Author Topic: Bugs and typos for v8  (Read 7095 times)

Offline Kulyok

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Bugs and typos for v8
« on: April 14, 2010, 10:11:03 AM »
Please, post them here.

Ether

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Re: Bugs and typos for v8
« Reply #1 on: August 23, 2010, 10:25:41 AM »
mini SPOILER:



7th quest: Qyr doesn't  spawn north of the city after the initial conversation at the inn. similar thing happened to me on Saemon Havarian in the same playthrough, so it's probably a compatibility issue Im having with my erratic stack of mods. i fixed the latter problem by simply spawning ppsaem2 or 3 can't remember. basically im asking for his corresponding  creature code, and throwing this out there just in case someone else has the same problem.

thanks

ether

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Re: Bugs and typos for v8
« Reply #2 on: August 23, 2010, 10:54:42 AM »
never mind found the code

George89

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Re: Bugs and typos for v8
« Reply #3 on: August 28, 2010, 02:14:54 PM »
Hi Kulyok!
First of all, congratulations for your great mod(s).  ;)
What I am writing is not a bug.
If I tell Inspector Brega that Lynn is the responsable for the recent assassinations, I am attacked by her in the Bridge District and the journal entry remains in my diary in the section where are listed unfinished quest.
Just this  ;D

Offline Kulyok

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Re: Bugs and typos for v8
« Reply #4 on: August 29, 2010, 01:16:15 AM »
Hey, thank you, I'll try and fix that in the next version.

alex

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Re: Bugs and typos for v8
« Reply #5 on: May 25, 2011, 08:31:11 AM »
hey, firstly EXCELLENT mod. I have already played it through once and it was the most fun I have had with the game in quite a long time. For some reason on this playthough I've had trouble with the text; all of it is mixed up--for example upon starting a new game, I discovered that the text for the custom classes mod I had downloaded (I forget which specifically) was dialogue from the assassinations mod--instead of the button reading "blackguard" it was something like "I have killed so and so as you requested." This continued for the rest of the game; the new bard shop in the bridge district had his text all mismatched as well. I have tried reinstalling and have uninstalled all other mods, any idea what I should do?

Offline Kulyok

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Re: Bugs and typos for v8
« Reply #6 on: May 25, 2011, 08:47:40 AM »
It's not Assassinations, it's a thing that happens during a bad installation(sometimes, but not always, by installing two mods at the same time, instead of one after another). It is cured by a full game reinstall or restoring a clean backup: http://forums.pocketplane.net/index.php/topic,17555 . I usually delete override folder, all mod folders and weidu.log, then unpack ToB backup, and install the mods again - often you can even continue an older save. Glad you liked the mod, by the way. :)

gest

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Re: Bugs and typos for v8
« Reply #7 on: June 03, 2011, 11:54:32 PM »
Hey I'm just popping in, sorry if this has been addressed, but I just did the third quest (Amara) and when she alerted the guards one of them retreated back near the east entrance to the Promenade and the Amnish gaurds stationed there began attacking him like they would any other red circle creature.

If it isn't too hard to fix it would really add to the seamlessness of the mod if the normal guards helped fight you.

Cheers

Offline Kulyok

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Re: Bugs and typos for v8
« Reply #8 on: June 04, 2011, 01:37:13 AM »
That's interesting. I wonder if I can do something about that in the next version: the thing is, Amnish guards are automatically meant to attack anyone hostile to *you* by default. But I'll see what I can do. Thank you for the report!

Offline Graoumf

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Re: Bugs and typos for v8
« Reply #9 on: January 04, 2013, 09:58:40 AM »
The french translator thinks there is a mistake in @770 of Assassinations.tra:

Quote
@770  = ~What am I to do with you, jaluk? She has had your way with you. Shall I have mine?~ [o#crblan]
It should be "She has had her way with you."

Offline Kulyok

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Re: Bugs and typos for v8
« Reply #10 on: January 05, 2013, 03:14:12 PM »
I think so, yes. Thanks for catching it!

Offline Kulyok

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Re: Bugs and typos for v8
« Reply #11 on: January 10, 2013, 11:44:13 PM »
Quote
That's interesting. I wonder if I can do something about that in the next version: the thing is, Amnish guards are automatically meant to attack anyone hostile to *you* by default. But I'll see what I can do. Thank you for the report!

Checked this, and I'm not sure I should really edit the default guards, I'm afraid. So, that'll have to stay for the time being.

Closing the thread - v9 is available.