SGoS v1.0 Bug thread

Discussion in 'General Modification' started by Shiningted, Jan 29, 2021.

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  1. anatoliy

    anatoliy Established Member

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    In the Laboratory (first dungeon) you should find trapped desk in room L18 Emissary Room.
    upload_2021-6-9_16-20-33.png

    Inside of it there will be Parchment (proto: 11400).
    If you do not have it you can use console:
    Code:
    give 11400
    Having Parchment go to Marketplace and find Alannah Aylslie who sells garments (west-south). She can identify that Parchment.
    Or use console:
    Code:
    game.global_flags[12] = 1
    Now enter Gates map. Each time entering that map there will be script which will check for game.global_flags[12] == 1 (Parchment identified). If so, then Captain Armin will appear near the gates.

    He will give next quest.
     
  2. FDR4PREZ

    FDR4PREZ Established Member

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    Oops, my comment is for the third dungeon, please disregard my comment.

    He says he is having trouble with the second dungeon - not the first dungeon
     
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  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    The dlg file suggests he will chatter if you are carrying a medallion, but it is not essential - it only asks that you 'clear out the Drow'. So did you kill every last Drow in there?

    Searching for GLOBAL_FLAG_TEMPLE_COMPLETED doesn't return anything... and I just updated Notepad++ too!
     
  4. anatoliy

    anatoliy Established Member

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  5. FDR4PREZ

    FDR4PREZ Established Member

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    I think a simply way to confirm if the second dungeon has been cleared is that the resting button will turn green.

    If you can't rest (the button is yellow or red) then there is a baddie hiding somewhere, or the internal flag did not get set

    upload_2021-6-9_15-3-41.png
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Heh, it's there all right, no idea why Notepad++ didn't pick it up.
    Yup, that's the next line. Nice touch Anatoliy :)
     
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  7. Kriegdoom

    Kriegdoom Member

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    I really enjoyed this module. Im trying Neverwinter Nights Expanded but despite all the fancy graphics, it doesnt play as well as what you guys provide (for free) at co8.

    I completed the third dungeon, but Im left standing at the gate. I have an ark, a tome, a sigil and a talisman, but none of them do anything. I have an early version and looks like there may be a bug with the tome? If so Ill just consider it a win. :)
     
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  8. FDR4PREZ

    FDR4PREZ Established Member

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    @anatoliy are there plans for a v1.1 release with the fixed issues as has been discussed so far?

    Work progressing on the v2 release with the expanded content that you've mentioned?
     
  9. Oleg Ben Loleg

    Oleg Ben Loleg Established Member Supporter

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    I would like to know that as well, since I wanted to wait until that release to start playing the module.
    By the way has anyone ever tested to play that Module with regular ToEE without Temple +.
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    No, it's definitely a Temple+ - only product. Anatoliy provides a lot of his own scripting that hooks into changes in Temple+ designed just for this module.
    Sorry @Kriegdoom I missed this. Did you try using the Tome? If that doesn't work, throw your current Tome away, then grab the new Tome proto HERE and spawn a new Tome (give 12882) and try using that. Let us know if it works.
     
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  11. anatoliy

    anatoliy Established Member

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    Treat T+ as not just improvements or some bugfixes or new stuff. But essentially ability to make new modules work. ToEE engine loads ToEE.dat by default. But T+ allows to configure to load other modules, and not load ToEE.dat.

    Moreover any spell caster NPC will use it's spells randomly. T+ allows modders like me to specify exactly which spells to use and many many many more features explicitly for modders.
     
  12. anatoliy

    anatoliy Established Member

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    patrol duplication (just) fixed in 1.2
     
  13. anatoliy

    anatoliy Established Member

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    Fixes ready for 1.2 so far:
    • patrol duplication fixed
    • MES files with missing/wrong braces, including InvenSource.mes which copies an error from the Co8 file.
    • pathnodes are missing
    • Operating room L6 promter typos
    • Rift room L9 PC fall into ditch.
    • Vendors trade - displaying belongings instead.
    • magma balls of AdvancedMagmaHurler in Statue Hall T22 should be unpickable.
     
  14. anatoliy

    anatoliy Established Member

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    Please attach or share saves zipped. Let me see what's going on.
     
  15. Oleg Ben Loleg

    Oleg Ben Loleg Established Member Supporter

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    Anatoliy Wrote:
    "Treat T+ as not just improvements or some bugfixes or new stuff. But essentially ability to make new modules work. ToEE engine loads ToEE.dat by default. But T+ allows to configure to load other modules, and not load ToEE.dat.
    Moreover any spell caster NPC will use it's spells randomly. T+ allows modders like me to specify exactly which spells to use and many many many more features explicitly for modders."

    Thanks Anatoliy. I never liked the idea of Temple+ since in my opinion it made the already too easy game even easier for the player.
    But now I will install it when I start yout module
     
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