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 :)
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.
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.
That was a road placeable I put down. Now everyone knows I mailed in laying down that road section! :lol:
Kethyar (longbow) gives an Armor Bonus instead of an Attack Bonus.
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.
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.
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.
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.
Where did you get them?
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.
Where did you get them?
ML crypts
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?
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.
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.
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.
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.
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?
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?
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.
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.
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!
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. :?:
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.
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?
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
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
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..
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.
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
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.
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.
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.
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%.
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.
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.
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.
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’d be curious to know what makes you think it’s a VFX, since generally my first suspicion is specific graphics hardware interacting badly with a tileset?
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 it’s inconsistent you’ll need to do a few runs per placeable you remove. Then once you’ve found the problem report it. That’s the most efficient way of telling if it’s caused by that. It may take you a few hours at least but it’ll be worth it.
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.
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.
Rangers cannot pick two-weapon defense without wasting a feat on two-weapon fighting to qualify.
16 in fact, could not choose the two-weapon defense feat.
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.
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.
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]
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.
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.
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.
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.
The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.
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.
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.
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.
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.
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.)
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.)
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)
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.
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.
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.
The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.
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.
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.)
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)
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.
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!
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.
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.
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.
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. :(
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?
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.
Account : MythWeaver[/s]
Character : AnezkaI 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?
is there way to fix issue when Garda for example takes our opium delivery and you cannot get new job from reds..? Like is it possible to for Reds to "check" if you have item givem by him, if not he can give new one.🤔
Sound Burst scrolls are Only Usable By: Clerics and Paladins instead of Clerics and Bards.
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.
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)
The medium armour item called "Serpent's Kiss" cannot be modified. It does not say OOC Cannot Be Modified in the description. I figured it would be an item that's expected to be modified, since its materials are listed as Leather, Scale, and Silk, and its visuals are primarily chain armour.
My character does not seem to receive a +1 and +1 bonus to Disguise through her 5 base ranks in Influence and 5 base ranks in Perform.
Character: Anica Petrovic
Login: Antonia Födes
My character does not seem to receive a +1 and +1 bonus to Disguise through her 5 base ranks in Influence and 5 base ranks in Perform.
Character: Anica Petrovic
Login: Antonia Födes
The bonus is given when the check is made, as indicated in the skill description.
Having Madame Keja identify a bag with items in it will place the bag on her table but make it (and thus the contained items) unreachable.
Having Madame Keja identify a bag with items in it will place the bag on her table but make it (and thus the contained items) unreachable.
The forge in the VoB does not appear to have a gilder's tub.
All the ingredients and tools of gilding are available for purchase, and a source of silver is nearby. Could a tub be added?
I found a Cloak of Confidence with the appropriate skill boni that come with the name, but it has the descriptive text of what I assume belongs to the Midnighter's Cape.
The forge in the VoB does not appear to have a gilder's tub.
All the ingredients and tools of gilding are available for purchase, and a source of silver is nearby. Could a tub be added?
The limited amount of gilding tubes in the module is on purpose. There is already a gilding tube in Barovia and we don't plan to add any in the village.
It has the tools because blacksmith merchants across the module share the same inventory.
Character: Raszandyr Galaraan
Login: Averdjski
I have the Healing Domain, and I am using Light Regeneration Potions that I've made myself. The potions produce a flat 4 hp heal, then go on to regnerate, not sure if intentional?
https://imgur.com/a/W44z06a
Character: Raszandyr Galaraan
Login: Averdjski
I have the Healing Domain, and I am using Light Regeneration Potions that I've made myself. The potions produce a flat 4 hp heal, then go on to regnerate, not sure if intentional?
https://imgur.com/a/W44z06a
Do you have Augment Healing?
I do, yes.
I do, yes.
Then that's why; it's not a bug. Augment Healing affects Regenerate spells.
Could I get a DM to help me level up a fallen paladin? Thanks :*
With the Carpenter's Portable Kit, there are no options to select from under the "Lighting" and "Structures".
The gendarme NPCs have been slaughtering the Vistani merchant NPCs in the marchand lately
The snakes summoned through casting Sticks to Snakes are just way too huge to do anything with, especially at higher levels when the snakes get larger. The collisions for them are way bigger than the snake and they constantly get stuck on any nearby objects and terrain.
I converted an old character (Ruben Blueriver) yesterday. They are missing the default knockdown feat/ability, even after a relevel.Tried releveling another old level 2 character. Had knockdown before, but not after. Am I just not looking in the right place?
I converted an old character (Ruben Blueriver) yesterday. They are missing the default knockdown feat/ability, even after a relevel.Tried releveling another old level 2 character. Had knockdown before, but not after. Am I just not looking in the right place?
Excellent, thank you!I converted an old character (Ruben Blueriver) yesterday. They are missing the default knockdown feat/ability, even after a relevel.Tried releveling another old level 2 character. Had knockdown before, but not after. Am I just not looking in the right place?
Indeed, you'll need a full remake for those characters. You can post the request in Generic Requests in the Servers & Community Discussion forum.
The snakes summoned through casting Sticks to Snakes are just way too huge to do anything with, especially at higher levels when the snakes get larger. The collisions for them are way bigger than the snake and they constantly get stuck on any nearby objects and terrain.
With the Carpenter's Portable Kit, there are no options to select from under the "Lighting" and "Structures".
I've noticed that what I assume is the "Yell" channel sometimes causes duplicate messages. Here's from my chat log when it happened tonight. My PC was in the big room in the Kinship Lodge; the other PC was in the small room to the left of the kitchen as you face the kitchen with the door shut between us.
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] You hear a raised voice from the east: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Other PC: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Door: You hear a raised voice from The Wayfarer Kinship: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Door: You hear a raised voice from The Wayfarer Kinship: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
Occasionally there is a Ghostly Armor that spawns stuck behind some rubble in the last locked room in Raduta Keep (bottom floor of ramparts). Until today, I've treated that room like a no-go zone because I don't trust it when it happens. Today I went in after killing the other two spawned mobs to test it out and got rekt from halfway across said room. My character was almost dead center of the room when our trapped friend decided to swing. The rubble in question is clear across from both entrances to the room (one from the Ramparts, one from the tower).
I'm not sure how I can recreate this (nor am I inclined to. One time taking level loss is more than enough testing for me, thank you).
The purple firework does not do anything.
Claude Lambert (the Anchorite in the Edrigan Notre de le Repentance) is very bad at his job. If you attempt to have him raise a corpse, you get the message <<Claude Lambert is busy and cannot help you right now.>>
Caliban Gang Leaders, Caliban Brutes, and the named Caliban bounty in Port-a-Lucine all render without clothes or armor. This causes a minor scandal when my noble is hunting them through the sewer for sport/heads.
Not sure if intentional, but the Pumpkin Sign and Savage Sign that can be made with the Woodworker's Kit aren't writable.
- Enabled setting name and description of crafted placeables.
Quote- Enabled setting name and description of crafted placeables.
This doesn't seem to be the case despite the update.
Quote- Enabled setting name and description of crafted placeables.
This doesn't seem to be the case despite the update.
Have you used a Quill?
Quote- Enabled setting name and description of crafted placeables.
This doesn't seem to be the case despite the update.
Barovia - Vallaki - Main Docks - The Den - Main Floor
The secret door is not acting like it should any more. It can no longer be used, and is permanently visible. It can still be 'triggered' by a successful search check, but in that case, a second door appears in the same place, overlapping the permanent one. It's not usable, either.
We also have a floating knife in the library! Near the red arm-chair. (https://puu.sh/Fvzng/d32ce7e142.jpg)
This door seen below does not have a lock inside the Vallaki Citadel.Spoiler: show
Barovia - Vallaki - Main Docks - The Den - Main Floor
The secret door is not acting like it should any more. It can no longer be used, and is permanently visible. It can still be 'triggered' by a successful search check, but in that case, a second door appears in the same place, overlapping the permanent one. It's not usable, either.
We also have a floating knife in the library! Near the red arm-chair. (https://puu.sh/Fvzng/d32ce7e142.jpg)This door seen below does not have a lock inside the Vallaki Citadel.Spoiler: show
Two minor issues I found
1) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn - Cellar: There are two NPC's called "Shady Looking Man", however one of the men has a female soundset, male model, and male portrait.
2) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn: Iossif Costirceanu, when asing to see the menu, he says "Sorry there is no store available)
(Also...10gp to saty in this hole in the wall? Seems a lot :think:)
Quote- Enabled setting name and description of crafted placeables.
This doesn't seem to be the case despite the update.
I was shown a scroll recently of Cacophonic Burst, but I can't find any caster spellbook types that can actually cast the spell normally. Its class restrictions on the scroll state only useable by Bard/Sorcerer/Wizard, but it doesn't appear to be on any Bard, Sorcerer or Wizard spellbooks either.
https://nwnravenloft.fandom.com/wiki/Cacophonic_Burst
The description in the PotM wikia is as per the scroll I saw I think, no spell level or class was indicated in the description, it was just blank.
Two minor issues I found
1) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn - Cellar: There are two NPC's called "Shady Looking Man", however one of the men has a female soundset, male model, and male portrait.
2) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn: Iossif Costirceanu, when asing to see the menu, he says "Sorry there is no store available)
(Also...10gp to saty in this hole in the wall? Seems a lot :think:)
Barovia - Balinok Mountains - Deep Under the Mountain - Dungeon (et al).
Prior to the recent update, this wasn't a problem.
Doorways are causing opponents to become stuck and unreachable. It's as though the hit-box for the door is now giant. I noticed there often seemed to be a physical 'blockade' in an open door, even when there was plenty of visible room to move in. Not sure how else to explain it. Opponents seem to struggle to route around getting blocked, and things right in front of me are not in line of sight. I had to open and shut the door to try and shove things into range because there was no other way to initiate combat. Path issues have always been present, but this is next-level. I have been through this dungeon before, countless times, and haven't experienced anything this bad.
Wasn't having any lag at the time.
Second wind can no longer be used while unconscious wasn't sure if this was a update for it on purpose or just a minor bug, Did ask Dm Arawn and he said to send it to the bug reports just to be on the safe side.
There's a door in the University of Dementlieu Faculty of Arcane Sciences building (ground floor, south-west corner of the map) that seems to lead nowhere. Assuming this isn't just a decorative door, is that a broken transition? Might be an entrance to the adjoining laboratory building, which has a (locked) external door, because I didn't see an exterior door it might correspond with.
(https://media.discordapp.net/attachments/691524406941319189/701754087565426688/Broken_Transition_University_Arcane.png?width=1000&height=462)
Area: Village of Barovia - Western gate
The west gate still doesn't lock at night correctly, I assume it's meant to work much like the Zeklos outpost gates. It remains unlocked at night for the most part, unless a player intervenes such as with the following:
If a player with Open Lock skill attempts to lock the gate from the outside, this initiates the guard conversation. They may then pass through the gate, with the guard opening it up, and the guard then locking it behind the player. However when dawn comes, the gate doesn't unlock by itself, and the guard no longer provides the conversation dialogue necessary to permit people to leave the city.
Area: Village of Barovia - Western gate
The west gate still doesn't lock at night correctly, I assume it's meant to work much like the Zeklos outpost gates. It remains unlocked at night for the most part, unless a player intervenes such as with the following:
If a player with Open Lock skill attempts to lock the gate from the outside, this initiates the guard conversation. They may then pass through the gate, with the guard opening it up, and the guard then locking it behind the player. However when dawn comes, the gate doesn't unlock by itself, and the guard no longer provides the conversation dialogue necessary to permit people to leave the city.
There's a door in the University of Dementlieu Faculty of Arcane Sciences building (ground floor, south-west corner of the map) that seems to lead nowhere. Assuming this isn't just a decorative door, is that a broken transition? Might be an entrance to the adjoining laboratory building, which has a (locked) external door, because I didn't see an exterior door it might correspond with.
(https://media.discordapp.net/attachments/691524406941319189/701754087565426688/Broken_Transition_University_Arcane.png?width=1000&height=462)
Second wind can no longer be used while unconscious wasn't sure if this was a update for it on purpose or just a minor bug, Did ask Dm Arawn and he said to send it to the bug reports just to be on the safe side.
Two foxes spawn on the walls of Vallaki in Barovia - Vallaki - Shores of Lake Zarovitch
Two foxes spawn on the walls of Vallaki in Barovia - Vallaki - Shores of Lake Zarovitch
Area: Village of Barovia - Western gate
The west gate still doesn't lock at night correctly, I assume it's meant to work much like the Zeklos outpost gates. It remains unlocked at night for the most part, unless a player intervenes such as with the following:
If a player with Open Lock skill attempts to lock the gate from the outside, this initiates the guard conversation. They may then pass through the gate, with the guard opening it up, and the guard then locking it behind the player. However when dawn comes, the gate doesn't unlock by itself, and the guard no longer provides the conversation dialogue necessary to permit people to leave the city.
Thanks. I finally found the issue and will fix it in an upcoming update.
Barovia - Vallaki - Main Docks - The Den - Main Floor
Cut down the amount of placeables drastically, but still getting 'scene exceeds maximum complexity' errors + entire rooms worth of placeables vanishing over time. This leaves quite a few rooms bare and empty since it is hard to divide 15 pieces of furniture between them all. Tenebris managed to get rid of the errors by removing a couple of things, but then it started again.
Barovia - Vallaki - Main Docks - The Den - Main Floor
Cut down the amount of placeables drastically, but still getting 'scene exceeds maximum complexity' errors + entire rooms worth of placeables vanishing over time. This leaves quite a few rooms bare and empty since it is hard to divide 15 pieces of furniture between them all. Tenebris managed to get rid of the errors by removing a couple of things, but then it started again.
This isn't a bug though, the system is designed with a limit. Removing descriptions on placeables can help you have more.
The extra keys to the governor's hotel room I am renting vanished from the inventory of the third party I gave them to when they entered the hotel after I renewed the rental period.
Sadly, unlike the new rentals in Vallaki, I can't simply acquire new keys from the governor's hotel before my rental has expired. Curiously the keys were restored to the other player's inventory when the server was reset, but upon entering the hotel once more, they vanished again.
A perhaps important note: Everything worked fine when I renewed the rental of the room for the first time, but that time the other player holding the keys was logged in and in the lobby with me, unlike this time.
The extra keys to the governor's hotel room I am renting vanished from the inventory of the third party I gave them to when they entered the hotel after I renewed the rental period.
Sadly, unlike the new rentals in Vallaki, I can't simply acquire new keys from the governor's hotel before my rental has expired. Curiously the keys were restored to the other player's inventory when the server was reset, but upon entering the hotel once more, they vanished again.
A perhaps important note: Everything worked fine when I renewed the rental of the room for the first time, but that time the other player holding the keys was logged in and in the lobby with me, unlike this time.
The issue persists and repeats. We let the rental expire and rented it again with two extra keys, but after renewing the rental in the following week, the keys vanished once more. We had hoped that the extra keys in the other player's inventory would properly update their expiring time if I renewed the rental while they were logged in with their character, but no such luck.
The extra keys to the governor's hotel room I am renting vanished from the inventory of the third party I gave them to when they entered the hotel after I renewed the rental period.
Sadly, unlike the new rentals in Vallaki, I can't simply acquire new keys from the governor's hotel before my rental has expired. Curiously the keys were restored to the other player's inventory when the server was reset, but upon entering the hotel once more, they vanished again.
A perhaps important note: Everything worked fine when I renewed the rental of the room for the first time, but that time the other player holding the keys was logged in and in the lobby with me, unlike this time.
The issue persists and repeats. We let the rental expire and rented it again with two extra keys, but after renewing the rental in the following week, the keys vanished once more. We had hoped that the extra keys in the other player's inventory would properly update their expiring time if I renewed the rental while they were logged in with their character, but no such luck.
I think this is the issue with all rooms in the Hotel. Happened to me as well, with suite nr 8
The rented rooms at the Barnacle don’t work properly. You pay for them just like any other inn room but even if you’re the correct size/race for the place they don’t function as safe spots nor do they allow you to transport to the OOC hall. Bit silly for the only inn specifically flavored for Halflings in Port.
A few days ago, the priest in the Cathedral of Ste. Mere des Larmes were trying to say that neither my PC, Narcisse de Verley, or Anatole de la Rochenoire were followers of Ezra. He did a PC raise but then refused all healing with the following text in the screenshot.
Anatole de la Rochenoire has had that issue in the past at the Refuge of the Fifth Light in Vallaki as well. It seems the Ezrite priests don't recognize the deity being set as Ezra, at least on laity? (Neither of our PCs are clerics).Spoiler: show
Edited to add: I have been told by a few people that to be healed by some of the NPC priests a PC needs to be set faction friendly and that the above isn't a bug but sort of an 'intended feature'. However, if that is the case - perhaps the conversation can be changed to reflect something about that rather than the NPC priests saying that the PC isn't a follower of Ezra (when they are). These details are difficult for newer players to know about and it makes it confusing. It certainly is minor but I'll leave this post here anyway.
A few days ago, the priest in the Cathedral of Ste. Mere des Larmes were trying to say that neither my PC, Narcisse de Verley, or Anatole de la Rochenoire were followers of Ezra. He did a PC raise but then refused all healing with the following text in the screenshot.
Anatole de la Rochenoire has had that issue in the past at the Refuge of the Fifth Light in Vallaki as well. It seems the Ezrite priests don't recognize the deity being set as Ezra, at least on laity? (Neither of our PCs are clerics).Spoiler: show
Edited to add: I have been told by a few people that to be healed by some of the NPC priests a PC needs to be set faction friendly and that the above isn't a bug but sort of an 'intended feature'. However, if that is the case - perhaps the conversation can be changed to reflect something about that rather than the NPC priests saying that the PC isn't a follower of Ezra (when they are). These details are difficult for newer players to know about and it makes it confusing. It certainly is minor but I'll leave this post here anyway.
I would also love to see something done about this. Slightly annoying to be told my PC is not able to be healed for not being laity, when they very much are.
A few days ago, the priest in the Cathedral of Ste. Mere des Larmes were trying to say that neither my PC, Narcisse de Verley, or Anatole de la Rochenoire were followers of Ezra. He did a PC raise but then refused all healing with the following text in the screenshot.
Anatole de la Rochenoire has had that issue in the past at the Refuge of the Fifth Light in Vallaki as well. It seems the Ezrite priests don't recognize the deity being set as Ezra, at least on laity? (Neither of our PCs are clerics).Spoiler: show
Edited to add: I have been told by a few people that to be healed by some of the NPC priests a PC needs to be set faction friendly and that the above isn't a bug but sort of an 'intended feature'. However, if that is the case - perhaps the conversation can be changed to reflect something about that rather than the NPC priests saying that the PC isn't a follower of Ezra (when they are). These details are difficult for newer players to know about and it makes it confusing. It certainly is minor but I'll leave this post here anyway.
I would also love to see something done about this. Slightly annoying to be told my PC is not able to be healed for not being laity, when they very much are.
You have to be marked as faction friend to count as laity.
I'll tweak the dialog a little bit to make it clearer but will keep the system as is. It promotes roleplay with members of the clergy and that store has some decent items; it would be too easy to abuse otherwise. The items in there aren't necessary to play either so no reason to give access to everyone.
I'll tweak the dialog a little bit to make it clearer but will keep the system as is. It promotes roleplay with members of the clergy and that store has some decent items; it would be too easy to abuse otherwise. The items in there aren't necessary to play either so no reason to give access to everyone.
The problem is no one is port has faction access, even though we have 3 Pc wardens that I am aware of.
Two foxes spawn on the walls of Vallaki in Barovia - Vallaki - Shores of Lake Zarovitch
The rented rooms at the Barnacle don’t work properly. You pay for them just like any other inn room but even if you’re the correct size/race for the place they don’t function as safe spots nor do they allow you to transport to the OOC hall. Bit silly for the only inn specifically flavored for Halflings in Port.
Using a bull's strength scroll incurred arcane spell failure. Am I misunderstanding maybe? Are scrolls that are divine only the only ones that don't incur it, as opposed to scrolls that can be divine?
On the outdoor stage, by the giant fist, in Barovia - The Watcher Estate, a snow placable is overlapping the edge by a a considerable distance.
I can't drink from the Oasis of Apep. I can click once, but clicking again brings up the previous message.
Natasha Camorescu - Her conversation doesn't include any options to buy a drink, or rent a room.
The six bar stools are a little too close to the bar, it's really difficult to sit on them, I've arrived a number of times to see the NPC Andrex Caepasis, desperatly trying, and failing, to sit on one of the stools. They could be moved slightly to make it easier to sit on, but I think it would also be a good idea to remove one of the stools, just to make things a lot more practical.
Only the bouncer has any real portrait.
The dancing girls don't have a conversation, and they don't dance.
Since there is a woman playing a piano, I think a more musical song for the area music, as a suggestion.
"Mid-way Haven, Upper House, Ground Floor"
Sign of a 'Multi-denominational" has the same text as a "staff notice" one, about people being off on a honeymoon. Seems odds for a sign about the shrine to have that text on it.
I also have zero idea how often people come into this building, so might not even be worth looking at.
Tried to take a job as a docker in Port-a-Lucine and ended up a fisherman instead. Tried again to make sure I didn't misclick and it told me I was already working as a docker. When I tried to become a fisherman I didn't meet the stat requirements so I couldn't look to see if docker is mistakenly attached to the fisherman conversation option.
(https://cdn.discordapp.com/attachments/674734708499677243/709790812552298929/DockerFisherman.PNG)
I can't drink from the Oasis of Apep. I can click once, but clicking again brings up the previous message.
On the outdoor stage, by the giant fist, in Barovia - The Watcher Estate, a snow placable is overlapping the edge by a a considerable distance.
"Mid-way Haven, Upper House, Ground Floor"
Sign of a 'Multi-denominational" has the same text as a "staff notice" one, about people being off on a honeymoon. Seems odds for a sign about the shrine to have that text on it.
I also have zero idea how often people come into this building, so might not even be worth looking at.
The six bar stools are a little too close to the bar, it's really difficult to sit on them, I've arrived a number of times to see the NPC Andrex Caepasis, desperatly trying, and failing, to sit on one of the stools. They could be moved slightly to make it easier to sit on, but I think it would also be a good idea to remove one of the stools, just to make things a lot more practical.
Only the bouncer has any real portrait.
Since there is a woman playing a piano, I think a more musical song for the area music, as a suggestion.
Tried to take a job as a docker in Port-a-Lucine and ended up a fisherman instead. Tried again to make sure I didn't misclick and it told me I was already working as a docker. When I tried to become a fisherman I didn't meet the stat requirements so I couldn't look to see if docker is mistakenly attached to the fisherman conversation option.
(https://cdn.discordapp.com/attachments/674734708499677243/709790812552298929/DockerFisherman.PNG)
I think the new inventory wiping function is deleting some of the default scrolls available in the merchants that would normally have a more extensive selection.
(https://i.imgur.com/0oTKzAe.jpg)
That's Professor Blaise Acursius in Université de Dementlieu - Faculté des Sciences Arcanes. He has all the scrolls he's supposed to though. I suspect some players sold scrolls to him which jumbled the usual order and were eventually removed from his inventory.
In Barovia - The Wachter Estate, on the outdoor stage, there is a dirt patch that is placed too far to the edge, its considerably overlapping the edge of the stage.
The rocking chair seat in the Lady's Rest in the Outskirts, is facing the wrong way.
The second issue is if randomly dc'd, players and npcs will become hostile and invisible upon relogging. Relogging does not fix this, you have to completely shut down the game and log all the way out for it to be remedied. This might be something to do with the cross platform play? I really have no idea. But it occurs due to time out dcs, transitional dcs, and so forth. It could simply be some sort of latency issue?
Gremishka have a higher than 15 ac and a +7 to hit, were they really designed for level 2 characters to fight? Granted they only do 1 damage, but still. I so far have to go off of solitary play or a team of two.
The @ commands don't seem to actually be working, this may also be some issue with the crossplatform play?
In the Krezk Outpost, the dockmaster gives two quests, bags of letters for Vallaki Warehouse, and Kroffburg Tent City, they both pay 150 fang.
The Gates at the far side of the Krezk Outpost are permanently locked.
Talking to the guards in Krezk Outpost at night doesn't result in a conversation that opens the gates like it does in....that other place...nearby, can't remember the name though.
There aren't any signs for the merchants in Krezk outpost.
So far I've only noted two things, the first being that in order to do a campfire you have to go through the rest convo, turn off and on some random debug setting and then the make a campfire will show.
The second issue is if randomly dc'd, players and npcs will become hostile and invisible upon relogging. Relogging does not fix this, you have to completely shut down the game and log all the way out for it to be remedied. This might be something to do with the cross platform play? I really have no idea. But it occurs due to time out dcs, transitional dcs, and so forth. It could simply be some sort of latency issue?
Gremishka's will sometimes appear in the outskirts inn and kill bianca. Radu stands there and watches if he is in doors.
The gate guards randomly leave the gate (valliki outskirts), come down the road to the inn, and do threatening gestures at nothing? This has only happened once so far, so no idea why it happened. No hostilities towards me and I didn't see anyone else around.
The @ commands don't seem to actually be working, this may also be some issue with the crossplatform play?
Exhaustion Threshold and Endurance Tonics
I encountered an interesting "thing" last night while running around Har'Akir. My druid hit +2 over the exhaustion threshold, and so I had him drink an endurance tonic. I waited for the next debug message while standing still for the spell failure to go away and it did not. Then I waited further and still it persisted. I even logged off and logged back in. Also, the screenshot I took was in MC after leaving Har'Akir.
(https://i.imgur.com/i7t6tni.png)
In the Krezk Outpost, the dockmaster gives two quests, bags of letters for Vallaki Warehouse, and Kroffburg Tent City, they both pay 150 fang.
This is intentional, unless I missed something.Quote
Thanks for responding, I thought this might have been a mistake, seeing as for two different locations the job pays the same amount of Fang, however if that was the intent, then you would be right :)
The mysterious column of light in the Near Ethereal is named "Bad Strref" ("Bad String Reference", I assume)
(https://media.discordapp.net/attachments/691524406941319189/719985231972663306/Bad_Strref.png)
Opened up my Dirgist's spell book to discover this:
(https://i.imgur.com/CckKCBp.jpg)
Hmm'st'd've.
When using the Mirror Of Changing Faces, if you exit the menu without clicking apply, Tattoo 1 will revert to color 0, rather than whatever your color was set to before making changes.
When using the Mirror Of Changing Faces, if you exit the menu without clicking apply, Tattoo 1 will revert to color 0, rather than whatever your color was set to before making changes.
Not sure what's causing it and whether a reset might fix, but the caravan master in the MC is unresponsive when the caravan isn't available. He seems to be working correctly when it is, but now he just ignores you, rather than saying there is no caravan at the moment.
Not sure what's causing it and whether a reset might fix, but the caravan master in the MC is unresponsive when the caravan isn't available. He seems to be working correctly when it is, but now he just ignores you, rather than saying there is no caravan at the moment.
I noticed that as well. I re-logged and tried it again and it worked - I put it down to a glitch at the time.
Recently had one of my domains changed to Curse Domain. The new Wrathful Curse feat has not shown up in my feats list. Also, I am not getting the +4 to my curse spell DCs which I know is supposed to work regardless of the feat being represented on the feats list. Not sure if this is just something that happens to people who change domains mid-character life or if it is affecting others as well. Will link some screenshots below. DC for Bestow Curse should be DC19 and Feeblemind should be DC 22 if I did have the bonus.
Discord: manyconsonants#0967Spoiler: show
Hello, I've just managed to get greater weapon-focus in dire mace, and apparently it only works on the main hand, not the off hand.
Not sure if this is a feat-issue or a me-issue, but I figured I wanted to let you know
After the newest patch, disguises now reveal themselves in the chatlog when someone recieves an item from a disguised person. The disguise is still above the player, but the chatlog is broken.Giving this a nudge as I traded something to someone with Disguised Name and the trading chat log revealed their Actual Name to me. :(
Eg. (Player A is normal, B is disguised, and is their actual name)
Player A: Receives something from [Player B]
After the newest patch, disguises now reveal themselves in the chatlog when someone recieves an item from a disguised person. The disguise is still above the player, but the chatlog is broken.
Eg. (Player A is normal, B is disguised, and is their actual name)
Player A: Receives something from [Player B]
Hello, I've just managed to get greater weapon-focus in dire mace, and apparently it only works on the main hand, not the off hand.
Not sure if this is a feat-issue or a me-issue, but I figured I wanted to let you know
The amour crafting table in the Vallaki Crafting Hall, the one that is at an angle on the right hand side if looking at them both, is in a horrible position, if you stand just off centre you can't use it without trying to walk around and through it.
Pementieu - Port-A-Lucine - Quartier Savant - Voltiere
Tengu Fan sells for 1gp.
Also there is another location that sells exotic items in the port (I forgot to right the name down), in the same quarter, the merchant also sells the Tengu Fan for 1gp. In his conversation it say's that he sells the finest silk from Rokushima Taiyoo, but he only sells garments from Har'Akir.
The Bellegarde Consortium building, Krofburg
When approaching the Bellegarde Clerk, her dialogue is this:
Bellegarde Clerk: [Talk] [The clerk nods to you.] Marking a delivery?
...fairly certain that should be "making" not "marking." :)
Carpentry bug.
When going through the menu and previewing the placeables I cant use the option 1. Craft .
I need to reuse the carp box and craft without previewing.
If you would lose a level or two from enchanting, the XP you see numbered is how much those levels were worth, not necessarily the total XP lost.
A pair of boots costing 5K could make it seem like you lost 14k on the enchant but you're still just 5K away from where you were before.
Enhance Wild Shape can be cast as an empowered spell, which shouldn't be allowed since Enhance Wild Shape does not use variable stat increases.
Enhance Wild Shape can be cast as an empowered spell, which shouldn't be allowed since Enhance Wild Shape does not use variable stat increases.
This should normally have been fixed with the last hak update. Can you check again and let me know if it hasn't?
(https://i.gyazo.com/e453eb520afdc4d93930054ed66729db.png)
Once opened/unlocked the Western gate (the one at the outskirts or map name https://i.gyazo.com/bdb5b3d925c4556efd72b64b0119ef7a.png) to Vallaki does not have a "lock" option.
Once opened/unlocked the Western gate (the one at the outskirts or map name https://i.gyazo.com/bdb5b3d925c4556efd72b64b0119ef7a.png) to Vallaki does not have a "lock" option.
Starting ocr in barovia for dwarves who put no points in cha is auto hostile (this might be an issue).
On the action server - notes (may or may not affect rp server since there are key differences.)
Every so often the to hit bonus from gilded platinum isn't applying when fighting and ac seems to bug out higher or lower. Not sure why. Buffing with a stat potion seems to temporarily correct the issue. Swapping weapons does not. relogging will correct inaccurate ac and to hit for a two or so hours.
Beating a dead horse, but cleave seems temperamental on if it wants to work and sometimes knocks you out of combat.
Not sure about the full details, but pokey said caltering his shield made the morning lord faction hostile against one of his toons (this may or may not be fully accurate, i don't speak italian).
Every so often areas will be devoid of hostile spawns, ore, plants, and bounties will still be there. But loot and monsters won't.
Crescendo of blood is not functioning correctly. Successive kills rarely increase the AB and damage bonuses, even as the 'boost' effect appears overhead. I can provide screenshots in a PM.
Carpets, when placed, will only be placed down at one angle, instead of changing based on the player's angle.
Carpentry bug.
When going through the menu and previewing the placeables I cant use the option 1. Craft .
I need to reuse the carp box and craft without previewing.
Pementieu - Port-A-Lucine - Quartier Savant - Voltiere
Tengu Fan sells for 1gp.
Also there is another location that sells exotic items in the port (I forgot to right the name down), in the same quarter, the merchant also sells the Tengu Fan for 1gp. In his conversation it say's that he sells the finest silk from Rokushima Taiyoo, but he only sells garments from Har'Akir.
The Bellegarde Consortium building, Krofburg
When approaching the Bellegarde Clerk, her dialogue is this:
Bellegarde Clerk: [Talk] [The clerk nods to you.] Marking a delivery?
...fairly certain that should be "making" not "marking." :)
Once opened/unlocked the Western gate (the one at the outskirts or map name https://i.gyazo.com/bdb5b3d925c4556efd72b64b0119ef7a.png) to Vallaki does not have a "lock" option.
Should firearms hit on a 20?
There is a picture under free advice in Discord that shows a 20 roll missing when used on an undead creature who is otherwise immune to critical hits. The returned immunity message and ranged touch dice seems coloured in the combat log in such a way it looks like it doesnt follow all the standard ranged touch attack rules.
Crescendo of blood is not functioning correctly. Successive kills rarely increase the AB and damage bonuses, even as the 'boost' effect appears overhead. I can provide screenshots in a PM.
This should now be fixed.
Almost! The damage and AB stack up correctly, but the bonuses only begin after the second kill. The first kill gets a 'boost' FX, but no bonus.
NPCs who hand items to the PC (deliveries) are no longer called by name in the message.
[Receives something from Generic Wealthy Barovian Male] is an example of what appears now, whereas the NPC's name used to be used.
Should firearms hit on a 20?
There is a picture under free advice in Discord that shows a 20 roll missing when used on an undead creature who is otherwise immune to critical hits. The returned immunity message and ranged touch dice seems coloured in the combat log in such a way it looks like it doesnt follow all the standard ranged touch attack rules.
(https://media.discordapp.net/attachments/285544487537606656/732385718919233596/unknown.png)
The new rental system in Governors Hotel, went into the suite and there was an arrow visible in the middle of the room.
Only thing of note is that when i entered the hotel I received and lost a "no room key". This didn't seem have any impact on my rental itself. Unsure if related.
The garbage piles in the port-a-lucine sewers consistently spawn a rusted helmet that doesn't seem to self clean up when the loot is refreshed. This leads them to continue to build up.
Almost! The damage and AB stack up correctly, but the bonuses only begin after the second kill. The first kill gets a 'boost' FX, but no bonus.
NPCs who hand items to the PC (deliveries) are no longer called by name in the message.
[Receives something from Generic Wealthy Barovian Male] is an example of what appears now, whereas the NPC's name used to be used.
The garbage piles in the port-a-lucine sewers consistently spawn a rusted helmet that doesn't seem to self clean up when the loot is refreshed. This leads them to continue to build up.
I haven't been able to recreate this. Can anyone confirm this still occurs?
Examining characters doesn't display the estimated wisdom for one of my character, but does for another. (the kind of message that says "seems very aware most of the time"
I'm wondering if it's doe to one character being older than the others
Examining characters doesn't display the estimated wisdom for one of my character, but does for another. (the kind of message that says "seems very aware most of the time"
I'm wondering if it's doe to one character being older than the others
12 wiqdom on the one that cant determine others wisdom, 14 on the other. Iirc the 12 wisdom one used to be able to determine others wisdomExamining characters doesn't display the estimated wisdom for one of my character, but does for another. (the kind of message that says "seems very aware most of the time"
I'm wondering if it's doe to one character being older than the others
It is more likely that one character is not as perceptive as the other. They may not be very aware most of the time, themselves!
Dye bottles seem to be doing the opposite "cost wise" to what their description states. Selecting "all" uses 1 charge, and a specific part takes 10 charges (this should be the other way around).
'Small Grave Ooze' have no hitbox at all, and cannot be targeted manually or looted.
Animal Companions.
There are Wolf and Dire Wolf options, but 'Boar' actually = Dire Boar in appearance/portrait.
Dye bottles seem to be doing the opposite "cost wise" to what their description states. Selecting "all" uses 1 charge, and a specific part takes 10 charges (this should be the other way around).
Port-à-Lucine: Quartier Publique, between the Governor's Hôtel and the transition to Quartier Savant.
There is a lamp post that is floating off the sidewalk. It doesn't quite look like it in this screenshot, but I took the screenshot to show the location. Panning the camera definitely shows it floating.
Handy Dandy Screenshot! (https://imagizer.imageshack.com/img922/784/fWx179.jpg)
getting wool delivery quest from Luftan Bochinsky at krofburg says [receives some soft of large item from Base Human Male Commoner]
I think latest patch broke this.
edit: same goes with Gauthier de la Jeunesse. I suppose all npc are broken now.
Think I've mentioned before, but it would be nice if the relevel command also listed acquired feats in addition to skill points, stats, and XP.
Pack Donkeys say 'Bad Strref' if you issue commands to them.
EDIT: Also, Ladislas Văduva in Barovia - Road to Zeidenberg - Berez - Trusty Ox Inn does not have an option to sell the oxen back, even though he says he'll buy them.
getting wool delivery quest from Luftan Bochinsky at krofburg says [receives some soft of large item from Base Human Male Commoner]
I think latest patch broke this.
edit: same goes with Gauthier de la Jeunesse. I suppose all npc are broken now.
Port-à-Lucine: Quartier Publique, between the Governor's Hôtel and the transition to Quartier Savant.
There is a lamp post that is floating off the sidewalk. It doesn't quite look like it in this screenshot, but I took the screenshot to show the location. Panning the camera definitely shows it floating.
Handy Dandy Screenshot! (https://imagizer.imageshack.com/img922/784/fWx179.jpg)
Think I've mentioned before, but it would be nice if the relevel command also listed acquired feats in addition to skill points, stats, and XP.
when trying to take combat dummy apart it just gives you blanks but dummy wont dissapear.
seem that destructive rage gives bonus during fatigue phase also
Applying a disguise seems to remove or change my voiceset.
Applying a disguise seems to remove or change my voiceset.
Since its update, Dvergeheim doesn't seem to have a safe resting spot. Not certain if intentional, or an oversight.
dont know if it's a feature or an oversight, but warhammers dont crit x3 but only x2
Not sure if this has anything to do with my ECL2 but
(https://i.gyazo.com/31a1f6f14eca23025392463c28ae4230.png)
Not sure if this has anything to do with my ECL2 but
(https://i.gyazo.com/31a1f6f14eca23025392463c28ae4230.png)
Wearing chitin armor on the 'old' phenotype character model disconnects the body from the legs when running or emoting. This doesn't seem to occur with other armors (tested a few)
shurikens have been broken for quite some time now (not able to use flurry of blows with them)
it seems if your weapon blessing with morninglord pool is on the ground when clock turns to 6 pm and you pick it up then it has somewhat permanent +1 vs undead
On character creation, I left the OOC zone through the beam of light. The starting animation sequence did not play. When I returned to the OOC zone, I can still access the first room and the starting vendor. The vendor buys some items at generous prices. I'm not sure if I should access to the vendor, so I'm going to consider him an exploit until further notice.
I receive an "Improper or lacking ingredients in crafting station" error when I attempt to use a blacksmith hammer on an anvil that has a Template for Alchemical Arrowheads, Steel Ingot, and Steel Alchemical Arrowheads. When I remove the Steel Alchemical Arrowheads I don't receive the error anymore, and I can continue to craft more arrowheads.
The bug persists with bolts too, but the Alchemical Bullets work fine which leads me to believe something here is unintended.
I receive an "Improper or lacking ingredients in crafting station" error when I attempt to use a blacksmith hammer on an anvil that has a Template for Alchemical Arrowheads, Steel Ingot, and Steel Alchemical Arrowheads. When I remove the Steel Alchemical Arrowheads I don't receive the error anymore, and I can continue to craft more arrowheads.
The bug persists with bolts too, but the Alchemical Bullets work fine which leads me to believe something here is unintended.
Alchemical bullets are finished. Alchemical arrowheads still need to be crafted with arrow shafts, hence the discrepancy.
It's annoying that when crafting the arrowheads in batches, you have to remove each batch before it will let you craft another. But it's always been that way.
(I think it could be fixed because an anvil isn't the proper place to craft alchemical arrows. Minor issue, though!)
Quote from: Thundron on September 07, 2020, 12:50:44 AM
shurikens have been broken for quite some time now (not able to use flurry of blows with them)
That's an error in the description of the Flurry of Blows on POTM, if not already fixed, it will be next hak update. Shuriken can't function with Flurry of Blows.
Im pretty sure shurikens worked with flully of blows at some point, and should work, as shuriken is pretty useless vs dart and throwing axe, as they dont get (atleast shouldnt get str bonus) so hurling one more per round wouldnt be big deal. Would be nice to be able to make strong alchemical steel shurikens for sure! well darts and axes too..
There may be a bug related to spells regarding Invisibility vision and such. If the spell effect ends/is dispelled, you won't see ANYONE or Anything.
never played nwn2 or used shurikens on other serversIm pretty sure shurikens worked with flully of blows at some point, and should work, as shuriken is pretty useless vs dart and throwing axe, as they dont get (atleast shouldnt get str bonus) so hurling one more per round wouldnt be big deal. Would be nice to be able to make strong alchemical steel shurikens for sure! well darts and axes too..
It never worked on POTM at least, nor in the base game. Perhaps in NwN2 or other servers.
I'm wearing some crafted electrum plated steel bracers and fighting unarmed.
(Greater) Magic Weapon applies to them as expected, but neither Sonic Weapon nor varnishes seem to apply. Have not tried any other spells.
I'm wearing some crafted electrum plated steel bracers and fighting unarmed.
(Greater) Magic Weapon applies to them as expected, but neither Sonic Weapon nor varnishes seem to apply. Have not tried any other spells.
The issue lies with Greater Magic Weapon (and a few related spells) that shouldn't affect bracers; in DnD, bracers are defensive, whereas gloves/gauntlets are offensive. I'll fix that.
There may be a bug related to spells regarding Invisibility vision and such. If the spell effect ends/is dispelled, you won't see ANYONE or Anything.
Did something--e.g. shadows--cast Darkness on you while True Sight or See Invisibility was up? If so, this is a long-time (and very annoying) bug.
There may be a bug related to spells regarding Invisibility vision and such. If the spell effect ends/is dispelled, you won't see ANYONE or Anything.
Did something--e.g. shadows--cast Darkness on you while True Sight or See Invisibility was up? If so, this is a long-time (and very annoying) bug.
First time I've seen this bug, I'd say "Yes", as we were fighting Shadows with a couple of people before I was dispelled by "magic doggos". But last time around, I'm quite sure there wasn't any Darkness effect while True Sight was up.
There may be a bug related to spells regarding Invisibility vision and such. If the spell effect ends/is dispelled, you won't see ANYONE or Anything.
Did something--e.g. shadows--cast Darkness on you while True Sight or See Invisibility was up? If so, this is a long-time (and very annoying) bug.
First time I've seen this bug, I'd say "Yes", as we were fighting Shadows with a couple of people before I was dispelled by "magic doggos". But last time around, I'm quite sure there wasn't any Darkness effect while True Sight was up.
Rowboat on the second floor by the werewolves doesnt work.
Krofburg Daily Wares sells Umbrella, but its parasol model, thats too small for umbrella.. I dont think sun is issue in Barovia, so could this be changed to black umbrella instead?
When crafted furniture becomes persistent in a rental over a server reset, it can not be deconstructed anymore. This is fine, it can still be destroyed and wood is plentiful.
However, "Chair, Old" and "Stool" are immune to all types of damage I tried. (Cutting, bashing, fire, cold, negative) So I can not get rid of them myself when re-decorating.
Not sure if intended, but enemy perception range seems to have increased considerably. I only just got a spawn node within my character's perception range. Quite distant. And they all charged/started using spells and abilities.
EDIT: Tested in a few more places. It's definitely a bit janky - every foe on the same map seems to go into alert and come running, no matter how far away.
The crags near Krofburg are not easily dodged by keeping distance. And some wolf packs that watch the trail East of Vallaki perceive you at a greater distance than previously. I don't have any strong opinion if this remains or goes back to the way it was before (though making it *too easy to bypass watchful predators meant to add tension is perhaps a bit weaksauce) - just adding my observations.
Most doors (normally locked and not possible to open door) in the Warehouse District of Vallaki have disappeared.Spoiler: show
This item seems to be glitched. When equipped it assumes the appearance of golden glasses.
(https://cdn.discordapp.com/attachments/761959914062741546/765606258107220019/Screen_Shot_2020-10-13_at_13.04.51.png)
The rowboat in the Werewolf Den doesn't work!
Dementlieu, Fetes Champetres rentable location.
The placeables built onstage re-appeared in the same spot but under the stage once the server reset.
The appearance of the "Shadowed Hood" helmet item seemingly cannot be modified, yet it doesn't warn you of that in the description (unlike, say, the Hood of the Mouse or the Gnomish Commando Goggles, which also cannot be modified, but do have that warning).
These were changed following the restrictions added to druids. Can you specify where you found that hood?It's the one Djordji stocks (a seemingly unending supply of) at the Mist Camp.
The shady guy in the Mutinied Sailor in Port-a-Lucine also sells those same hoods that can't be modfied but without the OOC note.These were changed following the restrictions added to druids. Can you specify where you found that hood?It's the one Djordji stocks (a seemingly unending supply of) at the Mist Camp.
Dementlieu, Fetes Champetres rentable location.
The placeables built onstage re-appeared in the same spot but under the stage once the server reset.
This item seems to be glitched. When equipped it assumes the appearance of golden glasses.
(https://cdn.discordapp.com/attachments/761959914062741546/765606258107220019/Screen_Shot_2020-10-13_at_13.04.51.png)
The rowboat in the Werewolf Den doesn't work!
The appearance of the "Shadowed Hood" helmet item seemingly cannot be modified, yet it doesn't warn you of that in the description (unlike, say, the Hood of the Mouse or the Gnomish Commando Goggles, which also cannot be modified, but do have that warning).
Most doors (normally locked and not possible to open door) in the Warehouse District of Vallaki have disappeared.Spoiler: show