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Unofficial Arcanum Patch (Original Thread)

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Drog Black Tooth

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DragonHawk said:
When playing Halfling / Beat with an ugly stick / backstab / pickpocket character, the Blackroot's Mayor / Cumbria tax quest looks broken to me. Basically, I convinced the Mayor to give up the tax via newspaper route (dl: 33 -> 151 -> 161 -> 173 -> 281 -> 181 -> 191). When I talk to him again, the game treats it as I steal the tax from Mayor (dl: 12 -> 141 -> etc). It keeps on showing (12) everytime I talk to the Mayor.
Fixed.

DragonHawk said:
Also, on Blackroot's Mayor, everytime I ended the conversation before getting the offer to rid the thiefs (ie if I select 35, 212, or 223), the next time I talk to Mayor, I only get a greeting and (14) as the only response. Basically, I do not get the opportunity to accept/deny the quest. This happens to both my tech and halfling characters
You can initiate the quest specific dialogue only once, there's a flag checking for it. Perhaps, it would be a good idea to remove the exiting lines in order to prevent confusion.

DragonHawk said:
This may not be a bug: Playing Dwarf / raised by monks / tech / firearms character, I could not get the newspaper option (33) to appear. Is this option only available to non tech character ?
You can say line 33 only if you have the newspaper AND know that Black Root is aligned with Tarant. It seems, the only way to set this global variable is by talking to Dante.
 

Drugar

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Jun 23, 2008
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Location
The Dark Mountains of the Netherlands
I think I've got a problem with installing the mod. I run the executable and set the directory, then it installs but at around 60% (Extracting Modules) it closes (Screenshot 0.5 second before closing). As you can see, I've got vista and the installer is already fading out while it's closing. No error message is given, the patch is installed, no other mods.

Things in-game seem to function, I've got the IFS Zephyr Survivor rep, ogres have a new picture, but on the other hand, I haven't (for example) seen any Large/Small armours (aside from the regular ones) at smiths, at level 25 now (if there's a level requirement).

I've got the feeling the mod didn't install properly, even though it didn't seem to do any damage to the game and some parts are in. Is it supposed to do this?
 

xanderhal

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Jun 23, 2008
Messages
1
Just to follow up with the people having problems with Ashbury,

I did a clean install of Arcanum with the 1074 patch and the 80612 unofficial patch.

Prior to the Black Mountain Mines and getting the quest for Isle of Despair, trying to travel from Tarant to Ashbury via train would be an instant crash to desktop.

After getting the Isle of Despair quest, I was able to travel from Blackroot to Ashbury via boat. However, I can only walk around in the South-eastern half of the city, around the docks and shops. I tried to go to the machine armor house quest and got a crash to desktop, and tried to go into the graveyard and got a crash to desktop.

-Xander
 

1234

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Jun 21, 2008
Messages
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Crashes: If anyone's using the D3D windower program posted a few pages back, this tends to cause crashes and massive slowdowns (especially when there are alot of creatures on the screen or when an enemy sprite has been scaled up), so that might be your problem. Also, not related to D3D, Arcanum starts acting up when you play it for over 2 straight hours. After an hour and a half exit the game completely then start it up again.

DragonHawk said:
When playing Halfling / Beat with an ugly stick / backstab / pickpocket character, the Blackroot's Mayor / Cumbria tax quest looks broken to me. Basically, I convinced the Mayor to give up the tax via newspaper route (dl: 33 -> 151 -> 161 -> 173 -> 281 -> 181 -> 191). When I talk to him again, the game treats it as I steal the tax from Mayor (dl: 12 -> 141 -> etc). It keeps on showing (12) everytime I talk to the Mayor.

I forgot to mention this. It happened to me to, but I was playing a magically-inclined half-elf with moderate persuasion. King Praetor told me to collect the taxes. I went to Blackroot and agreed to retrieve the mayor's dagger from the bandits in return for the taxes. I went to the bandits and did their poison fetch quest, they gave me the dagger, and I returned it to the mayor, who in turn gave me the taxes. When I talked to the mayor again, the game treated it as if I had stolen the taxes.
 

1234

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Jun 21, 2008
Messages
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How do you take screenshots? There's a graphical error I'd like to report.
 

Xor

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
F12 takes a screenshot, and puts it in one of the data directories (I can't check which one right now).
 

1234

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Jun 21, 2008
Messages
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Thanks.

First, there are some snow glitches.

This is in Hardin's Pass (a little ways northeast from the exit point into the forest).
screen0004th2.png


This is directly north of Hardin's Pass (right after you quick travel there).
screen0005on2.png


Another graphic glitch that's kind of funny, but might not be fixable. Apparently, you can throw stuff in Quintarra and it'll float in the air.

screen0007qq9.png


Bugs:

If you're a dummy, and you talk to Swyft in Quintarra, all she says is hello and all you can reply is goodbye. However, her name then shows up as Swyft, even though she never told you it. This same thing happens with Jormund and Wrath.

If you're a dummy and you talk to Raven and you tell her "bad things are happening," she says she doesn't have time to talk but does have a quest for you. She tells you to get rid of the humans from Falcon's Ache. In your journal under rumors, it comes up that her mom is the Silver Lady, and you have to do this so you can speak to the Silver Lady, even though Raven never said anything like that.

The next is not so much a bug as it is nonsensical. When you ask around Tarant about Terwilliger, people say they don't know who he is but check the cemetary and hall of records. The cemetary seems like a wierd place to look for someone (even though he died over 80 years ago, but the citizens don't seem to know who he is). They should really just tell you to check the hall of records. BUT you can't ask the woman in the hall of records about Terwilliger unless you know he's dead.

As you can tell, I'm going through the game with a low-intelligence fighter.
 

1234

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Jun 21, 2008
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Continuing on my dummy quest...

The Tomb of Nasrudin plays the default town music.

I killed the guards and stole Nasrudin's skull (oddly enough, no one else in the temple seems to care). I brought it back to Hadrian and he told me to talk to Gunther, which I did. Gunther asked me if I had given the skull to Hadrian, and there was no option to say "yes". So, I am stuck.

Alexander doesn't fall down if you kill him - he still stands up.


You know, this is the easiest game of Arcanum I've ever played. I thought a stupid halfling fighter would be challenging. I'm already level 35, maxed out strength and dex, maxed out melee and dodge, and have leftover skill points that I just don't know what to do with. I can easily take out every single enemy I come across. Well, with only Virgil, there was the occasional hangup, but now that I got the dog too... things are just ridiculously simple. When you can punch Seething Masses to death by yourself...
 
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Drog Black Tooth

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Drugar said:
I think I've got a problem with installing the mod. I run the executable and set the directory, then it installs but at around 60% (Extracting Modules) it closes (Screenshot 0.5 second before closing). As you can see, I've got vista and the installer is already fading out while it's closing. No error message is given, the patch is installed, no other mods.
There's no "install complete" message, so perhaps, the patch just installs too quickly.

Drugar said:
Things in-game seem to function, I've got the IFS Zephyr Survivor rep, ogres have a new picture, but on the other hand, I haven't (for example) seen any Large/Small armours (aside from the regular ones) at smiths, at level 25 now (if there's a level requirement).
It seems everything is functioning properly. Large/small pieces of armor have a small chance of appearing, so try waiting a few days.

xanderhal said:
Just to follow up with the people having problems with Ashbury
Does it happen on a new save?

1234 said:
If you're a dummy, and you talk to Swyft in Quintarra, all she says is hello and all you can reply is goodbye. However, her name then shows up as Swyft, even though she never told you it. This same thing happens with Jormund and Wrath.
That's how the engine works. If you talk to somebody once, they will display a known description.

1234 said:
The next is not so much a bug as it is nonsensical. When you ask around Tarant about Terwilliger, people say they don't know who he is but check the cemetary and hall of records. The cemetary seems like a wierd place to look for someone (even though he died over 80 years ago, but the citizens don't seem to know who he is). They should really just tell you to check the hall of records. BUT you can't ask the woman in the hall of records about Terwilliger unless you know he's dead.
There's his grave at the cemetery.

1234 said:
I killed the guards and stole Nasrudin's skull (oddly enough, no one else in the temple seems to care). I brought it back to Hadrian and he told me to talk to Gunther, which I did. Gunther asked me if I had given the skull to Hadrian, and there was no option to say "yes". So, I am stuck.
Line numbers, please. I went through the whole game as a dummy and these dialogues should be working.

1234 said:
Alexander doesn't fall down if you kill him - he still stands up.
That's a bug in the engine, it happens from time to time with any creature.
 

Kharza

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Is it intended that Matthew Jameson still just stands next to the manhole in Tarant, after you give him his wedding ring?
 
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Drog Black Tooth

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Kharza said:
Is it intended that Matthew Jameson still just stands next to the manhole in Tarant, after you give him his wedding ring?
Seems so. I thought about adding a few extra lines to the script, so he would walk up the road and disappear, but that would be custom content, I'm afraid. We should keep the game the way TROIKA intended it to be.
 

1234

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Drog Black Tooth said:
1234 said:
The next is not so much a bug as it is nonsensical. When you ask around Tarant about Terwilliger, people say they don't know who he is but check the cemetary and hall of records. The cemetary seems like a wierd place to look for someone (even though he died over 80 years ago, but the citizens don't seem to know who he is). They should really just tell you to check the hall of records. BUT you can't ask the woman in the hall of records about Terwilliger unless you know he's dead.
There's his grave at the cemetery.

So in a big city people automatically know everyone who's buried in the graveyard?

1234 said:
I killed the guards and stole Nasrudin's skull (oddly enough, no one else in the temple seems to care). I brought it back to Hadrian and he told me to talk to Gunther, which I did. Gunther asked me if I had given the skull to Hadrian, and there was no option to say "yes". So, I am stuck.
Line numbers, please. I went through the whole game as a dummy and these dialogues should be working.

I overwrote that save file so unfortunately I can't get the line numbers, sorry. It's not that big of a deal anyways... I had to steal the letter that Gunther had on his person, but I was able to progress. It only happens if you talk to Hadrian first after getting the skull.


Anyways I have a few more graphical glitches if you're interested.

The map by Nasrudin's house is all fucked up. In the second one, as you can see, I'm standing right inside of his house.



The forest surrounding his house (directly west) also has problems.


Plus, a random encounter on the island (I don't know if the terrain is randomly generated or set in stone).


A "stepping stone" on Tulla lights up in the foreground when it should be in the background (i.e. on the floor) like all the others.


This next one is really wierd. I've gotten it twice so far, once in Tulla and once in Ashbury. The whole screen starts fucking up. I don't know if this means anything, but I got these after I had picked up Payne, and never had them anytime before.


This next one was a total shocker. Right at the entrance to Kerghan's palace in the void, there are two guards. If you talk to the one on the left when you have Arronax in the party, he'll attack. Anyways, I was fighting them and he summoned a buddy. I killed the buddy and kept fighting. Then, he summoned two buddies in succession, and that's when things turned odd. Pixels (including characters) started jumping around the screen, growing, shrinking, flashing, etc.
 

Mooses

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Jun 24, 2008
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Land of Trees
This patch is cool :)

I've not found much bugs, just occassional "amnesia" on the non player characters, at least deCesare kept forgetting I've already shown him the skulls, but talking about Arthur Tyron made him happy again. Not sure if this happend without this patch, earlier I didn't complete the skull quest so complete as now.

I noticed some minor annoyance with Tempus Fugit spell making the "click-clack-clock" sounds repeatedly when the spell is on.. I just hate clock sounds. I found my way on doing a little patch myself to make it play sounds only when spell is casted like Hasten and Congeal Time spells, but would be great, if such thing was part of this Unofficial Patch..
 

Earth Nuggets

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1234 said:
Crashes: If anyone's using the D3D windower program posted a few pages back, this tends to cause crashes and massive slowdowns (especially when there are alot of creatures on the screen or when an enemy sprite has been scaled up), so that might be your problem. Also, not related to D3D, Arcanum starts acting up when you play it for over 2 straight hours. After an hour and a half exit the game completely then start it up again.
Try playing in safe mode. You can run it this way in D3DWindower too by adjusting the settings and typing -no3d under "Command Line." Trust me, man, these problems are not wide-spread. I've run Arcanum on several computers over the years and this is the first one that started giving me problems, and safe mode fixes them anyway.
 
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Drog Black Tooth

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1234 said:
Drog Black Tooth said:
1234 said:
The next is not so much a bug as it is nonsensical. When you ask around Tarant about Terwilliger, people say they don't know who he is but check the cemetary and hall of records. The cemetary seems like a wierd place to look for someone (even though he died over 80 years ago, but the citizens don't seem to know who he is). They should really just tell you to check the hall of records. BUT you can't ask the woman in the hall of records about Terwilliger unless you know he's dead.
There's his grave at the cemetery.

So in a big city people automatically know everyone who's buried in the graveyard?
The story state based responses are supposed to give you clues, so they don't make that much sense apart from giving you hints on how to progress in the game.

1234 said:
The forest surrounding his house (directly west) also has problems.


Plus, a random encounter on the island (I don't know if the terrain is randomly generated or set in stone).
I don't see any problems with these ones. What do you mean?

1234 said:
This next one is really wierd. I've gotten it twice so far, once in Tulla and once in Ashbury. The whole screen starts fucking up. I don't know if this means anything, but I got these after I had picked up Payne, and never had them anytime before.


This next one was a total shocker. Right at the entrance to Kerghan's palace in the void, there are two guards. If you talk to the one on the left when you have Arronax in the party, he'll attack. Anyways, I was fighting them and he summoned a buddy. I killed the buddy and kept fighting. Then, he summoned two buddies in succession, and that's when things turned odd. Pixels (including characters) started jumping around the screen, growing, shrinking, flashing, etc.
These ones seem to be caused by incompatibility with your hardware/drivers. Or they may be just random rare glitches, can't say much.

And yes, as it was already recommended, try running the game in the safe mode.
 

1234

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Joined
Jun 21, 2008
Messages
18
Safe mode doesn't disable most of the effects?

Anyways, as long as I quit and restart every hour or so things are fine. I just posted it because I didn't know if anyone else had experienced similar issues.

Drog Black Tooth said:
1234 said:
Drog Black Tooth said:
1234 said:
The next is not so much a bug as it is nonsensical. When you ask around Tarant about Terwilliger, people say they don't know who he is but check the cemetary and hall of records. The cemetary seems like a wierd place to look for someone (even though he died over 80 years ago, but the citizens don't seem to know who he is). They should really just tell you to check the hall of records. BUT you can't ask the woman in the hall of records about Terwilliger unless you know he's dead.
There's his grave at the cemetery.

So in a big city people automatically know everyone who's buried in the graveyard?
The story state based responses are supposed to give you clues, so they don't make that much sense apart from giving you hints on how to progress in the game.

I guess it's just me. I found it jarring that when you ask a person where someone lives, they reply by telling you to check the cemetary.

1234 said:
The forest surrounding his house (directly west) also has problems.


Plus, a random encounter on the island (I don't know if the terrain is randomly generated or set in stone).
I don't see any problems with these ones. What do you mean?

The forest looks like someone took a pair of scissors to it.

I circled the problem areas: http://i26.tinypic.com/2rwsqox.jpg (imageshack is acting screwy)

Also, has anyone tried fixing the race icons? They are all cut off at the edges. I could attempt it if I knew where to get the images.
 

1234

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Jun 21, 2008
Messages
18
Adding to what I asked above, I did a quick edit of the orc icon and here's what I got.

The original, for comparison.
RaceOrcIcon.png


With no glow.
orcfj0.jpg


With a moderate glow.
orcreduj7.jpg


Side-by-side glow comparison (so you can see the edge difference).

comparefa8.jpg


I'm finding it hard to add a smoother blend to the glow without creating the boxed look of the originals. It gets cut off if I add any more.

Thoughts?
 
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Drog Black Tooth

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The new version is out!

The new version fixes many problems with music, items descriptions and random encounters among other things. Also there's some important restored content: Vendigroth's music track and Virgil's dialogue about Lawrence Brummond's newspaper. I was unsure about the fate of the Vendigroth track (I was pondering if they left it out because it was just disliked), but after reading Ben Houge's comments on the OST I became sure that they just forgot about it.

The full list of changes is as follows:

-Removed two red pixels in Light Wood Door's art.
-Level scaling is back, but now you get random encounters after levels 45-49 as well.
-There's a chance that orcish bandits in random encounters will have an ogre in their group now. (This wasn't working before because of a typo).
-Fixed scripts of Molochean Hand Assasins, Orc Bandits and Bates' Bounty Hunters. You won't be caught in neverending dialogue loop anymore if you try to control their mind.
-Fixed wrongs stats on a number of orcs and ogres' prototypes. Summoned orcs and ogres aren't considered monsters anymore.
-Vendigroth's music track is restored.
-Fixed music issues in the part of Tarant around the library, Caladon's docks, the boat landing on Thanatos, the Ruby Glade, Ashlag Village and Stringy Pete's Cove.

-Fixed three typos in Thom Grak's dialogue.
-Fixed a typo in "IFS Zephyr Miracle" newspaper.
-Fixed a typo in Malek Nebbs' dialogue.
-One of passages in the Black Mountain mines can't be destroyed anymore.
-A table in Bates' factory can't be highlighted anymore.
-A painting in the Mayor's mansion in Black Root can't be highlighted anymore.
-Restored Virgil's dialogue about Lawrence Brummond's newspaper.
-Lawrence Brummond's newspaper can't be pickpocketed from the clerk anymore.

-Fixed a typo in Lawrence Brummond's newspaper.
-Fixed a typo in Virgil's dialogue (talking about the newspaper).
-Fixed a typo in Virgil's dialogue (talking about the flying machines).
-Fixed 12 typos in newspapers.
-Fixed a typo in Gilbert Bates' dialogue.
-Gilbert Bates now asks for his ring after the questions' branch as well.
-WorldEd: changed categories for many critter prototypes.

-Fixed several problems with some of critter prototypes.
-Summoned creatures now have correct palettes. (not default ones)
-Fixed basic proto issues with the guard in front of the gates on the Isle of Despair: correct soundbank and portrait now.
-The junk dealer in Derhnolm now has a correct dialogue.
-Fixed some broken tiles in the herbalist's house in Shrouded Hills.
-Fixed three broken lines in the dialogue of the Mayor of Black Root.
-Fixed 8 typos in train ticket agents' dialogues.
-Fixed a typo in Black Root's rumors.
-Fixed a typo in Winston Schuyler's dialogue.
-Fixed the land bridge's townmap.
-Fixed two broken lines and a typo in Killian Drake's dialogue.
-Prince Farad won't talk to you anymore if you tell him that Aria is being tortured by Praetor.
-Fixed two broken lines in the dialogue of the Mayor of Black Root.

-Removed a description from Princess Aria's Amulet.
-Standardized descriptions for Dorian Amulet, Ring of Protection, Amulet of Beauty and Axe of Strength.
-Standardized a lot of descriptions for unique items.
-Fixed wrong descriptions for Charmed, Magick, Mystic and Arcane Robes.
-Fixed wrong descriptions for Charmed, Magick, Mystic and Arcane Chainmails.
-Fixed wrong descriptions for Charmed, Magick, Mystic and Arcane Platemails.


The download links are in the first post, as usual.

P.S. A lot of sectors have been updated, thus devastating compatibility with old saves. Old saves will cause many crashes and hang-ups. Don't even try.
 

MaskedMan

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Codex 2012 PC RPG Website of the Year, 2015 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
Some more bugs/silly grammatical mistakes , I'm now playing as a female half-elf mage:

Shrouded Hills rumors, in dialog:
- "Its said no one knows more about exotic objects than Ristezze the importer",should be It's.
- "Its rumored that the road out of town is held by brigands", should be It's.

Ristezze:
- His answer to line 2: "No where will you find...", should be Nowhere?
- His answer to line 106: "with my luck, it's probably a fake or its stolen", should be it's.

Magnus:
- His reply to line 50:"its nice to met an outlander", should be it's.
- His reply to line 253:"its obvious to me now", should be it's.

Asking shop-owners in Tarant about Gilbert Bates, then thanking them, leads to the "what do you sell?" lines.

Evelyn Garringsburg:
- Her reply to line 86: "300 gold pieces of you were to return it", should be if.

Gilbert Bates:
- His reply to line 1291: "I have invented any number of devices based off its principals, but I did not invent the first one.", should be principles? I'm really unsure about this one, I guess it could be used like it is, but it's a little archaic...
- When returning from the BMC I get both the lines 501 and 504, they are identical. Did you try to fix the issue with the VO not playing? Only line 501 has VO.

Dark Elf at the Elven Ruins:
- His reply to line 57: "You are lucky that you a person of honesty", should probably be "you are a person...".

Ashbury rumors, in dialog:
- "Rumor has it that that old Malachi Rench's castle, up north Ashbury, is haunted", one that too many..
- "Have you run into Kendrick Wates here in Asbury.", should end with a question-mark, as it is a question.

Junk dealer, Tarantian docks:
- His reply to line 4: "...most of its rusted...", should be it's

Torian Kel, as Crumbling Skeleton:
- his reply to line 2: "So...long...its beeeeennn", should be it's

Torian Kel's armor changes color if take it off, then re- equip it, that's slightly odd :?

Bar patron, when you tell her your story about the IFS Zephyr:
- "That's an incredible story, madam! [Her eyes light up.] And you're a amazing woman!", should be an (sorry about not having the line number, I didn't take notice of it, and since this dialog is random it's hard to repeat it).

Jones the collector:
- His reply to line 28: "if its to be had on the isle...", should be it's.
- His reply to line 89: "its been a pleasure working with you", should be it's.

Gorrin:
- His reply to line 11: "This is usually where its resolved", should be it's

Maximillian:
- The greeting, possibly generic high reaction: "It is an honour miss.", should be honor. The game is very consistent in using American forms of similar words (harbor, armor) so it doesn't make sense to use the English one.. Serious nitpicking FTW! :)

Thorwald:
- His reply to line 81: "Where would you get such an preposterous idea?", should be a, change it if yo think Thorwald has perfect grammar. :wink:
- His reply to line 530: "Where did you here such a thing", should be hear.
- Line 414: "1500 that's a tad bit expensive", should be "that's a tad" or "that's a bit", using both is kinda overkill.
-If you leave after giving him the moonshine (you can exit conversation with a "I'll be going now") , before he marks your map (line 464), both he and your character will 'forget' that you have given him the moonshine, and you'll have to pay him,etc. You should remove the option to exit conversation.
- His reply to line 28: "Very well let me see your map", should have a comma: "Very well, let me.." ?
- His reply to line 750 (he is now a spirit): "Some where on the island", should be somewhere?
- Talking to his spirit does not forward the quest-state, even though he gives you the location of the wheel clan, and informs you about the glasses. I know that if you kill him you can still read his book, but that contains nothing he doesn't tell you as a spirit. yo can compare this to the conversation with Loghaire; He too has got info that you can get either through talking with him or looting his corpse, talking to him furthers the quest...

Dock worker, the weird half -elf one near Teach's ship in Ashbury:
- Calls my character "mister" when replying to line 243, should be madam, or some other female title.

I see you've fixed some typos in the ticket-agent dialogs, did you add question marks where appropriate ? A lot of their questions lacked those...

Half orc bandit in the bar in the Boil:
- His reply to line 101: "The Boil is a place of great opportunity for those in the know, it is" is a little weird. I'm not sure how I'd straighten it out...

The "Fool's Dagger" has an empty spell-menu.

The "Enchanted Sword" has an empty spell-menu (I don't think it's the one from Doc Roberts as you've fixed that; I have two enchanted swords and only one of them has an empty spell-menu..).

The "Lingering Sword" has an empty spell-menu. I'm also unsure whether the "-6 speed" is working; it has no effect on my characters movement speed, and I don't know any way of seeing my total "attack speed", except in the weapons menu...

Generic inventor dialog if you have high enough magick aptitude (I got it from the inventor in the Wheel Clan):
- The inventor suddenly seems to realize something about you.]Oh dear!", should start with a bracket ( [ )!

Vegard MoltenFlow:
- His reply to line 63: "Well... that's a longer story girl. Do you anything of the Wheel Clan.", should be "do you know.." ?

Erick Obsidian:
- His reply to line 34: "If you know anything about the metal, you know its rare", should be it's
- When you ask him line 55 ("What is it Erick?"), seemingly questioning him about the 'thing' he's found, he goes straight to the response for line 108, as if you've just volunteered to go search for the Iron Clan. There might be some cross-wiring there..

Loghaire:
- His reply to line 190: "And now this mystery!...where are the dwarves...", remove the exclamation mark, there shouldn't be any punctuation there.
- His reply to line 384: "OH GOD!", should be GODS, it's what the VO says, and it's kinda important seeing as how they've got several gods (they usually refer to their 'special god' Alberich by his name..)

The putrid walkers in Kerghan's lab are hostile towards the Bludgeoner there...

Kerghan's journal, under July 15:
"I know that some may look at the things that I've done in the name of magick and call them monstrous, but these shells that I raised and then quenched were already dead to begin with...that I used them to further our knowledge should not be of no concern." sounds odd. As I see it there are two ways of interpreting this sentence; either it's meant to say "no harm done, they were already dead", and it should go "that I used them to further our knowledge should be of no concern" (remove the not), or he's saying that "in addition to the fact that they were already dead, it shouldn't be ignored that I'm using this for learning", and it should be (,and that I used them to further our knowledge should not be of no concern." (replace the pause with ",and". I'm leaning towards the first one...

The Book from Elder Joachim that you get in Stillwater:
- "The 'writings' that Trellian refers to are unknown, but its been surmised that they were...", should be it's.

Richard Leeks:
- His reply to line 75: "its one of the newer religions...", should be it's.
- His reply to line 74: "its just a local legend really (...)think its just a load of bunk.", should be it's.
- His reply to line 80: "I'm just at skilled at wielding a blade as I am at making", should be as.

Sogg:
- When you dismiss him: "Now...where we are we", I know he's supposed to be drunk, but this one doesn't seem intentional, maybe you should remove the first we?


Anyway, due to the compatibility issues the last patch has with old saves I'll be playing with the second-to-last version, so I'm sorry if any of these have already been fixed...
 

Black

Arcane
Joined
May 8, 2007
Messages
1,873,144
^
Actually I think Arcanum uses more English words than American.

Same thing, Torian-Kel speaks about his battle and he says something like "dread-armor", but in game it's dread armour.
 

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