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Changes i noticed so far:
1. Spell Darkness wont work.
2. Improved invisibility work as pnp. I got Trickery domain for this spell and its useless because almost every hard enemy has true sight.
3. Heal and Harm work as 3.5.
4. Stone skin don't give DR, but give Critical Hit Immunity (wtf?)
In Act 1, if the mayor of Bracksford won't let you go east after clearing the Calespur Ranges and Culdeny, you can fix the issue with the console
Open the console with ~
DebugMode 1
dm_setvarint rangers 4 (then click on your character)
DebugMode 0
1: When I went to talk to the king after the siege, a dialogue would pop up with Nellise interjecting about it being strange that a human could be that old, and the dialogue ended abruptly. Walked far enough away and told Nelisse to stay put and tried talking again, fixed it.
2: After getting past that, the king tells you to speak to Terinus, but when I speak with Terinus, he continues insisting that he is too tired and to go speak with the king. Reloaded game, rested at the inn, still insists he's too tired. Any fixes?
since the old two-companion limit had been removed in all the previous acts so far, so I tried kicking out Nellise, asking him to join, then asking Nellise to join back up. Worked perfectly and I've got all three companions. I'm guessing that that one party-size check slipped under the radar. Not really a high-priority bug, since it's easy enough to get around, but I figured you might want to know.
Okay so, apparently Criosa was both dead AND in a different area of the map (area between the desert village and Highmarch). Maybe this could be contributing, but another glitch seems to be in the way: whenever I go to the mountain pass between the desert village and Highmarch, the loading point back to Highmarch from the pass is nonexistant.
Okay, so apparently if you stand in the area the loading point is for long enough it pops up. However, my combat log is being flooded with messages akin to "ai command flooded" and listing every NPC in Fort Highmarch with some variable numbers next to their names.
I should also note I already tried teh spikey's suggestion, It didn't work. Same results.
Seeing more people have issue with getting through the east gate of Bracksford - The scripting seems solid but it's probably an EE thing, so I'm going to put in some failsafes to make sure that fires properly.
NWN has always had an issue where a henchman is within range to be recognised in a conversation script, yet too far away to actually join the conversation. I'll poke Beamdog about this and see if we can get that fixed.
andreas@andreas-UX305FA:~/.steam/steam/steamapps/workshop/content/704450/1342401238/hak$ ls -latr | grep shi
-rwxrwxr-x 1 andreas andreas 6890876 april 17 16:27 ship-Interior.hak
lrwxrwxrwx 1 andreas andreas 17 april 23 12:51 ship-interior.hak -> ship-Interior.hak
andreas@andreas-UX305FA:~/.steam/steam/steamapps/workshop/content/704450/1342401238/hak$
Issue on Act 2: Upon seeking Desmond for the golden dragon, it doesn't work. If approached a second version appears on the summoning circle and he talks like you've already done whatever you're supposed... to have done.