Author Topic: Any master list of common troubleshooting bugfixes for mods?  (Read 834 times)

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« on: January 30, 2012, 01:58:43 pm »


               Spotted many topics for mods but none for fixing many of the common mod problems (esp. if you don't know how to mod the script)


It's already difficult enough verifying it as a common problem especially in old mods by browsing at nwnvault comments (especially when it's full of spoilers for someone who hasn't completed the official campaigns yet) but what's worse is the issue that a future patch may have resolved the issue despite the fact that a mod is old.

I haven't contacted the makers for this but in case there is none, I'll just add a few basic problems I have with some of the mods. (While minimizing the spoilers)

Elegia Eternum:

Last boss won't appear.

Don't know how to fix but one comment said:

A nice module.
However, I have been forced to correct the eternisboss script and replay from the start because the demon infernistag does not exist and then cannot arrive by a jump... Yet I am not sure I took the right one (001, 1 or 2).
Farther more : The number of the event sets from 1 to 2 is followed by the event 2 (It is delayed but it is not secured).

Gladiatrix:

Cave backtracking

A certain cave can be confusing if you died and end up moving back to the entrance as it will appear to continue the plot but in a weird way. (Text blob/certain choices omitted/sudden jump)

It doesn't help that the actual plot is also a time skip. To avoid this, type the cheatconsole DebugMode 1 and follow the path with two yellow strips along the road.

Nude character in Colosseum

Sometimes after a gladiator fight the dress won't be acknowledged as equippable and you're left with a naked character walking in town and everywhere else. Just make sure to save. There are also some common item and portrait white box problems but so far I haven't noticed it.

STAR quest:

I preloaded a character and the script wouldn't continue. Finally created a human bard. Not sure if it's the performance feat but after you get the items, if the dialogue doesn't continue then this is how I managed through it.

The rest I don't know how to fix:

Crime of Necessity:

The first item on the throne room will appear but the other item won't.

A Samurai's Tale:

After you get out of the house, you can't leave the valley through the blue strip that leads to the exit. You also get a dialogue from your companion but that seems to be it.


Where Nightmares Hide:

No apparent ending after the female barkeep thanks you.

*There are others that just won't open at all and are missing their custom talk but I'm wary of sharing these because I'm not sure if it's a bug or a mistake on my part. I know I managed to fix one of these simply because I didn't realize I don't have CEP installed and another simply because of an incomplete download. Still, a third of the mods I've tried had this. 
               
               

               


                     Modifié par Ukgnome, 30 janvier 2012 - 02:03 .
                     
                  


            

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« Reply #1 on: January 30, 2012, 08:21:01 pm »


               Oh yeah, just saw this for A Dance With Rogues: http://adwr.wikia.co..._do_I_fix_it.3F

Sad part is, the error I have is not part of the listed ones. Haven't tried playing with the default overrides. Hate the risk of finding out that the speed hack is potentially responsible. Can't live playing vanilla NWN. The walking speed is just so darn slow and poor.

Anyway the error I got for ADwR part 1 was one where Tony (mentioned in the link) has dinner with the PC and something separates the character from her body and you end up with a slow invisible character walking about.
               
               

               
            

Legacy_Shadooow

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Any master list of common troubleshooting bugfixes for mods?
« Reply #2 on: January 31, 2012, 06:09:17 pm »


               I can probably fix this all, but I need you to send me savegame before issue happen, tell me what I need to do to to issue happened, link for module, link for haks and description of the problem.
               
               

               
            

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« Reply #3 on: January 31, 2012, 08:18:46 pm »


               Come again? What description is lacking in the original thread? And what do you mean by a save before things happen? You mean when an actual script event occurs or a save game of the beginning or a vanilla save w/o overrides...what?
               
               

               
            

Legacy_Shadooow

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Any master list of common troubleshooting bugfixes for mods?
« Reply #4 on: January 31, 2012, 09:00:27 pm »


               Sorry but I don't have time to search the modules to find the location of the boss end fight. I havent played them, so description like this:

After you get out of the house, you can't leave the valley through the blue strip that leads to the exit. You also get a dialogue from your companion but that seems to be it.

tells me absolutely nothing. Of course if you give me savegame inside *that* house, then it will be enough.
               
               

               
            

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« Reply #5 on: January 31, 2012, 09:54:00 pm »


               Oh that's because I'm trying to avoid any spoilers. That's actually pretty clear from the moment you start the game. You literally start in a house, get a few dialogues about needing a key to a chest, get out - search the stable and after that there's really only one area you need to go.

It's the same with the boss in ee1. There is literally only "one" word when I open the toolset that relates to anything and that is infernis<anything> because the point of the game is to find a staff called Infernis Eternum or something and the script apparently should show a staff. It's something that's apparent in the first minute of the game or even just giving a quick glance at the walkthroughs.

As far as an actual upload, what kind of data do you need because I'm using a savegame with several overrides + a character made on Leto (a weapon master w/ some cheat feats like Epic Dodge). I don't know if those will interfere with anything. I just want to make a general topic where fixes are made for everyone.
               
               

               


                     Modifié par Ukgnome, 31 janvier 2012 - 10:01 .
                     
                  


            

Legacy_jmlzemaggo

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Any master list of common troubleshooting bugfixes for mods?
« Reply #6 on: February 01, 2012, 07:41:15 am »


               Just to say I played many community modules and I don't remember facing one terminal bug which prevented me from finishing the game, unless the game was a forgery, badly copied from its original author.
Just to pay my respects to those many free authors around the world who brought us so much fun.
They've been doing an amazing and almost flawless job here.

Thanks to all community builders.
               
               

               
            

Legacy_Snowbug

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Any master list of common troubleshooting bugfixes for mods?
« Reply #7 on: February 01, 2012, 01:24:12 pm »


               Re: Gladiatrix and "Nude character in Colosseum", if you are talking about the same bug I have experienced, resting fixes that. So, either walk naked back home and rest, and then you can equip your clothes again, or you can open the module in the toolset and enable resting in the arena lobby area, so you can fix it right away.
               
               

               
            

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« Reply #8 on: February 01, 2012, 09:46:30 pm »


               Yeah, that's kind of the issue. It's hard to tell if it's a specific bug to a module or just a mod conflict with no master list.

For example in ee2, I read of someone in the comments who said they played with a lvl40 char and they couldn't access the gnome map (a script map that teleports you to an area) where as a lower lvl character was able to.

For Gladiatrix, I'm not sure either. I ended up overwriting that save because I never did save it when I encountered the bug. From what I can tell, sometimes it's not the dress. It can be other items but seeing as Gladiatrix never gives you perma-items, it's easier to spot the dress.
               
               

               
            

Legacy_Shadooow

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Any master list of common troubleshooting bugfixes for mods?
« Reply #9 on: February 03, 2012, 04:36:26 am »


               

Ukgnome wrote...

Elegia Eternum:

Last boss won't appear.

Don't know how to fix but one comment said:

A nice module.
However, I have been forced to correct the eternisboss script and replay from the start because the demon infernistag does not exist and then cannot arrive by a jump... Yet I am not sure I took the right one (001, 1 or 2).
Farther more : The number of the event sets from 1 to 2 is followed by the event 2 (It is delayed but it is not secured).

The save you sent me worked correctly. I had no problems and script spawned last boss. The error must be on your side, try temporarily disable the override folder by renaming to "_override" and then replay the saved game. Alternatively try to put this file into your override, its not a fix per see as there isn't anything broken in the mod itself, but might work for your purpose. Also I would advice you to rechech you had last official patch 1.69 installed correctly - see this thread.

As for the comment, the object should exist in mod, in some part of the mod the last boss is created somewhere and the script teleports him to the PC in the last part of the game. Not really best and most safe solution, but it works at least when the mod is truly played and not cheated.
               
               

               


                     Modifié par ShaDoOoW, 03 février 2012 - 04:39 .
                     
                  


            

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« Reply #10 on: February 03, 2012, 05:54:06 am »


               Yep, looks like an override issue. Sorry for the false report. 

The file didn't fix it but renaming the override folder definitely did.

Edit: This also applies to A Samurai's Tale area bug. Without overrides it works.

*sigh* Looks like it's off to figuring out which override settings create these errors. Any advise for faster scanning besides random copy-remove?
               
               

               


                     Modifié par Ukgnome, 03 février 2012 - 06:02 .
                     
                  


            

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« Reply #11 on: February 03, 2012, 06:17:00 am »


               Ok, looks like it's the Lilith mod that's preventing the script for the staff.

Can anyone verify? http://nwvault.ign.c....Detail&id=1287

I'm going to try the 1.68 version and see if there's any difference.

Edit: Yep, definitely Lilith. 1.68 version didn't activate but same error.

P.S. If anyone can somehow work how to fix the issue while having Lilith, it would be appreciated.

The mod has several conveniences that are hard to live with.

-Unlimited bag of holding via stash
-Jump shout command allowed me to bypass a henchmen blocking a path in Ronin
-Sorting inventory items
-Quick rest
-Quick alignment changes
-Feat increase
-dm_god w/ hp reduction (I think it also made the henchmen invincible but I'm not sure)

I couldn't spot the option to change the maxhenchman and speed up time but that's also something I've been trying to find to make up for the frustration factor in the OCs.
               
               

               


                     Modifié par Ukgnome, 03 février 2012 - 06:31 .
                     
                  


            

Legacy_Ukgnome

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Any master list of common troubleshooting bugfixes for mods?
« Reply #12 on: February 03, 2012, 09:35:21 am »


               Interesting. The bug does not appear to just prevent scripts like areas or the staff from appearing but in the Crime of Necessity, it changed a sword into a book...
               
               

               
            

Legacy_Ukgnome

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« Reply #13 on: February 05, 2012, 07:51:13 am »


               Apparently most of the missing custom talk errors came from the fact that CEP v1 and v2 are different so older games need the v1.exe.