You can pickpocket cozened(sp?) The bard effect in implant memory. Maybe flag it as a weapon or armor that you can't steal? Updated in 1.0.1 Needs testing. And keltic tattoos doesn't seem to work for anyone but brother fist. Oh, I see, his tattoo is "magical".
Glad to see someone is using 'Modify Memory'. The 'cozened' object was flaged NO_LOOT so I'm surprised it can be pickpocketed. I have flagged it NO_PICKPOCKET, which to my knowledge has never been used in game before, so we'll see if that works. Re whoever said bottles of acid caused non-lethal damage; have confirmed that. (I swear that is new, I had a lot of fun frying things when i first made those and it worked fine). To make them work properly, just select 'throw' from the radial menu manually. I should be able to fix it, and am having good results with the whole 'make them disappear on impact' bug (which is also in the Co8 modpack and should be fixed for the upcoming 8.0.2).
Couple of things I've noticed... With respect to the brigands that ambush the party on the north woods map - the crossbowmen have wpn focus feat in crossbow and do not suffer the firing in melee penalty or cover penalty that typically applies to pcs. With respect to the hermit - after engaging in dialogue for perhaps 20 or so responses his panther attacks, and subsequently he does as well. With respect to Billy - had same problem that many others have posted. Saw the archers firing and saw their messages. Went to baliff tower. Received ring. Went to the tower and onto battlements and Billy no where to be found. Furthermore, could not reenter the tower and subsequently had to quit and restart game. Lastly - with respect to mangy dog quest. Have you ever considered changing that? Seems like it might fit better if the dog was attacking someone in the keep or perhaps one of the animal trainer's pets, etc rather than what the lady in red says about ze yapping dog. Just my .02. All-in-all good job appreciate all the efforts that you and others have put into the mod.
They have Point Blank Shot and Precise Shot skills, which is why they don't get the firing into melee penalty. As first level human fighters, those are there 3 starting feats. The 'cover' penalty I always found unpredictable, so I'm not sure about that. You may have accidentally clicked on an attack option in the dialog. I've never had him just attack out of nowhere. I think that is there to show how shallow and evil she is. You can opt to refuse to kill the dog, and the quest still completes successfully.
What he said. Re Maeri, I realise it's a bit unusual to have a quest you complete so easily, but I know people like to have a solid green log-book, and I also like the idea of a quest you can finish (if the right alignment) just by refusing it. plus as Marc says, its a tell for her true nature, disguised as a, "help a damsel in distress" moment. The Mad Hermit of the original module was simply a homicidal lunatic who would pretend to be a 'hermit' to lull parties into a state of unwariness. I've changed that slightly to give him a softer edge but he still has the capacity to try to murder you if you say the wrong thing (and 'wrong' is purely in his own mad opinion). If the panther attacks first, it just means he won initiative. EDIT: Ok, I fixed the whole Gnoll secret passageway thing. Interesting collection of bugs, from the one door that wasn't finished, to the elf body that blocked the whole dang corridor, to the 'go-back-out-of-the-passageway' door which wasn't showing up because the original door was trumping it. If you have a save stuck in there, or get stuck there before the patch, you need to do your search from where the passageway turns: that will find the door out, whereas standing next to it instead finds the door in (way over in the Gnolls' room). Weird as I said.
If any of these are not bugs, but the way things are supposed to work, let me know and I'll delete it. 1. Tarkin had a faulty chain in his DLG file that leads to one of those dead dialog options shown in the pic below. I'm a NG party, no NPC's, and Tarkin and his gang has cleared most of the cave, and I choose dialog option 4 from the initial meeting: "I am MARC. It is a pleasure to see a friendly face in such a place. Tell me, what has befallen you here?". It looks like choosing dlg line {341} sends you to {323} which does not exist. I think it is meant to go to {320}, but I can't tell for sure. ADDED AS BUG 36 2. If I choose option 3 in the pic below, the Hextors will always attack me when Lord Axer sends me to get their blessing. Everything is fine if I instead select "What's in it for me", so when I enter the Hextor room the option comes up to tell the Hextors that Axer sent me for the blessing. 3. When you are "dumped" from the priests apartment, it puts you in front of the door of the Jeweler's Apartment. updated in 1.0.1 4. First corpser killed grants 777 XP to each character at lizard man swamp. ADDED AS BUG 29 5. Raider Camp issues: (1) The Fog of War is turned off and the townmap doesn't reveal itself properly on the first trip there. Then on the second visit everything works fine. (2) The day/night maps are offset a little, so the day/night transition is blurry when resting. 6. Gypsy Dialog option 4 is "Testing Menu Please", which allows you to join the guilds. updated in 1.0.1 7. The secret door under the spider woods shows up on the townmap before you even find it, which gives away its location. Same with a few other areas in the game, but I forgot to record them. 8. The prison cell is spawning sleep encounters when resting (game.leader.area=0, game.leader.map=5025, which is defaulting to riverside encounters) updated in 1.0.1 9. Korrac's dialog, when encountered in the caves, runs exactly as if he is in the bar. The dialog where he recruits 2swords and the monk also runs. updated in 1.0.1 (BTW, should I be posting the technical specifics of the bug like the Tarkin one above if I happen to find it, or just the bug?)
On 7, that's a result of making townmaps that show scenery, because portals are technically scenery objects for some reason. We pretty much have to show trees et al because townmaps would be almost unrecognizable without them in the woodsy outdoor areas.
There seems to be a fatal dead end dialogue node somewhere it the fortune teller's dialogue, after PC: "Why am I here?" and NPC: "... let's see what my crystal ball has to say."
That's a link to the alignment quests. I need to basically disable a large chunk of the gypsy's stuff for now. @ Marc: - could not replicate the problems with the corpser, I know you posted a pic earlier so you didn't dream it, but I have tried it with both 4 lvl and 4 lvl 2 parties, in situ and also by spawning corpsers, fighting the corpsers individually, together and with a giant frog puled in from nearby, and could not replicate anything like it.
Re: Choice of quests? Spoilers (Reprinting a PM ) Sorry Zoroastre, could not replicate. However, I have 'bullet-proofed' the encounter as much as possible, so that if you subsequently go into the Fortress ground floor area, you will get taken to the table and start the encounter no matter how you get there. (Ie even if you come down off the wall through the towers, or sneak up from the lower levels somehow).
Shopping at the wolf pelt trader - bought a climbing harness (1 of 2 for sale) and immediately tried to equip it (right click) and got a CTD. OK..... so I reloaded the save from outside his door - went in and bought both climbing harnesses for sale - kept them in my inventory to equip later and saved the game inside. Tried to exit and got another CTD. - And now the save is corrupted - Problem with the harnesses ? Can you look at a corrupted save?
Well, I don't know I can do anything with a corrupted save, but upload it and i will try. I doubt there is a problem with the harness though, a lot of folks have been using them from the saves I have seen...
00466Hermit.dlg has a typo: updated in 1.0.1 00588CavalryCommander.dlg has a typo (the correct spelling of the word is "amateurs"): updated in 1.0.1 The Mangy Dog is in the wrong location. After Gaear moved the residential houses from the bottom left area of the Outer Bailey to the top corner of the Outer Bailey, the Mangy Dog should also have been moved near to the new location of the residential houses as well, so that the Kill the Yapping Dog quest makes sense. updated in 1.0.1 After I completed the One Flew Over the Harpy's Nest quest, Florrin offers me a reward of either Paws of the Cheetah, Paws of the Tiger, or Claws of the Jaguar. If I accept any of those 3 rewards, then the item isn't added to any of my characters' inventories. updated in 1.0.1 The Amulet of Natural Armor +3 (in Lady Maeri's inventory) has the incorrect unidentifed label of Amulet of Natural Armor +3 instead of the correct unidentified label of Magic Amulet. updated in 1.0.1 Mia (Wemic) is able to wield any Masterwork Greataxe in 1 hand, but she can only wield the Unholy Greataxe +1 (Menacing great axe) 2-handed. When dual-wielding Masterwork Greataxes, Mia is able to attack 3 times when performing a Full Attack while she is a level 5 Ranger. She should only be able to attack 3 times when performing a Full Attack once she has reached level 6 as a Ranger, Barbarian, and/or Fighter. In the Hobgoblin cave, after killing the hobgoblin guards, the Man-at-Arms Prisoner and the Female Prisoner remained in the combat queue, preventing the combat from ending (see screenshot below). I had to move all of my party's characters far enough away from the Man-at-Arms Prisoner in order for combat to automatically end. I had this same problem in the alpha and/or beta builds of the KotB module, but the Female Prisoner had never joined the combat queue before. In the Gnoll cave, upon entering the secret passage, my rogue found the other secret door at the bottom right end of the secret passage, but when my party activated that door portal, my party appeared in the secret passage, and some of my party's characters appeared outside the map (see screenshot below). My party was stuck in that secret passage, unable to get out of it. updated in 1.0.1 My party cleared out the Caves of Chaos and the Shrine of Evil Chaos (except for Hegumen), but The Root of All Chaos quest remained accepted (i.e. I wasn't able to complete the quest). My party was never invited to dinner with the Castellan before the module ended with my party killing Hegumen. My party became members of the Merchants' Guild and rescued the Merchant Prisoner from the Hobgoblin cave, then Anthony set up shop upstairs in the Merchants' Guild, then I sold lots of metallic armour to Anthony, but I was never able to get Heggrim to sell masterwork items to my PC. Hegumen is not KOS (see screenshot below). Whenever I click on Hegumen, he says a random floatline, such as: "Happy to meet you." "Hello again." "Nice to see you again friend." "Sir, what brings you back here?" "Sir? Can I be of service again." updated in 1.0.1 When one of my characters loots the Bronze Vessels, Hegumen becomes KOS and moves to the lower left area of his throne room. During the Who's Raiding the Trading? quest, during the combat against Father Leamus (Priest) in his home, my melee characters surrounded the Priest, then the Priest used an item which provoked attacks of opportunity from all of my melee characters that were adjacent to the Priest, which caused the Priest to be killed. I strongly recommend improving the Priest's AI Strategy Type by making the Priest cast spells during that combat instead of using items. My PC payed Reece (Cobbler) to convert the dragonskin into hide, and Reece told my party to come back in a week, but Reece never had the dialogue option to get the dragon hide from him. This scenario worked perfectly in either the alpha build or the beta build of the KotB module, where I was able to get the dragonhide armour from Heggrim. COULD NOT REPLICATE. The first few endslides don't display anywhere near long enough in order to be able to read them. updated in 1.0.1 Master Bratac's dialogue file has some text overflow in one of the PC's dialogue responses while talking with Master Bratac (see screenshot below). Bronze Vessels has no long description. updated in 1.0.1 There is a vertical gray line to the left of the Merchant's Guild interior map (where the mouse pointer is in the screenshot below). There is a horizontal gray line under the Pub interior map (where the mouse pointer is in the screenshot below). The amount of XP that my party received for killing the Medusa was far too low and not commensurate with the deadliness of the Medusa. The Medusa has a CR (Challenge Rating) of 5 and makes a melee Full Attack of one +8 attack. The SRD states that the Medusa should have a CR of 7 and that it should have the following Full Attack: The Grove Creeper has a CR of 1, which is not commensurate with how difficult that it is to kill. I strongly recommend increasing its CR to at least 3, maybe even 5. updated in 1.0.1 The Mad Wizard has a CR of 5. Because he is a level 8 wizard, technically he should have a CR of 8. The Minotaur has a CR of 4. The amount of XP that my party received for killing the Minotaur seemed too low. In the Inner Bailey, the player's PC can't initiate dialogue with either the Guard Officer or the Advisor. One of my PCs talked to the Animal Seller for the first time very late in my playthrough of the KotB module. The Animal Seller said that I smelled of wolves, but my PC automatically replied that the Animal Seller was wrong. But my party HAD fought wolves, so the Animal Seller was correct, and my PC was wrong. [color]="teal"]Mannes is the senior Assistant Cleric, yet he has less Hit Points than Gwalles who is the junior Assistant Cleric.[/color] updated in 1.0.1 00435Bailiff.dlg refers to the Captain as being in the south-west tower: updated in 1.0.1 The book called Languages of Oerth Vol 2 seems to be unfinished (see screenshot below). Added as bug 37. Near the end of my playthrough, whenever my party entered the Provisioner's Shop for the first time after loading the game, I had to stare at a black screen for 2 minutes and 54 seconds before the graphics inside the Provisioner's Shop were displayed on my monitor screen. The delay before the graphics display is directly proportional to the progress of my playthrough of the KotB module. The further that I progress in my playthrough of the KotB module, the longer the delay before the graphics inside the Provisioner's Shop display on my monitor screen after entering the Provisioner's Shop for the first time after loading the game. updated in 1.0.1 Attached below is my last saved game (named Hegumen not KOS.rar) before completing the KotB module, in case any of the modders are able to and want to check or test anything in my game.
I can confirm almost all of the smaller bugs gazra found, and agree about the challenge ratings. I think this is intentional. The man-at-arms is in a confused berserk rage of sorts, and he won't calm down till you back away. I've only got the dinner once in 4 play-throughs. I tried really hard to return after each attack on the caves and initiate dialogs with all the important people. I'm not sure how it is triggered exactly. I believe that the character discussing the business plan with the merchant needs to have a minimum Intelligence score to get the deal going. An odd ending to the whole module. I'm not really aware that he is the big boss till the slides roll after combat.