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Post by lala on May 18, 2006 9:37:33 GMT
Morning. Created a new character the other day and notice that when I try to use a Cleric scroll (any in fact) that I either fail a UMD check or it says I cannot use that scroll. Wisdom is a natural 16 and I tried various scrolls with the help of a DM, also it shows in the shop the summon V and VI are white while lower ones are red, however white ones are forced to use UMD. This is how I built the char; Human, subrace Wraith. Str 6 Con 12 Dex 19 Int 14 Wis 16 Chr 8 (stats after wraith applied) Lvl 1 Rogue, no skill points used (UMD is not in my char sheet as not selected) Lvl 2 Cleric Lvl 3 Cleric I have no idea why UMD is being forced or even why some scrolls are red and others are white. Only thing I can think of is that I took rogue at lvl 1. Char name; Lord Soth's Voice Well its a strange on
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Post by FunkySwerve on May 18, 2006 15:49:43 GMT
This is a known biobug. There's a fix for it somewhere that I'll dig up, it just hadn't been an issue on HG to date. Thanks, Funky
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Post by muttonhead on May 19, 2006 0:49:13 GMT
I couldn't find this in the list of known issues that Bioware publishes. I would recommend filing a bug report, especially seeing as how 1.68 might be the last update to NWN. Info from Bioware's support site:
Submitting Bugs If you wish to report what you feel is a bug, the best way to format a bug report is as follows: - Provide the full game version number that your game is currently at (e.g. 1.66.8074). This information can be found by either running the updater or looking at the top right of the in-game "Options" menu. - Indicate what expansion packs you have installed. - Provide a description of what the bug actually is. - Provide step-by-step instructions on how to reproduce the problem. - If you are a scripter and have found a bug in one of the BioWare supplied scripts, supplying the name of the script file with an issue is also extremely helpful.
To submit bugs on a Neverwinter Nights product, please use the following e-mail addresses: nwbugs@bioware.com - game related bugs nwtoolsetbugs@bioware.com - Toolset and other utility bugs nwexploits@bioware.com - to report an exploit in Neverwinter Nights
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Post by FunkySwerve on May 19, 2006 9:07:35 GMT
I've submitted my share of bug reports in my time lol. This one has already been confirmed and submitted, which is why it is 'known'. Funky
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Post by muttonhead on May 19, 2006 14:45:39 GMT
Can you say where on Bioware's site it is posted as a known issue?
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Post by Balduvard on May 19, 2006 15:15:22 GMT
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Post by muttonhead on May 28, 2006 0:16:25 GMT
Thanks Baldy, there's some code in that thread that various module builders have developed as a work-around. However, the thread indicates that the bug still has not been reported to Bioware. Like I said, I couldn't find in the list of known issues that Bioware maintains on their page.
Funky, you might want to look at that code, and I'm guessing you are probably in the best position to report the bug...
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Post by FunkySwerve on May 28, 2006 22:12:31 GMT
Funky, you might want to look at that code, and I'm guessing you are probably in the best position to report the bug... I already perused that thread, how else do you think I know it was a known issue? And more thoroughly than you, I might add, since you missed GZ (one of Bioware's lead designers)commenting on the issue: "It would also increase the script overhead very significantly, as you pointed out. In interest of the minspec users for HotU, we chose the currently implemented solution." Guess why we didn't implement it? Funky
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Post by muttonhead on May 31, 2006 20:33:06 GMT
In your carefull perusal of the thread, did you note the date at which the posts were made and compare that with the release date for the 1.67 update? Did you notice that there were further code improvements offered by other independant developers? Have you noticed as I have said for the third time now that this issue is still not incorporated into the list of "known issues" Bioware maintains for the current update?
For whatever reason, this obviously this remains a problem in the latest update. You are referencing one developer's comments about an issue in a previous product, in a forum not intended for bug reporting. It's quite a stretch IMO to say that that reference is proof that Bioware is aware of the issue that we see now. Unless someone formally submits a bug report, a bug is likely to remain a bug.
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Post by FunkySwerve on Jun 1, 2006 6:24:03 GMT
In your carefull perusal of the thread, did you note the date at which the posts were made and compare that with the release date for the 1.67 update? Of course not. I read the thread as it developed on the forums, which was during beta, and WELL before the patch went final. You need to remember you are dealing with someone who keeps their ear to the ground when it comes to NWN. Of course, if YOU had checked dates, you would already would've realized the point was moot - Bioware had plenty of time to make the change in beta 3 and 4. If you are going to disagree with someone, at least do your homework. Gather the facts beforehand, rather than making dumb assumptions and expecting people to gather them for you just to show you that you are mistaken. They're hard to miss. They still represent an increased scriptload. That's fine for servers like SE's City of Melnibourne, which has around 5 people on at any given time, tops - they can spare the cycles. Of course, they can ALSO spare the load to keep (SE's estimate) around 1000 spawned NPCs sitting around, instead of despawning them, so there's little they can't spare room for. HG, on the other hand, cannot. You are far out of your depth here, as is painfully obvious to anyone who isn't. Why recognize me as being in the best position to report a bug, but not defer to my expertise when I tell you that the issue is known and reported, AND tell you we've chosen not to implement it? No. I never checked. Why you ask? Because, as I already told you: I've submitted my share of bug reports in my time lol. This one has already been confirmed and submitted, which is why it is 'known'. Funky Either your reading comprehension skills are even more sub-par than I previously suspected, or you think I'm lying. Fine. This is the last time I'm doing your homework for you. Sir Elric reported the bug BEFORE he ever posted to the Bioboards. Here is the thread (one of two) where he talks about it: melnibone.webhop.org/Check pages 3 and 4 of the '1.67 patch update' thread. You can even check dates!!! Of course, I already quoted one of Bioware's lead designers explaining WHY they didn't fix it, so it's a pretty good bet they are aware of it (duh), and it's not too hard to figure out why it doesn't appear as a known bug (re-duh). No, NOT for whatever reason. READ. Again: "It would also increase the script overhead very significantly . . . . In interest of the minspec users for HotU, we chose the currently implemented solution." Now that was funny. He's not 'one designer', he's Georg Zoeller. Either you are clueless as to who he is, or your belligerence has reached a new high. Either is pretty amusing coming from someone who posted trying to explain to me how to report a bug to Bioware. Most people refer to him simply as GZ. He's currently senior designer on two different Bioware projects, and has had a preeminent role in NWN since HotU's release. He is pretty much the only bioware employee that posts with any frequency in the scripting forums on the Bioboards. And he was extremely active during beta of 1.67, disconfirming many bugs before they were reported on a thread established FOR THAT PURPOSE. Try doing a search for his name in the Bioware default scripts. As for calling an earlier beta a 'previous prduct' - laf. As an aside, among my bug reporting 'credentials' are two mod crashers, in 1.67's beta alone (thanks in large part to our dedicated players/playtesters). And the GetIsSkillSuccessful bug in Linux 1.67 and Linux patched 1.67. And...ah, what's the point. And YOU want to tell ME when Bioware is aware of an issue? Laf. Again, WAY out of your depth here. Were it not for GZ explaining WHY Bioware hadn't fixed this particular issue in that thread, I might agree that that was somewhat of a stretch. Of course, I never said that - it's another misguided assumption on your part. I merely told you that it was a known issue, verified and reported. You asked for proof, which I thought was pretty presumptuous (I suppose it could've been intellectual laziness, in retrospect), and Baldy offered up that thread. He never said it constituted 'proof' either, he just offered the link, which would've been more than enough to satisy anyone who actually bothered to read it, had they not already been satisfied by my SAYING it was reported. In any case, you can expect me to ignore any future posts from you demanding proof of xyz remark, or repeatedly making suggestions when I've already explained to you why those suggestions won't be acted on. I suggest you just go play until you find something of substance to discuss on these forums. That'll at least spare you further egg on your face. Funky PS For those of you reading this in the near-futile attempt to find something of redeeming value, the issue under discussion also extends to rogues who take a level of specialist wizard - they can no longer umd opposition school scrolls.
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Post by electryx on Jul 8, 2006 23:39:11 GMT
Hi there,
I'm not interested in the prior argument other than to ask this question for clarification. I'm a noob to NWN and your servers, took it up on a friend's recommendation.
I discovered today that in addition to not being able to use magic devices with my half-built rogue/cleric, I can't craft traps at all either and that it seems both bugs are known.
Are you saying that in the name of server performance, that neither of these two issues will be addressed?
Thanks,
-e
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Post by FunkySwerve on Jul 9, 2006 6:36:59 GMT
Not sure what you mean by being unable to craft traps. There are an abundance of trap materials in some areas. CEP crafting may well be preventing that, at the moment, as it's causing a few other oddities with shields, but I haven't heard tell of problems with traps yet. In any case, crafting of shields should get fixed when cep 2.0 goes gold, and if it isn't I'll make the needed changes then. If there is a problem crafting traps please provide more details. What made you think it was a known issue? I certainly haven't heard about it, at least that i can remember. Any more info you can provide would be helpful. Thanks, Funky
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Post by electryx on Jul 9, 2006 7:10:54 GMT
Hey there, When I couldn't do it, I googled around and the first hit was this: nwn.bioware.com/forums/viewtopic.html?topic=485009&forum=71At level 17 (4 Rogue) with 34 points in craft trap and all the necessary ingredients, I attempted to create a deadly, strong, then average and finally minor trap. My intelligence is currently at 14. The error I get is: Craft Trap Skill Failed. Being the noob I am here, perhaps I'm missing something, but I thought I "take 20" automatically on a non-combat DC roll, so I figured I should at least be able to craft a minor trap. Thanks for the reply, -e
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Post by FunkySwerve on Jul 9, 2006 7:31:34 GMT
LOL. I was actually the first to report the Linux GetIsSkillSuccessful bug back in April: nwn.bioware.com/forums/viewtopic.html?topic=478948&forum=47&highlight=GetIsSkillSuccessfulI replaced it in all the scripts I found it in, though it seems I missed one. It was causing all kinds of havoc, at that point in time, from crafting to ruin armor to overly zealous illithis graviters. If it isn't in CEP's craft scripts I'll have it fixed next update. If it is, I'll let them know, and it'll be fixed when 2.0 goes gold. Thanks, Funky
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Post by electryx on Jul 9, 2006 9:07:10 GMT
Thanks much
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