Please note that new user registrations disabled at this time.

Known bugs

This forum is to be used for all discussions pertaining to BioWare's Neverwinter Nights, its Shadows of Undrentide and Hordes of the Underdark expansion packs, and any user-created or premium modules.
User avatar
Jeep_guy16
Posts: 2
Joined: Wed Mar 05, 2003 3:38 pm
Location: Indiana
Contact:

Post by Jeep_guy16 »

Tower bug

OK, I read somewhere else this has been happening to people besides myself, but I have found no way to get around it as of this moment.
OK, when you are in Ch. 2 and are at the top of the Host Tower, I can't get any of the people to talk to me, and I can also not open the gate. So at the moment, I am stuck.
(also if anyone would be willing to e-mail me a save file so I can just move on to Ch. 3, my e-mail is dcsmith13@yahoo.com ) Thanks
User avatar
mikeo
Posts: 8
Joined: Mon Dec 30, 2002 10:13 pm
Contact:

Post by mikeo »

Attack someone on the other side either with a spell or ranged weapon.
When all else fails, cry for mama
User avatar
Demis
Posts: 1075
Joined: Sun Jul 08, 2001 11:00 am
Location: Cyprus
Contact:

Post by Demis »

Host Tower Pinnacle Workaround

Lately i've noticed that several people are having problems with this particular area. Bioware's known issues page offers this workaround:

NPCs at pinnacle of Host Tower not responding
If you have reached the pinnacle of the Host Tower, and the NPCs on the other side of the locked gate do not respond and do not run their in-game cutscene, the best way to continue is by running a particular script. First, press ` or ~ to display the command console in the upper left of the screen and then type the following to enter DebugMode:

DebugMode 1

Once you have done that, prepare for a fight, and then open the command console again and type the following:

dm_runscript 2q6k_startfight

The gate should open, and the NPCs should attack you. Once they are disposed of, you can turn off DebugMode with:

DebugMode 0

Then, read your journal entry and use your Stone of Recall to report back to Aarin Gend and finish the chapter.
"When I am working on a problem I never think about beauty. I only think about how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong."
Buckminster Fuller
User avatar
Sir_Toejam
Posts: 29
Joined: Sun Aug 01, 2004 4:00 pm
Contact:

Post by Sir_Toejam »

lost spell slots on reload

heyall.

I'm surprised not to be able to find a post about this! Whenever i rest, then reload a game for any reason, i lose one memorized spell slot from each spell level. Example: after resting, i have 8 level 3 spells available for casting. if i then save and reload, i now have only 7.

while i have run into several smallish bugs, this one is Major. in areas where you can't really rest, losing spell slots is a killer.

has anyone come up with a fix for this, or have a workaround suggestion???

cheers
User avatar
Xandax
Posts: 14151
Joined: Thu Nov 16, 2000 12:00 pm
Location: Denmark
Contact:

Post by Xandax »

Never heard of experienced this one - I have to ask if your game is patched to 1.62?
Insert signature here.
User avatar
Sir_Toejam
Posts: 29
Joined: Sun Aug 01, 2004 4:00 pm
Contact:

Post by Sir_Toejam »

yup fully patched.

addendum:

this seems related to posts where people say they are dead on reload. in all of those cases, they were at very low health when they reloaded.

my guess is that attribute bonuses from equiped items don't "stick" on save, so when you reload, all of the bonuses are at first lost. then the game "re-equips" the items to give back the bonuses, but any pre-existing bonuses (like increased health or increased spell slots) are lost. to make it clearer, in the case of the dead on reload folks, my guess would be that without the bonus to con items they are wearing, they would have had less than 0 health before saving. then, on reload, the game only adds the bonuses last, so it first detects 0 health, and so you are dead. adding con to a dead person don't make him live.

Ok, assuming that is correct, then we need a fix so that bonuses gained by stat boosts remain "sticky" on save. as a quick fix for dead on load folks, why not just make it so you can't be dead on reload, ever? even if reduced to 1 hitpoint. if game detects dead condition on load, then add 1 hitpoint back. how hard could that be?

cheers
User avatar
Xandax
Posts: 14151
Joined: Thu Nov 16, 2000 12:00 pm
Location: Denmark
Contact:

Post by Xandax »

[QUOTE=Sir_Toejam]<snip>
Ok, assuming that is correct, then we need a fix so that bonuses gained by stat boosts remain "sticky" on save. as a quick fix for dead on load folks, why not just make it so you can't be dead on reload, ever? even if reduced to 1 hitpoint. if game detects dead condition on load, then add 1 hitpoint back. how hard could that be?

cheers[/QUOTE]

That is way to exploitable, especially in multiplayer games. If a character then dies, he can load the game up again and be alive - that is not good.

But your problem could be connected to this "attribute assignment theory" - it is very possible when thinking of programming methods.
Is your theory supported by your character statistics? (ei. spell casting statistic compared to bonus spell tabel and the number of spells you have availble after a rest/reload?).
Insert signature here.
User avatar
Sir_Toejam
Posts: 29
Joined: Sun Aug 01, 2004 4:00 pm
Contact:

Post by Sir_Toejam »

yup. tested bare and with boost items. bare does not lose spell bonuses based on pure stats (e.g. with base 18 charisma, get 1 bonus level spell, which is not lost on reload). if add stat boost items, the extra spells those give dissappear on reload (boost charisma to 30 with items, get two bonus level 3 spells after rest, but only one after reload).

I haven't tested to see if same is true of con boost items and death on reload, but it shouldn't be too difficult (just cast some area effect spells near myself, until i'm very near death, then reload).

i see your point about multiplayer death cheese. I guess i stick with my original thought; have to find a way to make bonuses sticky on save.

cheers
User avatar
Xandax
Posts: 14151
Joined: Thu Nov 16, 2000 12:00 pm
Location: Denmark
Contact:

Post by Xandax »

I think you should report these findings to Bioware, if you haven't already :)
Although I've not noticed this myself.... I'll have to test it out at some point to see if I also experience it.
Insert signature here.
User avatar
Sir_Toejam
Posts: 29
Joined: Sun Aug 01, 2004 4:00 pm
Contact:

Post by Sir_Toejam »

is there a specific addy you have had success with in submitting bug reports to bioware?
User avatar
Xandax
Posts: 14151
Joined: Thu Nov 16, 2000 12:00 pm
Location: Denmark
Contact:

Post by Xandax »

I haven't had any reason - so have never looked for an adress.
You might be able to find one on the bioware official NwN site.
Insert signature here.
User avatar
Sir_Toejam
Posts: 29
Joined: Sun Aug 01, 2004 4:00 pm
Contact:

Post by Sir_Toejam »

never had any reason? lol. i am playing fully patched and still finding bugs all over the place. i suppose none of it is really important, tho. is that what you meant?
User avatar
Xandax
Posts: 14151
Joined: Thu Nov 16, 2000 12:00 pm
Location: Denmark
Contact:

Post by Xandax »

The only real bug I've ever encounted since running 1.62 is the Lenton bug. Which has some workarounds and is a known bug.

I've encountered some bugs in previous versions of the game, but always been able to find a known workaround, or been able to reload my way out of them.

I don't know why - but for some reason I've never been much subjected to all these bugs I read about on the forum(s) :)
Insert signature here.
Post Reply