice. However, I think they might have a small bug. Namely they cannot be used with flurry.

Now, I searched a bit before posting this, and turns out the wind and fire wheels are a pure homebrew weapon, but since they are exotic weapons in game and monks can still use them, it seems to me logical they have been added to the monk weapons here (like sai, nunchaku, tonfa, etc.), and therefore it would seem also logical that flurry worked with them as it does with these new monk weapons.

If not, then sorry for bothering. :P
Title: Re: Topic for minor issues v3
Post by: Thundron on April 12, 2019, 08:01:21 AM
Took two levels of rogue to start, and then one level of bard. I didn't get bard weapon proficiency, for some reason (noticed that I couldn't use longsword). It's worked fine on a build that I started with bard. Is the feat granted only on second level of bard, or is this a bug?
Bard Never gets profiency with longsword to My knowledge, perhaps your last character was Elf?
Title: Re: Topic for minor issues v3
Post by: emptyanima on April 12, 2019, 08:19:05 AM
Per the PoTM Wiki;  https://nwnravenloft.fandom.com/wiki/Bard

Bards get longsword prof on this server. I recently rolled a human bard and can confirm that I got longsword use without taking martial prof, so this sounds like a bug!
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2019, 08:21:39 AM
You currently get it at bard level 2, something which will change with the hak update. As such itís not a bug.
Title: Re: Topic for minor issues v3
Post by: emptyanima on April 12, 2019, 08:24:46 AM
Ohhh. That explains that, then! Forgot what level it appeared...
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2019, 08:29:04 AM
A recent issue I've come across is with a NPC that frequents the Ezra Shrine within the Village of Barovia. He comes in during the night cycle and if he walks on us casting our cleric spells, we get hit with an OCR increase. I'm aware Barovians seldom can tell the difference between witchcraft and divine, but it seems unfortunate a NPC in our sanctum would hold the same reaction.

Is it possible to remove the OCR detection from this NPC or just prevent this NPC from entering the shrine entirely?

Thatís not a bug. The NPC sleeps in the shrine at night. It also sends a clear message that the shrine is essentially unused since a beggar uses it as shelter.
Title: Re: Topic for minor issues v3
Post by: Thundron on April 12, 2019, 08:46:21 AM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
I actually like the way Vampire age works on True Blood. Older you are, faster you are destroyed by sunlight, but on every other aspect you are stronger than younglings.. but anyways on this case, Vampire on sunlight should Be hit by Sunbeam every turn.
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2019, 12:35:24 PM
We were exploring the Ooze cave and found out its full of vampires by accident.  We ran for dear life out into the bright sunshine and were followed by two of them.

They didn't burst into flames.

There should probably be something that keeps them from following you out if its daytime, and if they do, they should probably explode (though I could see how this would be highly exploitable, so maybe just making it so they won't transition outside during the day.

As indicated by others this isnít a bug. The amount of damage taken by vampires is based on the amount of sunlight. The cloudier/darker the less damage. Itís affected by the hour of the day and the weather.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 12, 2019, 02:16:25 PM
Seemed like a bright sunny day but I didnít look at the weather info, so it must have been cloudy? It was probably about 2 to 3pm though.

Thanks
Title: Re: Topic for minor issues v3
Post by: Thundron on April 14, 2019, 12:51:26 PM
seems like ghost ethereal jaunt aint working as ghost keeps opening doors after hak update.

Also my wildshape didnt work, I tried to use it and made animation but said its tied to uses of wildshape and none ramaining, same after rest. could be wildshape/wildshape(non hostile) thing? there was another druind being cat so not sure if normal wildshape is only broken? addressed elsewhere already
Title: Re: Topic for minor issues v3
Post by: Ronalia on April 15, 2019, 03:47:37 PM
Pack oxen and summoned creatures have been dropping off the party menu after going through transitions, and dominated animals need to be constantly told to follow to keep moving (if the character stops and then starts moving again, the animal will still be stopped in that place). Tried to read through the other notes; hope this isn't a repost. Thanks!
Title: Re: Topic for minor issues v3
Post by: EO on April 15, 2019, 05:55:29 PM
Pack oxen and summoned creatures have been dropping off the party menu after going through transitions, and dominated animals need to be constantly told to follow to keep moving (if the character stops and then starts moving again, the animal will still be stopped in that place). Tried to read through the other notes; hope this isn't a repost. Thanks!

Thatís intentional. You must maintain a short distance from your pack animals, like having them on a leash. Otherwise you lose control.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 17, 2019, 11:18:41 AM
Last night it did not appear that the DM vampire we were fighting was harmed by Healing Circle III. I don't know whether its being a DM vampire makes any difference, but I would assume Spell Resistance or something like that would still show up in the log:

[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren casting Healing Circle III
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03] Attack Of Opportunity : Viktor Sagunovich attacks  Iridni Ren : *hit* : (7 + 36 = 43)
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren : Initiative Roll : 2 : (2 + 0 = 2)
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren : Damage Resistance absorbs 5 damage
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren : Damage Reduction absorbs 12 damage : 138 points remaining
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:04] Asariel Mina'stellyr casts Sunburst
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:04] MorrŪgan Harding  casting Haste
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:05]  Iridni Ren casts Healing Circle III
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:05] Trentor Atiens  : Healed 42 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06]  Iridni Ren : Healed 0 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] Anastasia Caris: *she raises her necklace*
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] Anastasia Caris : Healed 0 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] MorrŪgan Harding  : Healed 0 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] MorrŪgan Harding  casts Haste
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:08] Anastasia Caris turns undead.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:10]  Iridni Ren attacks Viktor Sagunovich : *hit* : (5 + 34 = 39)


Clearly, I was in range because the vampire attacked and damaged my PC (although the spell also wasn't disrupted as seen by the healing messages for the PCs).
Title: Re: Topic for minor issues v3
Post by: Deceit on April 17, 2019, 11:22:34 AM
No issue here, I just didn't apply the vampire subrace to the NPC because I'm a worthless hack.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 17, 2019, 12:00:45 PM
Hahaha :D
Title: Re: Topic for minor issues v3
Post by: Itikar on April 22, 2019, 10:32:28 PM
Maybe there's something I am missing, but at the Broken Bell Inn in Vallaki, Market District, the innkeeper says to check in the back by Igor, if one wants work.

Now in the back the room is locked, even if one uses [knock], so maybe there's something I am missing or there's an oversight here. :?:
Title: Re: Topic for minor issues v3
Post by: Deceit on April 22, 2019, 11:47:33 PM
Maybe there's something I am missing, but at the Broken Bell Inn in Vallaki, Market District, the innkeeper says to check in the back by Igor, if one wants work.

Now in the back the room is locked, even if one uses [knock], so maybe there's something I am missing or there's an oversight here. :?:

The door is plot-locked intentionally, because this is a DM-reliant interaction; any position taken there is expected to be actively roleplayed to a certain extent. If you're interested in this, you can make a post over in this thread (https://www.nwnravenloft.com/forum/index.php?topic=11329.0) and a DM will try to help you out and run an encounter.
Title: Re: Topic for minor issues v3
Post by: Itikar on April 23, 2019, 06:42:46 AM
Oh, thanks, sorry for the trouble. I thought it was a mechanical quest. :)
Title: Re: Topic for minor issues v3
Post by: Itikar on April 24, 2019, 08:25:15 PM
Some minor things:

- Morninglord temple in Vallaki slums: the staircase transitions have doors that can be closed, except no door is visibile!? They do make the door noise when one closes them though.

- Murnu's Mercantile in the warehouse district of Vallaki: if one enters his shop, even at a relatively late hour such as 14 pm, he is still in his bedroom. However if one opens the room to the bedroom he goes to the storeroom and sells regularly. Guess he is a merchant on demand? I suspect this is due to him not opening the door of his bedroom. He does however open the curtain to the storeroom without issues.

- Vallaki, crafting house in the Warehouse district: Aleksei Volznik says that he got everything except for the bee's wax, for which he advises to go to a guy south from there, except that... Aleksei actually got also the bee's wax in his shop inventory. So I guess that line is outdated perhaps?
Title: Re: Topic for minor issues v3
Post by: Itikar on April 25, 2019, 07:52:15 PM
Another one today, I thought that mundane shuriken were sold for 0 gp only in the tutorial, but apparently also other merchants, such as the one in Vallaki, sell them for literally nothing! I would suggest to make them cost 1 gp per stack.

I also wonder if the price is due to being sold in stacks of 50, and if maybe selling them in stacks of 99 would fix the issue.
Title: Re: Topic for minor issues v3
Post by: EO on April 25, 2019, 08:30:26 PM
Another one today, I thought that mundane shuriken were sold for 0 gp only in the tutorial, but apparently also other merchants, such as the one in Vallaki, sell them for literally nothing! I would suggest to make them cost 1 gp per stack.

I also wonder if the price is due to being sold in stacks of 50, and if maybe selling them in stacks of 99 would fix the issue.

They may show up as 0 gp but they are still sold for 1 gp.

Quote
Some minor things:

- Morninglord temple in Vallaki slums: the staircase transitions have doors that can be closed, except no door is visibile!? They do make the door noise when one closes them though.

- Murnu's Mercantile in the warehouse district of Vallaki: if one enters his shop, even at a relatively late hour such as 14 pm, he is still in his bedroom. However if one opens the room to the bedroom he goes to the storeroom and sells regularly. Guess he is a merchant on demand? I suspect this is due to him not opening the door of his bedroom. He does however open the curtain to the storeroom without issues.

- Vallaki, crafting house in the Warehouse district: Aleksei Volznik says that he got everything except for the bee's wax, for which he advises to go to a guy south from there, except that... Aleksei actually got also the bee's wax in his shop inventory. So I guess that line is outdated perhaps?

I'll try to fix all three; not sure about Murnu's though.
Title: Re: Topic for minor issues v3
Post by: haifisch021 on April 27, 2019, 03:01:19 AM
Voice of Wrath can be taken at level one by rangers at level one despite not yet having access to 1st-level spells (which is the prerequisite for the feat).

How to recreate: Create a level one ranger and select the feat :P
Title: Re: Topic for minor issues v3
Post by: EO on April 27, 2019, 10:50:07 PM
Voice of Wrath can be taken at level one by rangers at level one despite not yet having access to 1st-level spells (which is the prerequisite for the feat).

How to recreate: Create a level one ranger and select the feat :P

Yeah, no way around that. It's actually the same thing with a few NwN basic feats.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 28, 2019, 06:48:23 PM
Zeklos Keep: If you are an Elf, the gate guards will speak to you and let you in. But they will not speak to you at all once inside except to say your kind had better not cause any trouble, effectively trapping you.

I don't think this was the case until recently, because I'm pretty sure my Elf PC could come and go at night, once she went through the conversation and subsequent wait. They would say, if she left, they wouldn't let her back in, but they would allow her to leave.

If it's intentional and suspicion of Elves, it's odd they let "her kind" in but won't let her out :D

Title: Re: Topic for minor issues v3
Post by: EO on April 28, 2019, 09:58:32 PM
Zeklos Keep: If you are an Elf, the gate guards will speak to you and let you in. But they will not speak to you at all once inside except to say your kind had better not cause any trouble, effectively trapping you.

I don't think this was the case until recently, because I'm pretty sure my Elf PC could come and go at night, once she went through the conversation and subsequent wait. They would say, if she left, they wouldn't let her back in, but they would allow her to leave.

If it's intentional and suspicion of Elves, it's odd they let "her kind" in but won't let her out :D

Did that occur at day or night? If it was during the day, was the gate locked initially?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 28, 2019, 10:16:41 PM
At night.

Entered at one gate (which was locked) but was admitted after trudging footsteps, etc. Went to the other gate to continue my journey, and the guard would not say anything except for my kind to not cause trouble. In the past I've made the same trek (leaving the herbalist heading toward Vallaki) and been allowed out with a warning I wouldn't be allowed back in.

When daylight came the guard wandered away, and the gate unlocked (although still closed), so I could leave.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 28, 2019, 10:28:04 PM
This bug isn't exclusive to elves. There are times I log in or spend a long time in Zeklos or Krezk, only to have the guard ignore me when I ask to be let out, and it happens on half-elf and human characters. I have noticed it happening as early as one month ago when I started frequenting these places, and as recently as today when I planned to get out and park my character elsewhere before logging out.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 28, 2019, 10:40:22 PM
Can the gate conversation be initiated by clicking on the gate itself, when you're on the inside, to have him open it and let you out? I know from the VoB mechanics there is an option to talk to the guard directly as well as gate dialogue, just wondering if the gate-triggered dialogue can still be used if for some reason the dialogue option for guard gate duty doesn't have priority over generic text.

Or maybe guards just don't like letting people out into the night for their own safety west of Vallaki..
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 28, 2019, 10:50:04 PM
The gate is locked, the guard has to be the one spoken to. You can freely walk in and out repeatedly, but if you log in or spend a long time in there, sometimes you just cannot get out. The buildings are also locked at night, despite the fact there are night-shift workers who trade positions with the day-shift workers. The guards sometimes disappear seconds after walking away from the gate without faux-entering a building, and the gate unlocks without anyone even coming out to lock it...

As for VoB, I wasn't even aware there was dialogue to get that gate open. I have freely walked in and out of them every single time just by clicking on the gates, am I thinking of the wrong side perhaps?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 28, 2019, 11:55:48 PM
Can the gate conversation be initiated by clicking on the gate itself, when you're on the inside, to have him open it and let you out? I know from the VoB mechanics there is an option to talk to the guard directly as well as gate dialogue, just wondering if the gate-triggered dialogue can still be used if for some reason the dialogue option for guard gate duty doesn't have priority over generic text.

Or maybe guards just don't like letting people out into the night for their own safety west of Vallaki..

Clicking on the gate doesn't initiate the conversation, but perhaps it did at one time...and that's what changed?

Regarding your second paragraph, however, to repeat...he did used to say that you were leaving at your own risk. Now he only says not to cause any trouble.

I realize that Barovia in general started having locked doors at night awhile ago. That's when it first started being required that you talk to the guard. But this new behavior--where he won't talk to you--started recently.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 29, 2019, 07:23:59 PM
Spoiler: show
Can the gate conversation be initiated by clicking on the gate itself, when you're on the inside, to have him open it and let you out? I know from the VoB mechanics there is an option to talk to the guard directly as well as gate dialogue, just wondering if the gate-triggered dialogue can still be used if for some reason the dialogue option for guard gate duty doesn't have priority over generic text.

Or maybe guards just don't like letting people out into the night for their own safety west of Vallaki..

Clicking on the gate doesn't initiate the conversation, but perhaps it did at one time...and that's what changed?

Regarding your second paragraph, however, to repeat...he did used to say that you were leaving at your own risk. Now he only says not to cause any trouble.

I realize that Barovia in general started having locked doors at night awhile ago. That's when it first started being required that you talk to the guard. But this new behavior--where he won't talk to you--started recently.


I just now talked to the guard successfully. However, my PC leveled since the last conversation and gained a point in Cha, which also reduced her OCR by 1. So I'm wondering if perhaps Star Elves were given an extra point of OCR in the last mod, and this caused the garda to quit speaking to her.

If not, it seems the guard's behavior is inconsiistent.
Title: Re: Topic for minor issues v3
Post by: Itikar on May 03, 2019, 08:45:43 AM
This is only tangentially related, and I don't know if this is the right place, but the wiki is currently missing a background image.
Title: Re: Topic for minor issues v3
Post by: herkles on May 03, 2019, 08:59:40 PM
If you have 3 NPCs following you only the first 2 can do emotes, the third can't do emotes.
Title: Re: Topic for minor issues v3
Post by: Itikar on May 05, 2019, 08:46:15 PM
Morninglord temple in the outskirts: it seems the crypts have a door, that can be opened and closed, but the door is not visible. It does however make the regular door noises when opened and closed respectively.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on May 07, 2019, 08:39:16 PM
I am posting about the bugged Zeklos and Krezk gates and doors again since the bug has been persisting for the past couple months and it makes these areas far less appealing.

The doors

Expected behaviour: You can freely enter businesses in these towns at night because there are often designated night shift workers who go on duty when the doors lock.
Bug in question: The doors are locked, but pickable. You can freely enter, talk to the specifically designated night shift worker, and continue your crafts while it is night time.
Steps to reproduce: Wait for nightfall. Pick the lock to any business in Zeklos or Krezk (DC 28 or so, you are never in line-of-sight of a guard). Freely do business.

The gates

Expected behaviour: The gate is locked at night, but with a brief conversation, the guard lets you in or out.
Bug in question: At around 4 AM in-game time, or maybe 5 AM, the guard won't let you out of Zeklos or Krezk, even if he would let you in or out at any other time of night. In some areas he consistently disappears for no reason, and the gates swing open without anyone being there.
Steps to reproduce: Walk in and out of the gates of Zeklos or Krezk freely, at any point of the night, until about 4 or 5 AM. The guard will no longer let you leave. This next part is specifically in Zeklos, where if you watch for a little longer, the guard will just walk away, disappear without actually walking up to the entrance of any building, and then shortly after, the gate swings open with nobody nearby, which happens shortly after 6 AM I believe.

Notes: Footage to come soonish. I just need to actually get out to Zeklos at this exact time. But it has a 100% reproduction rate, it never not happens.

OOC problems leading to area abandonment: Like the RP XP cap in Western Barovia, these bugged behaviours shove players away and incentivize them going to more convenient places like Dementlieu for OOC reasons rather than IC reasons. In Dementlieu, it's already about a 2 minute walk to get to the dye vendor from the entrance of the city. Two transitions. Zeklos and Krezk have major low-level crafting hubs and dye vendors. To get to Krezk from Zeklos, you risk running into some of the most powerful outdoor mobs in the game which can be found patrolling when not in "sleep mode" idling, but still their spawns are very close to the road. You also have to spend around 5 minutes at a full running pace just to get to Zeklos from the Vallaki outskirts. This makes the region so unattractive when paired with the bug.

To those in disbelief: I understand that it's Barovia, but why would tavern doors be unlocked at night, but other businesses lock, despite some of them having specifically designated night shift workers that appear in there as the sun sets ingame, but you can't access them without breaking and entering? The only way to do business in these places is to bash or pick your way in, or just log in on the interior while it's night time. Something is wrong.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 07, 2019, 10:32:01 PM
Spoiler: show
I am posting about the bugged Zeklos and Krezk gates and doors again since the bug has been persisting for the past couple months and it makes these areas far less appealing.

The doors

Expected behaviour: You can freely enter businesses in these towns at night because there are often designated night shift workers who go on duty when the doors lock.
Bug in question: The doors are locked, but pickable. You can freely enter, talk to the specifically designated night shift worker, and continue your crafts while it is night time.
Steps to reproduce: Wait for nightfall. Pick the lock to any business in Zeklos or Krezk (DC 28 or so, you are never in line-of-sight of a guard). Freely do business.

The gates

Expected behaviour: The gate is locked at night, but with a brief conversation, the guard lets you in or out.
Bug in question: At around 4 AM in-game time, or maybe 5 AM, the guard won't let you out of Zeklos or Krezk, even if he would let you in or out at any other time of night. In some areas he consistently disappears for no reason, and the gates swing open without anyone being there.
Steps to reproduce: Walk in and out of the gates of Zeklos or Krezk freely, at any point of the night, until about 4 or 5 AM. The guard will no longer let you leave. This next part is specifically in Zeklos, where if you watch for a little longer, the guard will just walk away, disappear without actually walking up to the entrance of any building, and then shortly after, the gate swings open with nobody nearby, which happens shortly after 6 AM I believe.

Notes: Footage to come soonish. I just need to actually get out to Zeklos at this exact time. But it has a 100% reproduction rate, it never not happens.

OOC problems leading to area abandonment: Like the RP XP cap in Western Barovia, these bugged behaviours shove players away and incentivize them going to more convenient places like Dementlieu for OOC reasons rather than IC reasons. In Dementlieu, it's already about a 2 minute walk to get to the dye vendor from the entrance of the city. Two transitions. Zeklos and Krezk have major low-level crafting hubs and dye vendors. To get to Krezk from Zeklos, you risk running into some of the most powerful outdoor mobs in the game which can be found patrolling when not in "sleep mode" idling, but still their spawns are very close to the road. You also have to spend around 5 minutes at a full running pace just to get to Zeklos from the Vallaki outskirts. This makes the region so unattractive when paired with the bug.

To those in disbelief: I understand that it's Barovia, but why would tavern doors be unlocked at night, but other businesses lock, despite some of them having specifically designated night shift workers that appear in there as the sun sets ingame, but you can't access them without breaking and entering? The only way to do business in these places is to bash or pick your way in, or just log in on the interior while it's night time. Something is wrong.


+1
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on May 08, 2019, 07:45:02 AM
Another bug Arawn reminded me to post here.

Greater Restoration and Restoration both remove the debuffs tied to the Raise Dead spell. These debuffs are reapplied if you log out of the game or crash and rejoin before resting.

Reproduction is just so with a 100% success rate so far. I always use Greater Restoration immediately after resurrecting people in combat/dangerous areas to clear the debuff and fully heal them with only one spellcast. But if they crash or relog, they are debuffed until they rest.

These spells are in some very powerful circles, and I'd like to see them keep this utility to remain competitive for slots, but the bug fixed.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 08, 2019, 08:42:56 AM
I also agree with the above. These spells should at least be as strong as a good night's rest.
Title: Re: Topic for minor issues v3
Post by: Juxtaposition on May 09, 2019, 03:51:46 AM
Asking Biskop Taico in Nordenvall Fane to restore you from draining has a cost of 200gp but ends up being a cast of Heal, instead. Reproduction rate thus far is 100%.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 09, 2019, 09:58:32 AM
I am posting about the bugged Zeklos and Krezk gates and doors again since the bug has been persisting for the past couple months and it makes these areas far less appealing.

The doors

Expected behaviour: You can freely enter businesses in these towns at night because there are often designated night shift workers who go on duty when the doors lock.
Bug in question: The doors are locked, but pickable. You can freely enter, talk to the specifically designated night shift worker, and continue your crafts while it is night time.
Steps to reproduce: Wait for nightfall. Pick the lock to any business in Zeklos or Krezk (DC 28 or so, you are never in line-of-sight of a guard). Freely do business.

The gates

Expected behaviour: The gate is locked at night, but with a brief conversation, the guard lets you in or out.
Bug in question: At around 4 AM in-game time, or maybe 5 AM, the guard won't let you out of Zeklos or Krezk, even if he would let you in or out at any other time of night. In some areas he consistently disappears for no reason, and the gates swing open without anyone being there.
Steps to reproduce: Walk in and out of the gates of Zeklos or Krezk freely, at any point of the night, until about 4 or 5 AM. The guard will no longer let you leave. This next part is specifically in Zeklos, where if you watch for a little longer, the guard will just walk away, disappear without actually walking up to the entrance of any building, and then shortly after, the gate swings open with nobody nearby, which happens shortly after 6 AM I believe.

Notes: Footage to come soonish. I just need to actually get out to Zeklos at this exact time. But it has a 100% reproduction rate, it never not happens.

OOC problems leading to area abandonment: Like the RP XP cap in Western Barovia, these bugged behaviours shove players away and incentivize them going to more convenient places like Dementlieu for OOC reasons rather than IC reasons. In Dementlieu, it's already about a 2 minute walk to get to the dye vendor from the entrance of the city. Two transitions. Zeklos and Krezk have major low-level crafting hubs and dye vendors. To get to Krezk from Zeklos, you risk running into some of the most powerful outdoor mobs in the game which can be found patrolling when not in "sleep mode" idling, but still their spawns are very close to the road. You also have to spend around 5 minutes at a full running pace just to get to Zeklos from the Vallaki outskirts. This makes the region so unattractive when paired with the bug.

To those in disbelief: I understand that it's Barovia, but why would tavern doors be unlocked at night, but other businesses lock, despite some of them having specifically designated night shift workers that appear in there as the sun sets ingame, but you can't access them without breaking and entering? The only way to do business in these places is to bash or pick your way in, or just log in on the interior while it's night time. Something is wrong.

Likewise, in the Village of Barovia, Isabela's Dwelling, she disappears after dark..even if you are inside with her. So making it to her abode before 6 p.m. doesn't mean you can spend the night brewing.

Where does she go? It's supposed to be her home. To be sure, one can--for an extreme sense of realism--say she's asleep and can't be disturbed, but these stations and NPCs exist in game for the purpose of crafting, not to be idle half the play time. There's zero good effect or Gothic horror generated, only player frustration.

Locking these places because Barovians lock their doors at night might be more faithful to the setting. If PCs are supposed to stay indoors during Old Noapte, however, they need something to *do,* and thus some incentive to stay indoors.
Title: Re: Topic for minor issues v3
Post by: Sinful Mystic on May 10, 2019, 08:13:18 AM
I made a new character who died last night, so I respawned. Wasn't too stressed because I knew I had the xp to spare to not lose my level. Respawn no problem.


This morning I logged on to rest and got the message "improper level detected, -2000 xp" and then it dropped me down my new level hit points causing me to "pass out" and made me level 2.


Long story short, I think the server just stole 2k xp from me.

Character is Gabriele Boca
Account Barovian Sins
Title: Re: Topic for minor issues v3
Post by: Sinful Mystic on May 10, 2019, 08:19:43 AM
I made a new character who died last night, so I respawned. Wasn't too stressed because I knew I had the xp to spare to not lose my level. Respawn no problem.


This morning I logged on to rest and got the message "improper level detected, -2000 xp" and then it dropped me down my new level hit points causing me to "pass out" and made me level 2.


Long story short, I think the server just stole 2k xp from me.

Character is Gabriele Boca
Account Barovian Sins

Just an update, new rest message indicatates I am close to level so it was not 2k taken. i'm thinking maybe the death penalty was applied twice.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 12, 2019, 10:06:36 PM
A Besom broom appears to sell for only 1 gold piece.

Has 48 charges, Dispels Magic at the cost of three charges.
Title: Re: Topic for minor issues v3
Post by: Pav on May 30, 2019, 03:04:20 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.
Title: Re: Topic for minor issues v3
Post by: Arawn on May 30, 2019, 03:50:06 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.

Iíd be curious to know what makes you think itís a VFX, since generally my first suspicion is specific graphics hardware interacting badly with a tileset?
Title: Re: Topic for minor issues v3
Post by: BastardSon on May 30, 2019, 04:01:13 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.

Ive been experiencing this too, actually till now thought it was just me.
Title: Re: Topic for minor issues v3
Post by: EO on May 30, 2019, 07:47:43 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.

If you want to help take a screenshot of where it happens for reference then open up your toolset, load the POTM haks, recreate that area and see if you crash when loading it. Then delete placeables until you find the one causing the crashes. Since itís inconsistent youíll need to do a few runs per placeable you remove. Then once youíve found the problem  report it. Thatís the most efficient way of telling if itís caused by that. It may take you a few hours at least but itíll be worth it.
Title: Re: Topic for minor issues v3
Post by: AnOldFriend on May 30, 2019, 08:00:18 AM
It seems when the Lady of Mysteries temple got updated, the location of the shop keeper  was made so that from which ever direction you speak to them from, they'll be unable to see you and issue the [looks about confused] dialog.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 11:59:36 AM
Asking Biskop Taico in Nordenvall Fane to restore you from draining has a cost of 200gp but ends up being a cast of Heal, instead. Reproduction rate thus far is 100%.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:00:06 PM
It seems when the Lady of Mysteries temple got updated, the location of the shop keeper  was made so that from which ever direction you speak to them from, they'll be unable to see you and issue the [looks about confused] dialog.

This should also be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:01:27 PM
Morninglord temple in the outskirts: it seems the crypts have a door, that can be opened and closed, but the door is not visible. It does however make the regular door noises when opened and closed respectively.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:02:18 PM
At night.

Entered at one gate (which was locked) but was admitted after trudging footsteps, etc. Went to the other gate to continue my journey, and the guard would not say anything except for my kind to not cause trouble. In the past I've made the same trek (leaving the herbalist heading toward Vallaki) and been allowed out with a warning I wouldn't be allowed back in.

When daylight came the guard wandered away, and the gate unlocked (although still closed), so I could leave.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:03:59 PM
Some minor things:

- Morninglord temple in Vallaki slums: the staircase transitions have doors that can be closed, except no door is visibile!? They do make the door noise when one closes them though.

- Murnu's Mercantile in the warehouse district of Vallaki: if one enters his shop, even at a relatively late hour such as 14 pm, he is still in his bedroom. However if one opens the room to the bedroom he goes to the storeroom and sells regularly. Guess he is a merchant on demand? I suspect this is due to him not opening the door of his bedroom. He does however open the curtain to the storeroom without issues.

- Vallaki, crafting house in the Warehouse district: Aleksei Volznik says that he got everything except for the bee's wax, for which he advises to go to a guy south from there, except that... Aleksei actually got also the bee's wax in his shop inventory. So I guess that line is outdated perhaps?

First and third should hopefully now be fixed.
Title: Re: Topic for minor issues v3
Post by: callofzoidberg on June 01, 2019, 12:38:57 PM
I'm not sure if this is an issue or a suggestion, but I'll place it here. First of all, awesome job with the height slider!

I was wondering if it would be possible to get a confirmation when the height has been changed.  I see the "You are using the customize command" but maybe something that says "You have just altered your height. You are now shown to be (Inches)"

Thanks for the consideration.
Title: Topic for minor issues v3
Post by: Mereyn on June 01, 2019, 05:18:44 PM
The height customization for halflings seems to be a bit off. A lightfoot halfling male from Forgotten Realms starts at 37 inches.
As a test I've customized the height to be the highest possible, which is 40. The halfling character in question didn't grow taller,
but became considerably smaller.
Title: Re: Topic for minor issues v3
Post by: Pav on June 01, 2019, 10:44:19 PM
Iíd be curious to know what makes you think itís a VFX, since generally my first suspicion is specific graphics hardware interacting badly with a tileset?

it hasn't been a problem until the last update by beamdog (though it's been flaring up since the last hak update), my graphics hardware hasn't changed nor do i really update my drivers for fear of this exact issue.

If you want to help take a screenshot of where it happens for reference then open up your toolset, load the POTM haks, recreate that area and see if you crash when loading it. Then delete placeables until you find the one causing the crashes. Since itís inconsistent youíll need to do a few runs per placeable you remove. Then once youíve found the problem  report it. Thatís the most efficient way of telling if itís caused by that. It may take you a few hours at least but itíll be worth it.

on it chief.

while i'm here, @lastresettime doesn't seem to work anymore.
Title: Re: Topic for minor issues v3
Post by: Pav on June 02, 2019, 12:40:14 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.
Title: Re: Topic for minor issues v3
Post by: EO on June 02, 2019, 12:43:13 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 02, 2019, 01:21:41 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.

I think this might occur even without changing your PC's height?

Because I thought one of my PC's had a spike, so I looked at the other before changing her height, and she didn't increase after the change. But her OCR already seemed elevated to what it was previously.
Title: Re: Topic for minor issues v3
Post by: Arawn on June 02, 2019, 03:13:58 AM
@lastresettime is now a subcommand of @server.
Title: Re: Topic for minor issues v3
Post by: Mereyn on June 02, 2019, 04:54:28 AM
Rangers cannot pick two-weapon defense without wasting a feat on two-weapon fighting to qualify.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on June 02, 2019, 06:34:08 AM
@lfrp will no longer toggle LFRP mode on. No message is returned.
Title: Re: Topic for minor issues v3
Post by: EO on June 02, 2019, 07:19:44 AM
Rangers cannot pick two-weapon defense without wasting a feat on two-weapon fighting to qualify.

Pretty sure that's not the case. You have 15 Dexterity, right?
Title: Re: Topic for minor issues v3
Post by: Mereyn on June 02, 2019, 09:38:36 AM
16 in fact, could not choose the two-weapon defense feat.
Title: Re: Topic for minor issues v3
Post by: EO on June 02, 2019, 10:00:31 AM
16 in fact, could not choose the two-weapon defense feat.

Mmm, I can't seem to recreate this. Can you doublecheck to make sure you do have Dual-Wielding? You may have lost it at some point with the hak update. Otherwise it may have to do with the level at which you take it (bonus feat vs regular feat).
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 04, 2019, 09:29:16 AM
Very minor, but the cold damage in the town of Krofburg proper seems excessive. Was there on Sus during February.

Being an Aasimar, she has innate cold resistance, and she was wearing a Forest Walker cloak as well (which probably doesn't stack). Even so, she was taking steady damage, such as 7 hp, meaning the unmodified total would have been at least 12.

Reasons this seems excessive:

1) New PCs are encouraged to do fetch quests to Krofburg as a "safe" way to level. But it would be very easy to die from the damage alone as was previously the case with rocks in Dvergeheim.

2) NPCs were loitering outside, unlike Vallaki, where they tend to get pretty thinned out during the winter months.

3) If the cold is sufficient to cause physical harm to a cold-resistant race, it seems that normal humans in normal clothes would die. Or at least be so uncomfortable as to seek shelter.
Title: Re: Topic for minor issues v3
Post by: aprogressivist on June 04, 2019, 10:46:03 AM
Just to check, but was this during the day or at night?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 04, 2019, 11:14:00 AM
I think it was just around sun up. What caught my attention (aside from my HPs going down steadily!) was the prospector sitting on the ground for no apparent reason, even while my cold-resistance was being pierced. The DC was quite high, too. I want to say it was in the 30s?

Anyway, not something I'm going to spend a lot of energy debating. I was just struck by humans choosing to live (and be outdoors) in a place that would soon kill even someone of a cold-resistant race.

I think we get used to the idea of most things on the server being deadly because our PCs are built to overcome them. But +5 cold DR should represent an ability to at least withstand a climate where normal people choose to live and work.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on June 05, 2019, 11:40:46 PM
Did you want your race to have this feat for free as well? https://nwnravenloft.fandom.com/wiki/Cold_Endurance

I was in the Krofburg area recently and it was in a range of -12 to -32 I think depending on where I was, which is apt for winter in the mountains. Staying near campfires helps (I think?) but standing around in the cold and not having the fortitude to withstand it is going to harm the body.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 06, 2019, 02:28:59 AM
Did you want your race to have this feat for free as well? https://nwnravenloft.fandom.com/wiki/Cold_Endurance

Ummm...I wasn't asking for any feat. I wasn't suggesting anything needed to be changed about Aasimars at all. This is what I said:

"the cold damage in the town of Krofburg proper seems excessive"

Quote
I was in the Krofburg area recently and it was in a range of -12 to -32 I think depending on where I was, which is apt for winter in the mountains.


I'm not talking about temperature either; I'm talking about how much damage should accrue from those temperatures. How soon do you think you would die if you were outside in -20 degrees and bundled up? I've walked in in -17 F (-27 C) before. It was extremely uncomfortable, but I didn't die or even get frostbite.

I'm saying normal villagers would not lounge around outside in temperatures cold enough to kill, say, a polar bear. Recall that we have HP inflation on POTM because of receiving max HP per level, so the value of 5 DR is already lessened. But it's normally the equivalent damage sufficient to one-shot a zero level i(average person).

Damage more in the unmodified 12 hp range as was the case here would kill an ox. One can argue the temperatures should be that cold, and that such cold would quickly kill people. But given those two premises it becomes pretty difficult to argue people would be outside in it.

That's the argument from immersion. The argument from play-ability is it's similar to the former conditions in Dvergeheim in which new players/PCs can die on a "beginner" quest while looking for where to turn a delivery in.
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on June 06, 2019, 03:46:49 PM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.



Actually I would say so. It is probably the reason why allmost all the dwarves got their OCR over the treshold.
Seen nearly all of them be chased by Radu or the guardas.

I think this might occur even without changing your PC's height?

Because I thought one of my PC's had a spike, so I looked at the other before changing her height, and she didn't increase after the change. But her OCR already seemed elevated to what it was previously.
Title: Re: Topic for minor issues v3
Post by: Phantomswake on June 07, 2019, 12:41:46 AM
Name: Tool tip for tumble [not include dex bonus] [not include item bonus]

Where: After obtaining 5 ranks in tumble from items AC didn't increase.I noticed this.

When: The tooltip is there allways you can see it by looking at the tumble skill in your character sheet.

What: The tool tip is just confusing and misleading.

Recreate: Very easy to recreate just get items that add up to 5 tumble and you will see you AC will not go up any.

Ideas:  Could be put more simply.  IE: maximum bonus from tumble ranks +4 [-item bonus, -dex bonus]
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on June 07, 2019, 12:44:26 AM
Name: Tool tip for tumble [not include dex bonus] [not include item bonus]

Where: After obtaining 5 ranks in tumble from items AC didn't increase.I noticed this.

When: The tooltip is there allways you can see it by looking at the tumble skill in your character sheet.

What: The tool tip is just confusing and misleading.

Recreate: Very easy to recreate just get items that add up to 5 tumble and you will see you AC will not go up any.

Ideas:  Could be put more simply.  IE: maximum bonus from tumble ranks +4 [-item bonus, -dex bonus]

Tumble bonus for AC bonus never took item ranks into consideration. For every 5 skill points you invest in the skill you get 1 AC.
So yes here +4 is max or +2 (if you have 1 point per 2 levels).
Not sure about the skill focuses though!
Title: Re: Topic for minor issues v3
Post by: Phantomswake on June 07, 2019, 03:28:58 AM
A DM said that +4 AC was maximum you get from tumble, and that was from raw rank.  So with that I assume that skill focus may help you get that raw rank but it won't let you break that hard cap.
Title: Re: Topic for minor issues v3
Post by: TheFury on June 07, 2019, 03:57:30 AM
Tumble AC only comes from ranks in the skill as seen on the level up skill increase screen, not from feats, items, or anything else. Tumble AC caps at level 17 for both class skill and non-class skill characters with maximum investment.
Title: Re: Topic for minor issues v3
Post by: Always_a_hero on June 08, 2019, 12:53:57 PM
It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.
Title: Re: Topic for minor issues v3
Post by: HopeIsTheCarrot on June 11, 2019, 07:49:09 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.



Actually I would say so. It is probably the reason why allmost all the dwarves got their OCR over the treshold.
Seen nearly all of them be chased by Radu or the guardas.

I think this might occur even without changing your PC's height?

Because I thought one of my PC's had a spike, so I looked at the other before changing her height, and she didn't increase after the change. But her OCR already seemed elevated to what it was previously.

Sooner we could fix this the better, pretty rough IC and OOC having so many characters unable to go into or near Vallaki/Barovia for no IC reason. Thanks!
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 11, 2019, 10:36:20 AM
If you have the Broken Bell (female at least) uniform equipped, and you enter the change item appearance menu, you have two options to craft weapon. One will say no item is equipped, but the other appears as though it can be selected. There is no armor or robe choice.

If you choose to modify weapon, it will tell you that your inventory is full.

The uniform's description does not mark it as one that can't be modified, but if that's the case, there is little feedback to the user to indicate what the problem is, only a buggy menu.

Title: Re: Topic for minor issues v3
Post by: urathraviel on June 11, 2019, 03:47:49 PM
Bug with Raise dead:

Used a corpse on Sister Klara, however because she wanders she'd moved out of LOS before she tried to cast. and then got stuck on a wall unable to do anything as she ran to the target to cast. so i picked the corpse up to move it, whereupon she started to cast and i was billed for the spell even though it failed.

When i moved and used the corpse again, i was again billed for the spell which did cast, only the subject ghost was not teleported over to the corpse. Fortunatly player was able to revive himself when they moved themself to their corpse.
Title: Re: Topic for minor issues v3
Post by: EO on June 14, 2019, 06:32:27 AM
Bug with Raise dead:

Used a corpse on Sister Klara, however because she wanders she'd moved out of LOS before she tried to cast. and then got stuck on a wall unable to do anything as she ran to the target to cast. so i picked the corpse up to move it, whereupon she started to cast and i was billed for the spell even though it failed.

When i moved and used the corpse again, i was again billed for the spell which did cast, only the subject ghost was not teleported over to the corpse. Fortunatly player was able to revive himself when they moved themself to their corpse.

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: EO on June 14, 2019, 08:19:09 AM
It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.

Which area specifically? Nevermind, found the issue and will fix.
Title: Re: Topic for minor issues v3
Post by: Hound on June 14, 2019, 07:23:07 PM
It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.

Which area specifically? Nevermind, found the issue and will fix.

Was just down in the lower crypts of the morning lord temple in the western outskirts, where the gated bridge is and the pressure plates are still not lowering the gate when stood upon. Tested at approximately 1700hrs MST after the most recent update.
Title: Re: Topic for minor issues v3
Post by: Shae on June 18, 2019, 05:36:17 PM
So I decided to make a cleric and noticed that when you select domains it gives the error. Script. conv_dom_apply, OID: ffffffe7, tag: , ERROR: TOO MANY INSTRUCTIONS Then after that it makes it so my race and subrace isn't detected so wasn't sure if this significant enough to post as major issues or not as i seem to be the only one having this problem . but figured I would bring this up.
Title: Re: Topic for minor issues v3
Post by: Monktrus on June 21, 2019, 06:12:26 PM
The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.
Title: Re: Topic for minor issues v3
Post by: EO on June 22, 2019, 09:57:04 AM
The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.

Thanks, I found the issue (a typo) and will correct it in my next update.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 24, 2019, 12:38:44 AM
Rested in the Herbalist Hut near the Sullen Woods. I had several wards on, but I'm guessing it was True Seeing that caused this. When the wards expired as I rested, the Herbalist disappeared and became invisible.

Later, another PC entered the hut and was also invisible, despite not having invisibility on.
Title: Re: Topic for minor issues v3
Post by: urathraviel on June 24, 2019, 01:13:55 AM
Had you had darkness cast on you previously that login?
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on June 24, 2019, 06:24:20 AM
Rested in the Herbalist Hut near the Sullen Woods. I had several wards on, but I'm guessing it was True Seeing that caused this. When the wards expired as I rested, the Herbalist disappeared and became invisible.

Later, another PC entered the hut and was also invisible, despite not having invisibility on.

This is a well-known engine bug that dates back to the original release of NWN.
Solved via re-casting either UV or TS, or re-logging.

See here. (http://wiki.avlis.org/Ultravision_Bug)
Or here. (http://wiki.arelith.com/Common_bugs#All_characters_are_invisible)
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 24, 2019, 08:38:03 AM
Yes, this was the cause (shadow fiends in the Sullen Woods casting Darkness).

Thanks.
Title: Re: Topic for minor issues v3
Post by: Always_a_hero on June 24, 2019, 05:02:48 PM
I've checked creating a character have a race and customized subrace of: human, elf, half-elf and "Half-Drow", and it seems the Half-drow option is no longer accessible as a subrace in character creation, for -all- background settings. Could be I need some prerequisites if there are, but asking help from a DM and veteran player leads me to think I didn't miss anything.
Title: Re: Topic for minor issues v3
Post by: EO on June 24, 2019, 05:14:16 PM
I've checked creating a character have a race and customized subrace of: human, elf, half-elf and "Half-Drow", and it seems the Half-drow option is no longer accessible as a subrace in character creation, for -all- background settings. Could be I need some prerequisites if there are, but asking help from a DM and veteran player leads me to think I didn't miss anything.

Half-Drow are still very much there for Faerun.
Title: Re: Topic for minor issues v3
Post by: Always_a_hero on June 24, 2019, 07:45:01 PM
I've checked creating a character have a race and customized subrace of: human, elf, half-elf and "Half-Drow", and it seems the Half-drow option is no longer accessible as a subrace in character creation, for -all- background settings. Could be I need some prerequisites if there are, but asking help from a DM and veteran player leads me to think I didn't miss anything.

Half-Drow are still very much there for Faerun.

Right, didn't realize there was a second option for Faerun. But I was interested in making a half-drow of Greyhawk and seemed like the option is not available, even though they are mentioned in the setting's RP ressource here and there. I would've thought Half-drow could've been available in Eberron, Faerun and Greyhawk though after reading more thoroughly I suppose it doesn't make sense in Eberron. Still would mean it is lacking in Greyhawk's dialog option, unless there's an RP explanation I haven't read yet.
Title: Re: Topic for minor issues v3
Post by: EO on June 27, 2019, 09:20:57 PM
Right, didn't realize there was a second option for Faerun. But I was interested in making a half-drow of Greyhawk and seemed like the option is not available, even though they are mentioned in the setting's RP ressource here and there. I would've thought Half-drow could've been available in Eberron, Faerun and Greyhawk though after reading more thoroughly I suppose it doesn't make sense in Eberron. Still would mean it is lacking in Greyhawk's dialog option, unless there's an RP explanation I haven't read yet.

If you can point me to canon references to half-drow in Greyhawk, I'll gladly add support. There are a handful of references to half-drow in Eberron in Stormreach but not much.

edit: I'll add support for Eberron half-drow. Until a canon source confirms the existence of half-drow on Oerth I won't add support.
Title: Re: Topic for minor issues v3
Post by: AnOldFriend on June 30, 2019, 07:30:32 PM
Not sure if it's intentional or not, But the  scroll for Negative energy protection (Ezra's shielding against the mist of death)  in the Raduta keep chapel is the only scroll out of the bunch which is not usable by paladins even though it's a paladin spell. 
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on June 30, 2019, 08:19:27 PM
The spell in nwn default is a cleric only spell, is druid missing as well as paladin on this scroll item?
Title: Re: Topic for minor issues v3
Post by: EO on July 01, 2019, 10:43:24 AM
Not sure if it's intentional or not, But the  scroll for Negative energy protection (Ezra's shielding against the mist of death)  in the Raduta keep chapel is the only scroll out of the bunch which is not usable by paladins even though it's a paladin spell.

I'll fix it.
Title: Re: Topic for minor issues v3
Post by: ZSRunner on July 01, 2019, 01:49:58 PM
Picked up a servants candle the other day.  It's the one with the cold resist 10 / -

I was reading the description of the item and it said if you activate it the candle will float behind you.  I'm not sure if this item is supposed to have an activation or not, but currently it doesn't.

I'll edit this post with a picture of the description when I get home from work.

(https://lh3.googleusercontent.com/opbTNr2ZYc8EJxUDfLNUdSkc9zePmp6IBfco3jA49wf6ET7pIfjYQ49DAnD-VPoYAY9704PcAu8YrA22EqKfjSZQvlVPhDGr22ijBvvuAPNpkWypkMn92c3GuwpUEUNvzFgFp56KPuubjDb1dHyIi-V52BeaNTIBfIsVP6MkxVGVPL0XBRJX3r38gkfdhOHcTKjpLHidaS7govK1GYsEfR63TRziJOtbZbBK1Jd8pVPpwCnM0G2unUscD2jnkU9-drqDnh3ewZbOvwrWURaVwuluHhqyYLAtIsrPcXRr0A3NYvznMv_kcQ_blqFXGDE2TBzyr79wFgCftSsuUjzDq_nByH5TBRaxQiyO57xBXdFtXmIupw6DbahfLe1zv2b_5gltqTzV0DWzaKJzGJk-Cv2X5M2E2z_-PbUVB2B4EC_f52I2nSb5_qAj0z3A5G7jW7tmVE0OcBjHr30PU_W3CSiHqfk5Ic90WTPFoxxGv4YlehFDysqPehXVQVrmYAT9znqAhQOI5CbnxFhgO8fsEPiFxU8QCfa51jVRsJviVXqj-BWZQFyCk0P5SzWT_4VFbI1WmnIJ9Ow4iqA88H2n1iOw5B7mJvB-Fij5q5KPgM_cTFNFulBstQ6SRZxuZOIHaXNqRTmDxxCa2bk286HsRbCT0a5JIQg=w450-h464-no)
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on July 07, 2019, 08:59:41 AM
Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)
Title: Re: Topic for minor issues v3
Post by: aprogressivist on July 07, 2019, 10:11:42 AM
Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)

Nah, fairly sure I've been Bervis'd into the OCR +2 club before.
Title: Re: Topic for minor issues v3
Post by: EO on July 07, 2019, 11:19:19 AM
Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: Gavin Mace on July 08, 2019, 01:37:00 AM
Gendarmerie Barracks - Officer Chest upstairs won't open correctly. The window of contents flashes on screen, but closes immediately.
Title: Re: Topic for minor issues v3
Post by: Juxtaposition on July 17, 2019, 09:08:34 PM
Using weapons on characters with creature weapons seems to bug the character sheet.

(https://i.imgur.com/zcensa0.png)

I don't remember this being a problem on other characters before, so I am curious whether or not this is isolated to my PC or if it's a new bug. While it's not a necessary fix as damage is calculating correctly, it's still a slight bother :|
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on July 18, 2019, 12:27:01 AM
Just don't worry about it. If you're using a main weapon it wont use your creature weapons.

When you have creature weapons it needs to list them somewhere as creature weapons are unique, you can have multiple assigned and it will randomly use one of any that are equipped with a preference for the 1st slot.
Title: Re: Topic for minor issues v3
Post by: AnOldFriend on July 20, 2019, 02:31:23 PM
I'm fairly certain in the past when you used @read 12  it would give you two entries to your quest journal,  now it only gives one.

It's alphabetical so commands which start with  M-Z are not  shown. 

This would not matter much if  @help was displayed, but it seems the journal help entries have not been updated since @help was added. 
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on July 22, 2019, 04:27:19 AM
Barovia - Road to Zeidenburg - Along the Luna River - Cave

This cave has a transition which acts like a door from the outside, unlike many other cave entrances.

If you log out inside and the area resets, when you log back in, said "door" will be locked, and you have to pick or bash your way out.
Some characters could even be stuck behind it until they received DM help because of its bash DC.

(https://i.imgur.com/bjqIc58.png)
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on July 23, 2019, 02:19:24 AM
Towards VoB at the crossroads. The two chairs that are next to the benches and the bell, are facing in the wrong direction. They used to face the road before.(Pre EE)
Title: Re: Topic for minor issues v3
Post by: EO on July 23, 2019, 10:56:24 PM
Towards VoB at the crossroads. The two chairs that are next to the benches and the bell, are facing in the wrong direction. They used to face the road before.(Pre EE)

Will fix this.
Title: Re: Topic for minor issues v3
Post by: EO on July 23, 2019, 10:56:47 PM
Barovia - Road to Zeidenburg - Along the Luna River - Cave

This cave has a transition which acts like a door from the outside, unlike many other cave entrances.

If you log out inside and the area resets, when you log back in, said "door" will be locked, and you have to pick or bash your way out.
Some characters could even be stuck behind it until they received DM help because of its bash DC.

Will fix this.
Title: Re: Topic for minor issues v3
Post by: HM01 on July 25, 2019, 11:38:41 PM
Very minor, but I believe the books in the OOC lounge with setting information have lost their prior descriptions.
Title: Re: Topic for minor issues v3
Post by: EO on July 29, 2019, 09:12:01 PM
Bug with Raise dead:

Used a corpse on Sister Klara, however because she wanders she'd moved out of LOS before she tried to cast. and then got stuck on a wall unable to do anything as she ran to the target to cast. so i picked the corpse up to move it, whereupon she started to cast and i was billed for the spell even though it failed.

When i moved and used the corpse again, i was again billed for the spell which did cast, only the subject ghost was not teleported over to the corpse. Fortunatly player was able to revive himself when they moved themself to their corpse.

This should now be fixed.

It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.

This should now be fixed.

The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.

This should now be fixed.

Not sure if it's intentional or not, But the  scroll for Negative energy protection (Ezra's shielding against the mist of death)  in the Raduta keep chapel is the only scroll out of the bunch which is not usable by paladins even though it's a paladin spell.

This should now be fixed.

Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)

This should now be fixed.

Towards VoB at the crossroads. The two chairs that are next to the benches and the bell, are facing in the wrong direction. They used to face the road before.(Pre EE)

This should now be fixed.

Barovia - Road to Zeidenburg - Along the Luna River - Cave

This cave has a transition which acts like a door from the outside, unlike many other cave entrances.

If you log out inside and the area resets, when you log back in, said "door" will be locked, and you have to pick or bash your way out.
Some characters could even be stuck behind it until they received DM help because of its bash DC.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: Devils Plaything on July 31, 2019, 07:01:25 AM
Taking druid levels after a non-druid base class does not give you the druid language. I have no idea if this is intentional or not!
Title: Re: Topic for minor issues v3
Post by: EO on July 31, 2019, 07:44:55 AM
Taking druid levels after a non-druid base class does not give you the druid language. I have no idea if this is intentional or not!

Yeah, you have to manually add it.
Title: Re: Topic for minor issues v3
Post by: Devils Plaything on July 31, 2019, 09:05:08 AM
Taking druid levels after a non-druid base class does not give you the druid language. I have no idea if this is intentional or not!

Yeah, you have to manually add it.

Aha! Excellent and have done so. Thank you, then, and consider this one irrelevant!
Title: Re: Topic for minor issues v3
Post by: fenixphire on July 31, 2019, 12:07:01 PM
As a garda, when you examine someone there is a slight typo in the line break between the stat descriptions and the OCR text.

(https://i.imgur.com/PNVyLlB.png)

ETA: It also seems to trigger an influence roll when you examine someone with the eye (Examine Object) from the radial menu, now.
Title: Re: Topic for minor issues v3
Post by: EO on August 03, 2019, 09:59:58 AM
As a garda, when you examine someone there is a slight typo in the line break between the stat descriptions and the OCR text.

(https://i.imgur.com/PNVyLlB.png)

ETA: It also seems to trigger an influence roll when you examine someone with the eye (Examine Object) from the radial menu, now.

These should now be fixed, if we don't have to rollback.
Title: Re: Topic for minor issues v3
Post by: person on August 08, 2019, 01:37:00 AM
my character was halfway through level 7, and today is now a new level 6, with old gear and no fangs.

account name:  Conrad
character name:  James Smith


Title: Re: Topic for minor issues v3
Post by: Ercvadasz on August 12, 2019, 09:01:56 AM
Not sure if it is intentional or an oversight, but the herbs that spawn in the VoB well are all eastern barovians. (viccar, ghost cap, and so on)
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on August 20, 2019, 07:29:32 AM
Could a trash barrel be placed near the saw horse and woodworking table in Zeklos? Per MAB's comments about clutter, I don't think that woodworking station resets at all because I regularly find materials left in it.
Title: Re: Topic for minor issues v3
Post by: EO on August 20, 2019, 09:41:56 PM
Could a trash barrel be placed near the saw horse and woodworking table in Zeklos? Per MAB's comments about clutter, I don't think that woodworking station resets at all because I regularly find materials left in it.

I'll just convert them to placeable spawns.
Title: Re: Topic for minor issues v3
Post by: purple on August 21, 2019, 06:36:35 PM
The Tailor in Krezk was not selling cloth dye when I visited him today (2 hours ago). He sold metal & leather, but not cloth. I had another PC who was with me confirm. :(
Title: Re: Topic for minor issues v3
Post by: TheFury on August 21, 2019, 08:00:22 PM
The Tailor in Krezk was not selling cloth dye when I visited him today (2 hours ago). He sold metal & leather, but not cloth. I had another PC who was with me confirm. :(

I thought I faced the same issue, but his default (if you don't click on leather or metal) IS cloth. Perhaps that's the issue?
Title: Re: Topic for minor issues v3
Post by: Gavin Mace on August 26, 2019, 02:17:02 AM
The Tailor in Krezk was not selling cloth dye when I visited him today (2 hours ago). He sold metal & leather, but not cloth. I had another PC who was with me confirm. :(

I thought I faced the same issue, but his default (if you don't click on leather or metal) IS cloth. Perhaps that's the issue?

Correct.
Title: Re: Topic for minor issues v3
Post by: Thundron on September 01, 2019, 12:06:32 PM
I used silver candelabra on ground and it just dissappeared. Shouldnt it place it on ground and emit light?
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on September 02, 2019, 08:59:09 PM
There is a typo with the meenlock description.
They apparantly dont force others to metamorph, but to meatmorph:)
Title: Re: Topic for minor issues v3
Post by: Thundron on September 05, 2019, 08:09:28 AM
in Kathryn Fashion, npc didnt have clothing templates for sale. I think it might be old issue that when you buy them and your inventory is full, it gets deleted from npc inventory, which has been fixed in most places I suppose.
Title: Re: Topic for minor issues v3
Post by: Gavin Mace on September 15, 2019, 06:19:54 AM
Dementlieu - Port-a-Lucine - Quartier Marchand - Sang d'Encre

One of the tattoo artists spawns in with the 'spectral caliban' appearance. I don't think I want to get a tattoo from a ghost...

(https://i.imgur.com/gsaNwzs.png)
Title: Re: Topic for minor issues v3
Post by: Devils Plaything on September 17, 2019, 06:24:42 AM
It appears that even if some furniture previously set up by a character is out of reach (or in this case, on top of a wall my character has no access to), a Carpenter's Portable Kit lets you deconstruct the furniture regardless.
Title: Re: Topic for minor issues v3
Post by: EO on September 22, 2019, 10:05:21 AM
It appears that even if some furniture previously set up by a character is out of reach (or in this case, on top of a wall my character has no access to), a Carpenter's Portable Kit lets you deconstruct the furniture regardless.

Thanks. I'll fix this.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on September 30, 2019, 12:49:59 AM
The door in the Quartier Ouvrier has fallen over, it was like this when I found it:

(https://i.imgur.com/NWPb609.jpg)
Title: Re: Topic for minor issues v3
Post by: Myth Weaver on October 05, 2019, 10:52:01 AM
Account : MythWeaver
Character : Anezka

I died in the mountains' undergrounds a few days ago and stabilized but went afk before standing up (with 20 doombats around me, I wasn't about to stand until I see an opportunity. Thing is, falling rocks finished me off. Help arrived and grabbed my corpse while I followed around in ghost form. When reaching the priest, they tried rezing me and it told them "This player isn't dead"... My ectoplasm went WTF? Then I tried clicking on my corpse and lo and behold, I stood up, as if rezzed... but I'm stuck in a perma-state daze and slow as if I was a ghost, and I have my own corpse in my inventory. Help?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on October 05, 2019, 10:56:56 AM
Sometimes having another PC knock you down again to below 0 will fix bugs like this.
Title: Re: Topic for minor issues v3
Post by: Myth Weaver on October 06, 2019, 09:41:43 AM
It did solve the issue of the Perma-daze and Perma-slow, thank you for that. Now there is only the issue of the time paradox... I exist in two places at the same time XD
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on October 06, 2019, 03:39:16 PM
In the DM ship, the Clerical Domains Changer didn't appear to display confirmation messages; after making both of my choices, it just showed the description for the Air Domain, and the 2 options were "Apply" and "Reset"

so while it worked, it looked a little strange. Sorry for no screenshot.
Title: Re: Topic for minor issues v3
Post by: Myth Weaver on October 06, 2019, 09:08:10 PM
Account : MythWeaver
Character : Anezka

I died in the mountains' undergrounds a few days ago and stabilized but went afk before standing up (with 20 doombats around me, I wasn't about to stand until I see an opportunity. Thing is, falling rocks finished me off. Help arrived and grabbed my corpse while I followed around in ghost form. When reaching the priest, they tried rezing me and it told them "This player isn't dead"... My ectoplasm went WTF? Then I tried clicking on my corpse and lo and behold, I stood up, as if rezzed... but I'm stuck in a perma-state daze and slow as if I was a ghost, and I have my own corpse in my inventory. Help?
[/s]

UPDATE : The perma-Slow and perma-Daze was solved by downing me to 0 and healing me (Thanks to Idrini Ren for the tip). My body is still laying around in Dvergeheim (sp?). There is another issue though I just noticed. The monsters are all naturally neutral to me.  Here some screenshots of me being part of a wolf pack and me having a laugh with skeletons (I swear, Jim's jokes are the best!) Understand I would like to play my character fairly without being accused of exploiting the game and... say... loot all the dungeons while monsters are neutral. I'm betting it could be solved by killing myself and being rezzed again but I don't want someone to have to pay for a bug in the game (even if it's only 300gp), it would be unfair and not RP.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on October 13, 2019, 09:54:34 AM
Once in a while, I get thrown IG as I'm trying to approach the Scrying Pool in the OOC Entry Area. This is before I'm anywhere near one of the entry portals, so I don't get a choice as to where I end up. The sparkly animation comes up as though I have stepped on a portal.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on October 13, 2019, 04:10:42 PM
(https://i.imgur.com/Tlkzc4w.png)
(https://i.imgur.com/ZsQRZPY.png)

The egrets in the Oasis of Apep, Har'Akir appear to be floating and have a larger glowing silhouette than they should.