Re: Co8 5.0.0 beta 1 thread I don't know what to tell you pippetta, familiar's get back into my pack for me.
Re: Co8 5.0.0 beta 1 thread :imwithstu though sometimes I have to summon one (as an animal companion?) dismiss it, then summon it again (as a NPC) to get it into my player pool.
Re: Co8 5.0.0 beta 1 thread np, it could still be a problem of my notebook... just tell me something... why did u remove te shape of original schetter and fragernach, repecing it with a normal Bastard sword one?
Re: Co8 5.0.0 beta 1 thread That is interesting Allyx. I've never had that problem either. I'm assuming that your party line-up didn't change between the two summonings. It sounds like a problem with the games internal follower_at_max routine, possibly related to the PCCount Patcher. @Pippetta: IIRC, it was changed because the original ones looked like scimitars, not bastard swords, and looked nothing like their description in the original PnP module. The Cumulative Fixes in post 4 of this thread have been updated with: - Allyx's Wooden Tower Shield Fix and Kukri/Siangham Fix. - rufnredde's Black Jay Dialog Fix - Metallica_29657's Edited Release Notes.
Re: Co8 5.0.0 beta 1 thread ok, tks! bye the way... i tried giveng a + 1 enchantement bonus to an adamantium fullplate with my "Craft arm and armour" feat ... the full plate is now +1 but the descriptio box (indicating a 3/ damage reduction) is now gone. i think this is 'cose that armour has been added by allix (is one of the many preset in shopmap)... do u agree or it is a bug? isn't it possible to correct it?
Re: Co8 5.0.0 beta 1 thread It could be, I have 5 PC's (PC count is 5 PC's/3 NPC's) clear cache on startup and max level set to 20 (all other frontend settings are off). but now I know what's causing it I can set the PC count higher to take the familiar into consideration.
Re: Co8 5.0.0 beta 1 thread Some more bugs: Dialogue typos ----------------- Romag's text says "Yes, I can see that you are a step above the usual riff raff that comes down here. Hmm, yes." The actual speech is: "Yep, I can see that you are a step above the usual riff raff that comes down here. Hmm, yeah." You can ask Hedrack, "Who do you worship?". It should say "Whom". Antonio's text says "to go there it to not return". He should say "is", not "it". Alrem's text says "I take back everything bad I might have said to you. All right, I will take you" The speech is clearly "I take back everything bad I might have said to you, all right? I will take you" Furthermore, it should be "alright" not "all right". Otello says "All right, all right". It should be "Alright, alright". Belsornig's text says "Oh, but you are not quite done with him yet son." The acutal spech is: "Hmm, but you are not quite done with him yet son." I am not sure if there is a bug if a female character talks with him. Talking to Belsornig, you say "Could you tell me the Greater Temple is again?". It should say "where the". Hedrack's text says "Alrem's word means nothing to me." But the speech is just silent for a couple of seconds. Murraya says "I do not like sharing him with green coconut". It should be "Green Coconut". Unless Hedrack has some kind of food fetish. I think these are just typos. Maybe they are some kind of joke? -Paida says "Thankyou, here it is". Should be "Thank you". -The witch in the Gnarly Forest says "my debt is repaid. Thankyou again". -Lila Renton says "Thankyou so much dearie". Filliken says "may me dear beloved Talisha rest in peace". Should probably be "my dear". I don't think Filliken uses bad grammar anywhere else. Hedrack speaks of the Archmage "Zagig"; should it be Zagig or Zagyg? (http://en.wikipedia.org/wiki/Zagig) Dialogue bugs ------------- You are able to offer Falrinth an elemental power gem in exchange for the orb (you can hold up an elemental power gem and say "like this?"), even though you have none. With the Witch in the Gnarley forest, you can tell her you can't afford the magic artifact, even though you can. Then you can barter with her and buy it. Then, if you drop the artifact, you can ask her for something else and get a magic item as well. After I rescued Paida, Valden claims over and over to make a wooden shield for me, but he doesn't actually give me one. If you have Oohlgrist join the fire temple, the "Oohlgrist for Water" quest is impossible to Botch, although Belsornig notes that you failed. One of the trolls in L3 told me "Master, how can this unworthy troll serve you" followed immediately by "You not of Great Temple, me tear you limb from limb" and a battle. Everyone was wearing Greater Temple Robes and had begun the quest to check out the disturbance. Perhaps this isn't a bug but it seemed unusual. When I came with only one character wearing robes, the troll was nicer. Item bugs --------- Fragarach's description has unbalanced parenthesis. There should be a ) after the NG. I didn't check, but Scather may also have the same problem. When I try to craft a White Rod it lists "@-2Alignment: Good" as a prerequisite. Other items require "Alignment: Good". The Orb of Golden Death is stackable. This seems silly to me. Potions of Poison aren't stackable. IMHO they should be. Every other magic potion is. Earth Rings aren't stackable, which is irritating. They don't seem to serve any purpose, so IMHO they should be stackable like every other non-magic ring. Necklace of Detection and Amulet of Natural Armor are stackable. Most magic amulets & rings aren't. I think it should be consistent. IMHO stackable is most convenient, and in accordance with the rules, wearing duplicate magic items has no effect. (Feature request) It would be convenient if Hemlock and all the robes were stackable as well. Other bugs ---------- The Defensive Roll feat is described as "the rogue must attempt a Reflexsaving throw". Skill Mastery isn't selectable when you reach Level 10 Rogue. Maybe someone disabled it because it's broken? It's still possible to encounter multiple juggernauts next to Belsornig. Belsornig and his cohorts seem to attack me like crazy, like no other temple. The first time I went there my gnomish wizard triggered a fight for no apparent reason (everyone was wearing water robes). The next time a fight would always ensue no matter who came. About the only way I can approach this area safely is with Greater Invisibility. The portrait of Lowen, the cheesemaker, is usually corrupted. He lives just northwest of the mill. After I knocked the ogres out for Allrem, I went back to actually go kill them. The Ogre Chief wasn't unconcious, but he skipped his first couple of turns for some reason. Then, every time he went to attack, the game would slow way down. When it got to his last attack in a round, the game would just lock up forever. Whenever I killed the Daemon related to Lila, the game crashes. If I let him escape, the game pauses for a very long time. Lila's box has some strange effects. A while after using the box, I was in the TOEE and I noticed that the Townmap button would bring up the World Map. This only happened one or two times when I used the Townmap button. Then it went back to normal (it brought up the current map). Also, I'm noticing that when I travel, sometimes the red dots that mark your movement are all flashing at the same spot in the upper left corner of the screen, not on the correct places on the map. One time the game locked up at the world map screen after I loaded a savegame and then tried to travel on the world map. I saved and reloaded after meeting Prince Thrommel. I couldn't leave the room normally - the secret door was shut and became "stuck". I reloaded to an earlier savegame where I had discovered but never opened the door, and it wouldn't open then either.
Re: Co8 5.0.0 beta 1 thread Here's the new readme with the VtV list, vestments correction, and capitalization.
Re: Co8 5.0.0 beta 1 thread Are you sure you're using the latest version of Co8 5.0.0? As above (and this is explained in the documentation). Otherwise we have a problem with the portraits, by the sound of it. I will test all this now. Yes, you can lie to her. Congratulations, you have thought of a very clever way to scam a second reward out of her, that the role-playing characters wouldn't even dream of. Have a cookie Alrrem. Alrrem. Closer, but its still Alrrem. And "to actually go" is a split infinitive Not to mention "went back to actually go" just sounds shocking.
Re: Co8 5.0.0 beta 1 thread Ted, I hearby award you the day's first prize for grammar-policing. Have a goblin-ear pie.
Re: Co8 5.0.0 beta 1 thread You got that from an orc, didn't you? WOW! That's the first one of those we've seen in a while... :chew:
5.0.0 - Lockups in Orc Cave? Anyone else experiencing lockups in the Orc Cave under 5.0.0? Everything seems to work fine until the Orc directly to the left of the firepit gets targeted with a spell (I've experienced it with Magic Missile and now with Sleep). It's happened 3 times today after cold boots. Just wondering if this is a known bug or if I just have bad luck today. Gonna try it again now without targeting that one with a spell so hopefully I'll get through it this time.
Re: Co8 5.0.0 beta 1 thread Okay, I've got haywood's dialogue typos. The specified disagreement between text and audio files will be handled later, as will the specified dialogue typos relative to voiced NPCs. Thanks for the assistance. I've updated the dialogue rar (page 16, post 470 I think?) with the final haul from me, if you care to integrate that into the CF, Blue. Included therein are corrected dlg files for every voiced NPC outside the temple, in addition to the non-voiced corrections that haywood and others have pointed out. The temple ones will have to come later. These things have all been file-compared against the latest CFs, so everything should be completely current. Audio files for VtV and fixed/augmented existing sets will follow to you alone (C-Blue) by sometime tomorrow evening (our time). [Edit] @Rufnredde - we still need to get our Kenter Nevets files together somehow. The one I just posted above does not include the last Kenter line. Bug report - I notice that in Liv's scripted battle with Terjon & Calmert (intended for NE groups, I believe), when you attack Calmert on the first floor of the church, Terjon does not reliably join the battle when he is summoned by Calmert to assist. In the opposite scenario, Calmert does reliably join Terjon on the second floor.
Re: 5.0.0 - Lockups in Orc Cave? I have had the exact same thing happen to me three times as well. Unfortunately I haven't had time to try and figure out why it happens, and fix it. Hopefully I will before the final release. <snip>
Re: 5.0.0 - Lockups in Orc Cave? [edit] Made a couple changes to eliminate board confusion and tossed back over to Blue . . .