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Thread: Miscellaneous Ingame Problems

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    Miscellaneous Ingame Problems

    As it says in the title this is the thread for bugs/fixes that don't fall into any of the other categories. As ever please be as rpecise as possible.
    If its not Dwarven, Its crap!

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    I think there is a problem in the MERPrc.zip file, in particular the MERPcep.tlk file. I believe this is the problem because I noticed "BAD STRREF" on a few things and blank descriptions where some text sould be (I.E. I see the icon for Hobbit Shirrif, but the name and description are missing) also, if there's no text, then those new feats listed in the MERP Manual don't show up to be selected.

    I do have MERPcep.tlk in my NWN/tlk folder.

    Could someone assist in this or check out the TLK file?

    Thanks

    Hanna

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    The TLK file is fine, but its not been set as the TLK in the current version of the mod. Hopefully one of the liasion team will correct this next update.
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    This is not a bug per say, but it is possible to have Molterz in Dol Goldur walk another path. As of now he walks through all conversations or get stuck among the PCs that stands around the campfire talking. Would be better if he somehow walked around a bit outside the conversation area.
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    Clerical domains which were supposed to have different spells due to recent spell changes do not seem to be working correctly. First of all, old spells (True Seeing and all invisibility spells) still appear in the spellbook, and new ones don't. More interesting is that when one tries to put them into spell slots, it kinda works - the spell appears in the appropriate spellslot as unprepared - but doing anything to refresh the spell preparation window (e.g. closing and reopening the spell level in which the slot is) shows that contents of the slot was unchanged.

    It seems to be a sort of resource mismatch problem between the client and the server. The client thinks old spells are still there (and new ones aren't), and provides them for selection. The server, upon receiving a request from the client to add the spell to the slot sees that the spell is invalid for the given character class, and rejects it. Perhaps something is missing from the hak? (I have the latest, "spellcaster corrected" MERPrc installed)

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    Spellbook choices are hardcoded I think which stops us from removing them properly.

    As for clerical domains - we didnt change them in the end.
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    Allow me to rephrase that then

    Is it for some technical reasons, Kev? If so, I'm fairly certain it can be done without breaking things - I've seen modified and even brand new custom clerical domains on other servers.

    As it is, at least one domain (Trickery) is completely crippled, as all its spells are disabled. Knowledge is also all about spells... Animal I wouldn't worry much about though, because it is still overpowered even without True Seeing.

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    I merely forgot to remove the listed domain changes in my announcement.

    Natually some clerical domain spells will now be stated as disabled when casted. In this case we will permit the rebuild of existing characters with new domains if that is their wish.

    Our view of clerics here is primarily as healers, so the loss of a few spells is not of grave concern to us.

    Hope that clears things up.
    Last edited by DM_Kev; 03-02-2006 at 09:48.
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    The Mercurial greatsword +2 is not named properly, even though it maintains it's +2 to attack bonus only.

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    Nope. If you want to hide you need the skill to do it now
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    I think he is referring to the Concealment effect, which does not hide you, but rather makes the enemy miss with 50% probability. IMO, it was way overpowered - Imp. Invis was king of the buffs because of it.

    On a side note, Kev, are you planning to disable or at least warn when a new char is created with one or both domains which are crippled (Trickery is obviously the worst in that respect being totally useless now)? As it is, I could easily imagine how it can be an obstacle for a new player who decides to make a cleric...

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    Our character generation guidelines wil be updated as will the starting area advice so players are aware of this before fully commiting their character to the game.
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    The concealment effect will not be reintroduced in any shape or form.
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    Im aware of that, I'm referring to the concealment effect afforded by improved invisibility which is now disabled in its entirety.
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    Everything up to here has been added to my workbook - hopefully it should be sorted in the next round of fixes. Only re-report these if they are still there after the fixes update has been announced and gone live.

    Many thanks

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    Not a bug per se, but on the manual page 10, chapter 7.2.2, the manual says that of all the elves in Middle-earth, only Noldor belong to the Eldar. Just a common mix on the terms Elda and Calaquendë, I guess. My suggestion of what it should read is "Of all the elves inhabiting Middle Earth at this time the Noldor can trace their lineage to Calaquendi, that is the High Elves of the West. The Calaquendi were the elves who finished their journey to the Undying Lands when summoned by Orome in the First Age." (And yes, I am aware that Calaquendi translates literally as Light Elf.)

    The category of Eldar does include all Elves who begun the journey: Of those, at least the remaining Noldor and Sindar are for sure of Eldar, as well as those Laiquendi with Nandor roots. Hence, in its correct usage in the west parts of Middle-earth, the words Elda/Eldar (in High Elven) / Edhel/Edhil (in the more likely Grey Elven) are synonymes to the words "Elf"/"Elves". The opposite of Eldar is Avari (who, if reached the western parts where the persistent world is located, have left the east later) while the opposite of Calaquendi is Moriquendi (Elves, who have never been to Aman). Of course, those Noldor who have born (or, in Elven case, should it be said conceived) in Middle-earth would be, technically, counted amongst the Moriquendi.

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    Just as an aside all the Noldor completed their journey - all of the Noldor and Vanyar did, it was only some of the Teleri who didn't. Therefore all Noldor would be Calaquendi - I'd imagine any newerborn elves of this kindred would still count as such because their ancestors completed the journey.
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    Badgers in East Farthing - Stock Road

    Faction issue, attacking badgers on the said area causes the other surrounding NPCs go hostile, seemingly including at least the whole Shire.

    (Didn't get to run far before the hobbits cut us down. Phew, talk about tight hunting laws.)

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    DM_Kev writes:

    Our character generation guidelines wil be updated as will the starting area advice so players are aware of this before fully commiting their character to the game
    .

    Alas, two days ago the manual did not yet list the changes in permitted spells, so I created my elven cleric with the trickery domain. It was not until she was complete that I read that the invisibility spells (along with a number of other cleric spells) are not available. May I urge you to update the manual soon, so no others are caught as I was?

    If your offer to help us remake our characters still stands, I would like to change Alasse's trickery domain to another one. Many thanks!

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    merpcep.tlk

    I placed merpcep.tlk in the tlk folder but I still get the following message when I try to log in the server: Could not load the module. Missing required custom talk table. "merpcep.tlk" What do I need to do? Thanks.

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    If you're running NWN under Linux or Mac OS, check if the filename has proper case. If you downloaded it from the website, it should be called 'MERPcep.tlk'. Rename it to 'merpcep.tlk' (all lowercase) and see if it works.

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    changed the MERPcep.tlk file in my NWN folder into merpcep.tlk it still didn't work. Thanks. I'm using Windows XP by the way.
    Last edited by natnoslen; 07-03-2006 at 01:30.

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    It may be you have a similar problem to what is discussed here:

    Character problem - Wireplay Community Forums

    It may be worth trying what's suggested there - if you have done so already I apologise.
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    Also, make sure that you are extracting the "files" to the desired locations and not the folders which have the files in them, as that way the game wont see the files because they are in the wrong "location".
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