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Reported Issues - Version 1.3

Posted: Mon May 31, 2010 2:40 pm
by Pstemarie
Post any issues with NWN Enhanced Patch 1.3 here...

Note this is the last production patch for version 1 of NWN Enhanced. This summer the NWN Enhanced Team will begin development of NWN Enhanced version 2.0.

Posted: Tue Jun 01, 2010 12:25 pm
by boodah
One little problem, that I already reported on the nwn realms site is with the Mountain Orc model K, which floats slightly above the ground. It's kind of hart to see, but you notice it if you place the model directly beside or into another Mountain Orc.

Other than that, I didn't check out the scripts so far, but I love the skeletal horses and undead riders; that stuff is just awesome.

How about reskinning the new lizard men models for the Asabi (like PQ did)? They're one of the very few kinda "ugly" models left (along with the original Yuan Ti) now.

Also, what's up with the nwe_creature hak?

One last thing: I really like the reskinned tilesets (and thanks for including the alley terrain). Will they be included with the core nwe via patch or override (so that you can see them in the nwn campaigns and other modules without having to have to add the haks)? I would also love to see some of Cervantes' tileset reskins released, too.

Posted: Tue Jun 01, 2010 8:46 pm
by Pstemarie
[QUOTE=boodah;15236]One little problem, that I already reported on the nwn realms site is with the Mountain Orc model K, which floats slightly above the ground. It's kind of hart to see, but you notice it if you place the model directly beside or into another Mountain Orc.

Other than that, I didn't check out the scripts so far, but I love the skeletal horses and undead riders; that stuff is just awesome.

How about reskinning the new lizard men models for the Asabi (like PQ did)? They're one of the very few kinda "ugly" models left (along with the original Yuan Ti) now.

Also, what's up with the nwe_creature hak?

One last thing: I really like the reskinned tilesets (and thanks for including the alley terrain). Will they be included with the core nwe via patch or override (so that you can see them in the nwn campaigns and other modules without having to have to add the haks)? I would also love to see some of Cervantes' tileset reskins released, too.[/QUOTE]

Mountain Orc K - added to the to-do list (probably a scaling issue) - ty

Asabi - a good possibility...

NWE_Creature.hak - early concept models for NWE 2.0. Some of these were sent to Project Q - beholders, frost giant, etc.

Tilesets - the plan is to keep the tilesets as an add-on pack and not part of the core release - at least until 2.0 is out. Early concept plans for 2.0 include redoing a lot of the placeables to match the texture sets used in the tileset reworks (e.g. the same crate texture for ALL crates).

Cervantes Tilesets - rural is on the list...

Posted: Sun Jun 20, 2010 6:18 pm
by boodah
Only a few minor things:

Missing blueprints (though it's possible I just didn't find them - EDIT: lol, as I started writing this, I was at 4 creatures, now I'm down to one): Dust Digger (and maybe the kitchen Dretch). As there is a mimic model since HotU, how about making a mimic blueprint, too?

Missing portraits: Axebeak, Erdlu, dao, djinni, kank. The blueprints use other portraits, but it seems it was intended for these models to have their own. Maybe it's a slight misspelling problem, like with the Revenant Rider (the portrait is spelled "revanent", like the on-foot model).

Missing descriptions: Displacer Beast, Meenlocks, Animated objects (all of them), all maugs, necrophidus, Avatar of Bahamut (human), Avatar of Tiamat (human form, not fitting, possibly for Bahamut), Fensir, Dragonkin (has the description for Greenspawn Sneak), Redspawn Arcaniss (has the description for Whitespawn Hunter), Whitespawn Hunter ( is missing), Barghest, Greater Barghest, Mezzoloth, Ultroloth, Secundus, Shad, Wereboar (has Lord Antoines description, possibly old Bioware "bug"), Revenant (including Rider), Death Tyrant

There is a model named Invisible_CreatureL_150_A in the drop-down list, which gives a Model-is-not-available message.

One last tiny nitpick, that has none whatsoever influence on the game (but while I'm at it, lol): The four season themed treant models are named wrong in the drop-down list. There are two autumns (while one is actually summer) and the one named summer is actually winter.

Okay, I'm done. Speaks only for the quality of the product if one has to search for issues with the magnifying glass.

Posted: Sun Jun 20, 2010 8:25 pm
by Pstemarie
Its this kind of finite detail that we appreciate when people submit bug reports. Thanks for the info as always my friend.

Posted: Tue Jun 22, 2010 4:50 pm
by Pstemarie
[QUOTE=boodah;15294]Only a few minor things:

Missing blueprints (though it's possible I just didn't find them - EDIT: lol, as I started writing this, I was at 4 creatures, now I'm down to one): Dust Digger (and maybe the kitchen Dretch). As there is a mimic model since HotU, how about making a mimic blueprint, too?

Missing portraits: Axebeak, Erdlu, dao, djinni, kank. The blueprints use other portraits, but it seems it was intended for these models to have their own. Maybe it's a slight misspelling problem, like with the Revenant Rider (the portrait is spelled "revanent", like the on-foot model).

Missing descriptions: Displacer Beast, Meenlocks, Animated objects (all of them), all maugs, necrophidus, Avatar of Bahamut (human), Avatar of Tiamat (human form, not fitting, possibly for Bahamut), Fensir, Dragonkin (has the description for Greenspawn Sneak), Redspawn Arcaniss (has the description for Whitespawn Hunter), Whitespawn Hunter ( is missing), Barghest, Greater Barghest, Mezzoloth, Ultroloth, Secundus, Shad, Wereboar (has Lord Antoines description, possibly old Bioware "bug"), Revenant (including Rider), Death Tyrant

There is a model named Invisible_CreatureL_150_A in the drop-down list, which gives a Model-is-not-available message.

One last tiny nitpick, that has none whatsoever influence on the game (but while I'm at it, lol): The four season themed treant models are named wrong in the drop-down list. There are two autumns (while one is actually summer) and the one named summer is actually winter.[/QUOTE]

All bugs have been posted to the Job Tracker. You can view progress on these tasks along with the development of version 2 in that thread. That thread is updated almost daily as new tasks are completed.

Posted: Thu Jun 24, 2010 11:24 pm
by boodah
Okay, this time it's about the placeables. Most of the "bugs" I found regard the portraits and descriptions. As most placeables are set to static anyway and a lot of the players wont even check the descriptions of usable ones, I feel kinda petty reporting these, but ... yeah :unsure:.

[X4] Bed, Broken - Has a bad floor texture.

[X4] Scroll 6 (Trades & Academic & Farm - 5th scroll blueprint) - The texture in the middle looks kinda strange, but that could be intended.

The [DLS] Light Pulse, dark is the only one of the three DLA sewer Light Pulse placeables that seems to work. Placing and then dragging around the other two in the toolset also seems to produce some weird effects sometimes.

Missing blueprints (like with the Kitchen Dretch, might be I just didn't find them): [X4] Box, broken; [X4] Bottle 4; [X4] Bottle, broken; [X4] Barrel, broken; [CODI] Lightshaft, red

Missing portraits: [X4] Wagon Wheel; [X4] Box 5 (the second one in the drop-down list); every single one of the reskinned (Steam, Fort, etc.) Box 5 ones; reskinned boxes Rural, Sewers, OC Interior
1 to 4; [X4] Barrel 2 - Fort, Steam, Rural - Sewers has wrong one; [X4] Armorrack 1d - model actually has portrait, but blueprint ( Trades & Academic & Farm - 3rd Armorstand) is missing it; every single [DLS] placeable has a different portrait assigned, but they're all black

Descriptions (I'm listing the blueprints, and not the models here):

Missing: Miscellaneous Interior - 7th and 8th Chair;

Wrong (copied from wrong placeable):
Military - Cage;
Miscellaneous Interior - last two Bookcase(s), last two Bed(s), Broken Armoire;
Trades & Academic & Farm - Brain;
Visual Effects - Light Pulse, brown;

Doesn't really fit (here it gets really petty):
Miscellaneous Interior - Second-to-last Stool (has just one big leg), Last two Table(s) (made of wood, not rock), 7th Bench (the same), last Desk;
Trades & Academic & Farm - Water Trough (there is actually water inside), 2nd Papersheet (isn't actually blank);

Some placeables, just have the description "There isn't anything special about this object" which for example in case of the Bone Pillars is a kinda jaded thing to say... :icon_mrgreen:

I also think that NWNE definitely could use some more crates ... :p

Seriously though, the 40+ blueprints all simply called "Crates" really aren't helpful. I think removing the reskinned Box blueprints (35) and making a note in the patch notes/manual that they are in there would be a good alternative. Simply placing a crate and changing it's appearance via the properties menu works faster than checking out every last Crate blueprint.

Posted: Fri Jun 25, 2010 10:27 am
by Pstemarie
[QUOTE=boodah;15320]I also think that NWNE definitely could use some more crates ... :p

Seriously though, the 40+ blueprints all simply called "Crates" really aren't helpful. I think removing the reskinned Box blueprints (35) and making a note in the patch notes/manual that they are in there would be a good alternative. Simply placing a crate and changing it's appearance via the properties menu works faster than checking out every last Crate blueprint.[/QUOTE]

Stop beating yourself up for submitting these - this is exactly the kind of picky stuff Cervantes and I are looking for. I'm going to add these to the bugfix list and get started on them right away.

Crates

I agree. I have no idea what I was thinking when I did that :confused:

Your suggestion is definitely the way to go. Besides, I've decided to narrow the crate textures down to only two versions (three if you count the drow crates) and incorporate a few more size variations - thanks to Tiberius Morghun's More Crates.

In retrospect, between the NWN2 Crates, More Crates, and the originals we've got plenty of variety already.

Paul

P.S. - I'm Glad to finally have a good Quality Control guy on the project

Posted: Fri Jun 25, 2010 9:49 pm
by Pstemarie
[QUOTE=boodah;15320]The [DLS] Light Pulse, dark is the only one of the three DLA sewer Light Pulse placeables that seems to work. Placing and then dragging around the other two in the toolset also seems to produce some weird effects sometimes.[/QUOTE]

The brown and green pulses are only visible if the area is relatively dark - you generally will not see them under normal "daylight" conditions. The negative pulse - which uses a negative light - is more intense than the others (and hence more visible).

Posted: Wed Jul 14, 2010 5:31 pm
by boodah
You are probably already aware of this and I saw that you are going to change them back to the Bioware originals, but the CODI Mindflayer models (except Elder and Venerator) have no death and combat animations.