No, that's a definite bug. To get around it set game.global_vars[66] = 2 and go and speak to the Scribe.
I finished the game, overall a great experience, however one thing bugs me. Is it even possible to meet the Castellan? I thought maybe after I clear the caves I would get to meet him, but the ending rolls and that's it. If it's possible, how to achieve the meeting? Can't wait for v2!
Following an email bug report from a user, I noticed that the Thieves' Guild guard (py00468RogueGuard) has a bug in his script that can send you to a non-existant dialogue line (300).
Thanks, that file is a mess! The second is_safe_to_talk section is never called because it's trumped by the has_los, so it has never come up, but presumably it is meant to be a has_met that goes to line 100. So let it be written. @Vancy - you never meet the Castellan for casual chatter, but you can have dinner with him if you impress everyone enough (and try to kill him if you are silly enough), and you might also be part of a trial in his presence depending on how you play other elements.
In the save he sent me, the party somehow comes up from behind, so that was triggered. Don't know how they got there..
Came out the secret door against advice rather than heading straight up the stairs out. The advice is there for a reason, but it's still a bug.
I just investigated an inventory corruption issue reported by a user playing KotB. Apparently it was caused by duplicate GUIDs used by different mobs - the throwing axes from the shopmap and a couple items in the goblin caves. You may want to check if there are more.
Thanks for that. Repeating GUIDs - what are the chances? (Actually, considering how many mobs there are in game, I would say, "inevitable". But it can be fixed).
I doubt it's naturally occurring - odds are, someone forgot to click the generate GUID button in world builder...
As part of the recent mob justice effort, I've parsed all the KotB mobs for duplicates. This is what I've found: Code: maps\CAVES_04_D_Goblins/G_43EF98FF_C9D8_F3E5_22CB_C339F34C9B4E.mob (was also on mapID = 5030, now on 5054). ProtoID: 14751 maps\CAVES_09_I_Minotaur/G_F7C855D9_DE93_AE72_48B1_97800FA8215E.mob (was also on mapID = 5016, now on 5059). ProtoID: 6662 maps\KEEP_INNER_47_Inner_Bailey/G_0D6D15FF_3404_C874_A40D_9BA21E7DE09B.mob (was also on mapID = 5034, now on 5115). ProtoID: 4096 maps\CO8_Shop_Map/G_58F8CADE_B609_378F_D184_23A493293771.mob (was also on mapID = 5054, now on 5123). ProtoID: 4073 maps\CO8_Shop_Map/G_6D90A42D_E272_F221_C412_9A449CDDB2CF.mob (was also on mapID = 5054, now on 5123). ProtoID: 4073 maps\CO8_Shop_Map/G_9D1BDB01_0267_2A74_DDF2_79288FBD82C8.mob (was also on mapID = 5013, now on 5123). ProtoID: 4110 maps\OAK_WOODS_02_Interior/G_AD6F6D9B_49FF_1C1D_A818_7C D13EEA7086.mob (was also on mapID = 5002, now on 5133). ProtoID: 14229 For NPCs this is usually harmless, unless for some reason the NPC transfers to the other map (e.g. charmed, or daynight transfer). Items can be more troublesome - as noted above, can cause inventory corruption. Note that the protos listed above can be different for the other instance. IWD and SGOS don't have this issue, probably because they were made with WorldEd and script spawning respectively.
Thanks for that. Look at how long those mob file names are and calculate the chances of a duplicate, then check all those duplicates... ...and then ask yourself, still gonna risk those 'one in a million' vaccine complications??? (J/k, seriously, I'm double-vaxxed with Phizer, just kidding!)