Paladin's Cove beta release, and feedback

Discussion in 'General Modification' started by marc1967, Jul 6, 2024.

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  1. FDR4PREZ

    FDR4PREZ Established Member

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    oh, i did this quest a long time ago, but if i recall at the time, I found it strange that when I talked into going straight and the captain agreed with my handling of it, that it got botched.

    So I reloaded and then turned her in to the patrol and told the captain and so the quest was completed, but only to learn later the captain relented in the punishment.

    So in both scenarios the thief got off, but when I did it then the quest was botched.
     
  2. Legion

    Legion Member

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    Bug in Chapter 2:
    In Mr. Temm's Estate, if you leave and come back after discovering the secret staircase leading to the attic, the staircase's indicator will despawn and not return, making it impossible to get to the attic and therefore finish the quest.
     
  3. Legion

    Legion Member

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    Is there any way to address spell permanency in this mod? None of my fighter-types are able to be Hasted; the spell fizzles and there's a pop-up saying "Spell already in effect." This persists through resting, including for longer than a day. Thanks!
     
  4. Pygmy

    Pygmy Established Member Supporter

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    Do you still have Temple plus on your machine? If not re-install it.
    Run Temple plus and load your saved game
    Press the D at the bottom right-hand corner and select one of your affected characters
    Select menu "Conditions and Modifiers"
    Select sp-haste
    Select Remove

    Repeat as necessary

    Save game

    Re-load without Temple plus
     
  5. marc1967

    marc1967 Established Member

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    This can happen from time to time anywhere in the ToEE game, I'm not sure what causes it, and it can occur anywhere.

    The stairway icon is still there (almost always), and you CAN click on it. But it becomes invisible for some unknown reason, so you just can't see it. Try clicking in the area where it once was, and it should work. The icon was directly above the chest on the right, and a bit to the left.

    Also, leaving the map and returning usually fixes the problem completely and the icon reappears.

    If none of that works, let me know.


    ALSO: I'm still looking into that sluggishness issue near the crossroads antique shop. But I can not re-create it after many attempts. I know it happened to me during one of my many play-throughs, but only once. I fixed it by loading a save from a few minutes before, re-entering the antique shop, and it went away. Still working on it...
     
  6. marc1967

    marc1967 Established Member

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    Another issue I am still dealing with. It pops up occasionally. Sorry for that.

    It's actually the opposite of spell permanency. The spell itself HAS ended and it's NOT IN EFFECT anymore, but my internal tracking of that spell still thinks it's there. In my mod, I made use of the existing "Persistent Data" capability (created by someone at Co8 many moons ago) to track buff spells that are currently in effect. The purpose was to prevent a spell from being cast on a PC if it's already in effect on that PC. I was trying to prevent abuse of stacking multiple buff spells on the same PC.

    The problem you are having occurs if a spell does not end cleanly, and certain tracking bits in the Persistent Data are not cleared. When that happens, if you try to cast that same spell on a PC, the spell's script checks the Persistent Data, and it still thinks the spell is in effect on him. So then it fizzles the spell when you cast it, and blocks the spell from taking effect. This is what you are experiencing.

    Here's a quick fix, you can type into the console.:

    This will clear all Persistent Data related to tracking buff spells, So try to do this only when there are no buff spells in effect on your PC's.​

    Open the console. (SHIFT-TILDE gets you to the console, if it's new to you)

    Type the following:
    Code:
    from co8util.spells import *
    pd_clear()
    
    You can also check what spells are currently being tracked by typing:
    Code:
    from co8util.spells import *
    pd_list()
    
    In the next release, I'll create an NPC somewhere in town, who can remove that problem. He'll also be able to remove other spell permanency problems like particles that won't go away.
     
    Last edited: Dec 2, 2024
  7. Legion

    Legion Member

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    Sure as silver, that cleared things right up! The spell can now be applied to all targeted party members as intended. Thank you!

    Re: the Chapter 2 staircase bug: I am well aware of the vanilla bug in ToEE and, like you've said, I've gotten around it by finding the invisible icon or reloading the map. In this case, though, it's well and truly gone. Leaving and returning does not make it reappear (I've tried several times now), and no amount of tactical mouse wiggling is getting me into that attic, I'm afraid.

    Re: The Crossroads:
    I'm not sure how the map is affected otherwise, so disregard if I'm wrong, but in my playthrough I had achieved peace between Rhondi and Trenn. Maybe that's a prerequisite?

    (Also, side question: are Humans and Half-Orcs in the party supposed to move at warp speed? They move soooooo much faster in my party, leaving my poor Dwarf and Halfling in the dust, along with my Elf and Gnome if it's over a long distance. It's very nice for town coverage and getting places quickly, but frustrating when it comes to combat haha.)

    EDIT: Good news! Now that I've started Chapter 2, the Crossroads map has reset, so the bug is gone! However, it does still persist in the antique shop, but that doesn't seem like the end of the world.
     
    Last edited: Dec 5, 2024
  8. Legion

    Legion Member

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    ...boy howdy, I've got an interesting one for you (or at least for me). I'm experiencing a bug where the current script used by every NPC displays over their head every time they take a turn. When reloading a map, I'll see "san_first_heartbeat" from every NPC. When the enemy attacks, I'll see "san_start_combat". When an NPC dies, I'll see "san_dying". This happens every time they take a turn, as I said; I just reloaded a save and there it was, suddenly. It pops up above their head like a status or spell effect, like "Hastened!" or "Spell Disrupted!" So, uh... thoughts?
     
    Last edited: Dec 4, 2024
  9. Sitra Achara

    Sitra Achara Senior Member

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    Side note: this is impossible AFAIK, or at least highly not recommended. Once a game is saved in Temple+ it cannot safely be loaded back to a non-Temple+ game, since Temple+ contains new things that the base game doesn't know.
     
  10. FDR4PREZ

    FDR4PREZ Established Member

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    This is a known thing that has been reported by a few of us.

    It seems to start in Chapter 2.

    Assuming it is that same as us, then you'll see it for the remainder of the game.
     
  11. marc1967

    marc1967 Established Member

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    Heh, sorry bout that.

    Those are my internal debugging float messages that I use when testing.
    The get accidentally turned on in a particular script during the game, and never turned off.
    The bug has been reported, and is fixed for the next release.

    Till then, here's a quick console fix to make it go away:

    Code:
    from ed import *
    ggv(900,0)
    
     
    Last edited: Dec 4, 2024
  12. marc1967

    marc1967 Established Member

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    Good news!

    Well, that's not good at all. I may have accidentally destroyed it in some script. If so, that's a game ending bug that need immediate attention. Can I assume you were NOT able to finish the quest? If not, I can give you the coordinates to teleport up there to finish the boss battle, and bid farewell to Mr. Temm.

    If you don't mind taking a minute. Can you answer two things for me?
    First, is the blue icon (stairway-down) still there in the large entry room with the telescope? So you can get down to the first room OK?

    Second, try this in the console:

    Stand your party in the storage room, close to where the blue door icon should be. Then type this:
    Code:
    from ed import *
    olvs()
    
    If the door is still there, but hidden somehow, it should return something like this:
    Code:
    (Secret Stairs Up Icon(2121194614258),)
    

    If the door is truly destroyed and gone for good, it will return this:
    Code:
    ()
    

    This will help me track down the problem. I'll know if the door is truly destroyed, or just hidden somehow. Thanks

    That's good to hear. The reason the Antique Shop will still have the problem, is because that map stays the same for the whole game. That is, the exterior map of The Crossroads is different between Chapter 1 and Chapter 2, but the door on each map still leads to the SAME Antique Store map.

    So it would seem, the problem is most likely something unusual that spawned inside the Antique Shop I'll take a closer look at all the possible proto items that can appear there, and maybe one shouldn't be spawned.

    The game starts with a slightly accelerated speed for everyone. As a test, I just started a new game with some humans plus gnome dwarf and halfling. They seem to all move around OK, and at similar speeds. If anything, the halfling and gnome were actually a little faster.

    So it seems, something got messed up along the way in your game. If you want to reset the speeds to how it is when the game starts, there 's a simple console command:
    Code:
    from ed import *
    speedup(1)
    
    You can try different numbers in the parameter to the speedup() call, to test different speeds:
    0 = slow like the original game.
    1 = the speed set when Paladin's Cove starts.
    2 = super fast.
    3 = super duper fast.

     
    Last edited: Dec 4, 2024
  13. Legion

    Legion Member

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    Excellent, that command removed the scripting pop-ups correctly, thank you!

    Regarding Mr Temm's Estate:
    I suppose I should be grateful, I can navigate the estate just fine except for the attic (I have actually left the estate and have been questing elsewhere, and I have not yet run out of things to do). No other portals have disappeared, so it really is just the attic.

    Using the command provided, I can confirm that the portal has NOT been destroyed, but is hidden. However, the portal ID that was returned is not what you listed. Instead, your command returned this:

    Code:
    (Secret Stair Up Icon(2131932305330),)
    Make of this what you will. :)

    About the party speed, those commands worked just fine. If I were to hazard a guess, it looks like the Humans and Half-Orc were on 3, the Elf and Gnome were on 2, and the Halfling and Dwarf were on 1, so everyone was out of sync with each other haha. This is now fixed.

    Thanks again for all you do! :D
     
  14. Legion

    Legion Member

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    @marc1967 apologies for the ping, but I'm afraid I've run into a potentially playthrough-destroying bug.

    The same bug that occurs in Mr. Temm's Estate is now also occurring on Captain Angus Lang's ship after dispatching the smugglers. I loaded back because I ran into Gelwea while unprepared and wanted to pre-buff, but now I'm not actually able to leave the ship and return to the mainland, rendering my party completely stuck on the ship. Like in Mr. Temm's Estate, I can confirm that the portal is still there but is now invisible. Your command from upthread returns the following:

    Code:
    (Boat(2185083110018),)

    Please provide the coordinates and commands to get me out of this mess haha. I really can't navigate around this one or do other things in the meantime like I could before. :p Cheers!
     
  15. marc1967

    marc1967 Established Member

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    Hmm, yeah, the boat to leave the ship should appear after you dispatch the smuggles. It triggers when the smuggler captain dies. If you "killed" him in a funny way, or maybe he's asleep or something, then his death won't trigger and the blue door icon won't appear, and you can't sail back to the pirate cave.

    For now, to get off the ship and back to the cave, console this:
    Code:
    from ed import *
    tp(5144,450,465)
    
    Regarding the door in Mr. Temm's attic, it would be helpful to me to see what flags are set on that stairway icon up to the attic. Since it IS still there, try one more thing for me if you could. First check to see it's really there with the command you used before, olvs(). If it is still there, then do this:
    Code:
    from ed import *
    ofg(olvs()[0])
    
    Let me know which flags are set.

    That will really help me pinpoint why the door is acting up. Thanks.
     
    Last edited: Dec 5, 2024
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