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Unofficial Arcanum Patch (Original Thread)

DonThrogg

Novice
Joined
Aug 19, 2008
Messages
5
Once you release this patch, do i need to start a new game for it to work?
 
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Drog Black Tooth

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Feb 20, 2008
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DonThrogg said:
Once you release this patch, do i need to start a new game for patch to work?
The new version should be compatible with UAP080708 or UAP080626, but all older versions will cause problems.
 

Svartalf

Educated
Joined
Aug 22, 2008
Messages
53
Yeah, it seems I had lost consciousness while wearing the ring and then unequipped it. But yes you're right, equipping/unequipping it solves the proble. Thanks!
 

Svartalf

Educated
Joined
Aug 22, 2008
Messages
53
Oh and regarding the installation of the patch and continuing the game I was playing before patching Arcanum, it seems everything's working except for Ashbury. I can't go to Ashbury anymore so it's not really a big deal.

See you and thanks for the help and the patch. Looking forward to finishing this game so I can start all over again >: )
 

Svartalf

Educated
Joined
Aug 22, 2008
Messages
53
Sorry if I am too dense with my constant rambling, but since I'm really not an avid forum poster I don't really know the proper way in which one must behave in such place. Add my inability to express myself in English and what you get t is my written babbling.

Now, here's the thing. It seems that after the blessing that bestows +4 ranks in your Bow skill (Even though it doesn't max out the red bar), you can, after levelling, play a little with the ranks. You can add 1 point, and then substract all the points you had invested in that skill.

My problem here is that I think (sigh) I screwed it up by distributing the points in other stats, and now that I have maxed out my Bow skill again (I'm also a Bow Master) something's not working. I noticed I don't fire 2 arrows at once anymore, and probably the other bonus are gone too but I'm not 100% sure about these since there's no tangible way of noticing that as easily as the arrow thingy.
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
Svartalf said:
Yeah, it seems I had lost consciousness while wearing the ring and then unequipped it. But yes you're right, equipping/unequipping it solves the proble. Thanks!

The one time when equipping the ring was exactly what you should not do. :D
 
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Drog Black Tooth

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Feb 20, 2008
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Svartalf said:
My problem here is that I think (sigh) I screwed it up by distributing the points in other stats, and now that I have maxed out my Bow skill again (I'm also a Bow Master) something's not working. I noticed I don't fire 2 arrows at once anymore, and probably the other bonus are gone too but I'm not 100% sure about these since there's no tangible way of noticing that as easily as the arrow thingy.
That's strange. Upload the save and I'll take a look.
 
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Drog Black Tooth

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Feb 20, 2008
Messages
2,636
THE NEW VERSION IS OUT

Here we go. The list of changes is not that big compared to previous releases, but this time almost all changes are important, no typo fixes. (Saves from versions 080626 and 080708 are compatible.)

-Half Elves now can get their BE up to 21.
-Fixed the wrong position of the sleep UI.
-Fixed the wrong size of the save/load menu background.
-Water Elementals now use a correct soundbank.
-The White Scarf no longer acts like a helmet.
-Fixed a wrongly positioned ladder in Tarant Sewers.
-When you exit the blacksmith shop in Stillwater through a door it now correctly changes the ambient track.
-The quest to kill Prince Farad is now fixed. Prince Farad's death changes the quest state. Fixed problems with King Praetor's dialog, so it's possible to a) give up the task when you already have the quest/tell the truth about the princess' destiny, b) report the death of Prince Farad and actually complete the quest.
-Restored unused lines in King Praetor's dialog when the PC gets 60+ reaction.
-The representatives in Caladon Castle are now properly leveled up.
-Fixed the art for townmap/worldmap menu.
-Fixed a wrong color in a palette for rabbit cages.
-Fixed basic proto issues with a Dwarf Villager, Elf Villager and Gnome Villager in Roseborough Inn: correct soundbanks and portraits now.
-Fixed a broken tile in train tracks outside of Tarant.
-Thorvald now leaves you if you don't go to the Wheel Clan.
-Restored unused lines in Thorvald's dialog, now you can ask him about locations.
-Fa'al Kin's Gauntlets are no longer technological, so now characters with technophobia won't get stuck in the maze.
-Murgo now leaves you if you take too long.
-Moved wait commands in Murgo's dialog so they're consistent with other followers' dialogs. Also removed the heal option and some wrong conditions.
-Fixed wrong conditions in Magnus' dialog. Now he won't join you in all cases if you've negotiated with Schuylers.
-Fixed a problem in Magnus' dialog when you were getting duplicated lines if you've negotiated with Schuylers and had Torian Kel in your party.
-It's possible to have Magnus in your party if you've negotiated with Schuylers, AND also killed them. Now all rejoining lines make a check for this.

-Magnus can no longer make things for you when he's waiting.
-It's no longer possible to recycle Sebastian's dialog and take the other one of his two quests.
-Fixed Wesley and Brinda's dialogs. The lines related to the investigation for Mrs. Misk are no longer available if you don't have the quest.
-Shocking Staff and Electrocution Grenade now have their original sound effects restored.
-Knock Out Gas Grenade and Mustard Gas Grenade no longer damage party members.
-Restored original sound effects for acid.
-Fixed several problems with Regenerative Jacket. Fixed the wrong description and the ground art, restored original sound effects.

-Myrth's quest now gets botched if you kill him.
-Fixed 9 art pieces used in sewers wall type. No more blue pixels.
-Restored VO for Torian Kel's lines when you find his ancestral sword (but only the first line is voiced).

-Added some missing conditions to Bane of Kree's dialog.
-Removed the Potion of Paralysis schematic, since it's redundant.
-Fixed several problems with 15 master mages' dialogs (all but the water's one). Now it's impossible to accept a chance for a mastery with less than 5 spells learned (the mastery can be only granted with 5 spells learned). Fixed conditions for the line "I've improved my skills", fixed a check for the line "I've enhanced my magick aura". Fixed some other problems.
-Fixed Master Mage of Water's dialog. Now it's actually possible to accept his quest for the mastery.
-The flag for a mastery chance now doesn't get reset after you complete the test, so now it's impossible to accept the quest for another mastery (which is pointless).
-The lines related to the werewolf quest are no longer repeatable in Master Mage of Morph's dialog.

-All weapons that have a mana bonus now reflect this in their descriptions.
-Descriptions for Mage's Staff, Staff of Healing and Shaman's Staff now list spells.

Grab the update in the first post.

The Extra Pack has been updated as well.
 

Kz3r0

Arcane
Joined
May 28, 2008
Messages
27,026
Glad to see that you are still in business, very appreciated, thanks.
 

zodden

Scholar
Joined
Feb 17, 2007
Messages
105
This is great! Thanks for doing this. Going to play for the first time since I finished the game when it first came out.
 

Mor

Novice
Joined
Sep 23, 2006
Messages
29
The game refused to run the ending slides on my patched playthrough (UAP080708 on top of en_1074). Like you said, the thread is getting unwieldy, so I don't know if it's been covered. I have an endgame save at hand if you want to look into it.
 
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Drog Black Tooth

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Feb 20, 2008
Messages
2,636
Mor said:
The game refused to run the ending slides on my patched playthrough (UAP080708 on top of en_1074). Like you said, the thread is getting unwieldy, so I don't know if it's been covered. I have an endgame save at hand if you want to look into it.
Feel free to upload the save if you're sure that you have no mods installed.

http://rapidshare.com

Moreover, there are several ways to end the game. Could you describe your problem with a bit more details?
 

Mor

Novice
Joined
Sep 23, 2006
Messages
29
Well, I don't know then. I won't pretend to know this game from the technical side. I just finished it again from the save I sent to you and the slides simply aren't showing. I have a release-day English copy, so I'd guess everything should be okay. I can only give you more details about my playthrough.

I used Krygidd's Falchion to kill Kerghan after sending away an NPC who's been hauling the Vendigroth Device for me. (I was playing a low-strength, negative alignment character who sided with the dark elves.) In the final conversation I picked one of the "god" options. I tried to probe a bit further before posting, but nothing I can do in the Void seems to have effect and I don't have earlier saves to work with.

(Come to think, there were two more odd things about this playthrough. I had Torian Kel in my party and picking the "god" options made him change his mind about standing with Kerghan. Another was Jormund putting up. He sank to -300 disposition after I butchered Stillwater, but never left me. Does this stuff register on your side?)
 
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Drog Black Tooth

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Feb 20, 2008
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Mor said:
Well, I don't know then. I won't pretend to know this game from the technical side. I just finished it again from the save I sent to you and the slides simply aren't showing.
They work without any problems on my side. Try reinstalling the game.

Mor said:
I had Torian Kel in my party and picking the "god" options made him change his mind about standing with Kerghan.
Yes, that's a bug. Turns out Torian Kel's dialog wasn't setting a global flag required for this situation.

Mor said:
Another was Jormund putting up. He sank to -300 disposition after I butchered Stillwater, but never left me.
I'll have to do some testing to be sure on what's causing that.
 

Elseer Radak

Novice
Joined
Aug 24, 2008
Messages
1
nice thanks

Hi,

I just found my copy of Arcanum (which I had bought some time ago right before a move) and was surprised to find your fine work keep to up to date after all these years since the game's release!

I'm curious -- eexcept for placing a post in each of your forum areas for arcanum, do you have an update list so I know when when new patch versions of your core three patches -- the uap, the uap extras and the 1024x768 patch come out?

thanks

Elseer R and assorted voices.
 

z3r'0'

Liturgist
Joined
Jun 8, 2004
Messages
211
Location
the namib desert
Thank you for making this patch, Drog. Am planning on making a fresh install of Arcanum and using your patch for a playthrough.
It is really appreciated, as I always felt that Arcanum needed something like this.




Thanks again.
 

Svartalf

Educated
Joined
Aug 22, 2008
Messages
53
Hey, I just "pick-pocketed" J.M Morat's "Ring of Influence" at Grant's Tavern in Tarant.

The ring description says it grants BE: +3, CH: +3, Persuasion: +3 and Haggle: +3. However, it seems it only gives +1 to BE and +1 to CH.
 
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Drog Black Tooth

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Joined
Feb 20, 2008
Messages
2,636
Svartalf said:
Hey, I just "pick-pocketed" J.M Morat's "Ring of Influence" at Grant's Tavern in Tarant.

The ring description says it grants BE: +3, CH: +3, Persuasion: +3 and Haggle: +3. However, it seems it only gives +1 to BE and +1 to CH.
The ring is magickal. Your character doesn't have enough magickal aptitude to fully use the ring's power.
 

Icarian

Novice
Joined
May 19, 2008
Messages
18
Not sure if this is a bug or intended behavior. In Stillwater, if you succesfully steal the geshtianna idol back and then click the guy who stole it, he's reaction drops to zero and he starts yelling "Don't hurt me" etc. but he won't run away or attack (just stands still).


Btw Drog, did you check the hostile caladon patrol guard (wears chainmail) issue in Caladon Cemetry that I reported a while ago?
 

Svartalf

Educated
Joined
Aug 22, 2008
Messages
53
Drog Black Tooth said:
Svartalf said:
Hey, I just "pick-pocketed" J.M Morat's "Ring of Influence" at Grant's Tavern in Tarant.

The ring description says it grants BE: +3, CH: +3, Persuasion: +3 and Haggle: +3. However, it seems it only gives +1 to BE and +1 to CH.
The ring is magickal. Your character doesn't have enough magickal aptitude to fully use the ring's power.



AH! First time I use a technology oriented character, didn't know that. I guess I'm a nOOb. Hopefully that'll change if I keep playing =)

Anyway, thanks for the tip.
 
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Drog Black Tooth

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Feb 20, 2008
Messages
2,636
Drog Black Tooth said:
Mor said:
Another was Jormund putting up. He sank to -300 disposition after I butchered Stillwater, but never left me.
I'll have to do some testing to be sure on what's causing that.
Can't seem to reproduce the problem with another character. Can't tell what caused the glitch on your save. Jormund leaves the party and becomes hostile if I attack him (unless I have CH20, of course).

Icarian said:
Not sure if this is a bug or intended behavior. In Stillwater, if you succesfully steal the geshtianna idol back and then click the guy who stole it, he's reaction drops to zero and he starts yelling "Don't hurt me" etc. but he won't run away or attack (just stands still).
The script tells the critter to attack the PC, but since your character is too powerful, the critter gets scared and gives up. It's possible to put the 'no flee' flag on a critter, so never gets scared, but I'm not sure if it's really needed here, since many NPCs are like this.

Icarian said:
Btw Drog, did you check the hostile caladon patrol guard (wears chainmail) issue in Caladon Cemetry that I reported a while ago?
Icarian said:
I dig up the Viktor Misk grave in Caladon and get the book (during night, no guards in graveyard). When I later return to the graveyard (day time), one of the guards attacks me on sight (reaction 0). Other guards don't do it.

This has happened to me every walkthrough. I have dug up the grave as stealthy as game allows (even with high prowling skil)l. It must be a bug with this one particular guard.
I got the above mentioned issue only once. Here's what's happening. When you dig up the grave, the script checks all critters on the screen (in your field of view), if there's any guards, they become hostile. The southern guardhouse has its door outside of the cemetery, so pathfinding gets a bit glitchy, and the guard may try to enter it from the cemetery's side, obviously he doesn't succeed, so he stands by the guardhouse's wall the whole night. That's OK, since he's able to run to you and attack you (and you know that you got spotted and may reload the game). But when pathfinding actually works and he enters his guardhouse from outside the cemetery he won't be able to attack you, even if the guardhouse is in your field of view, since the stupid AI will be bumping into the wall. So he will attack the next time you visit the cemetery.

Anyway, as you can see the problem occurrs when the southern guardhouse is in your field of view. This is not very likely in the original 800x600 mode with the standard UI (800x400 field of view), but may happen when you poorly position yourself while using the fullscreen (compact-UI) mode, which gives you 800x600 field of view, or the highres patch (1024x568 and 1024x768 possible fields of view).

It's possible to add a distance check, so only guards in a radius of, let's say, 9-10 tiles will be checked, but I'm not sure if this custom addition is really needed.
 

Dr. Angell

Novice
Joined
Aug 21, 2008
Messages
4
Vista and Arcanum.

I can't get Arcanum to load while using Vista. (I just bought a new laptop and can't get rid of the crap.) I tried to put in XP instead and it was Arcanum which made me realize XP missed a lot of the hardware, among other things the video card. I knew of thw problem I asked about, I experienced it first playing Arcanum a few years ago. It just didn't cross my mind that I would have the problem now. Thanks anyway. I am looking forward to playing with the patches.

Does anyone know if there is anything I can do to make Arcanum work with Vista?
The game loads the "loading Arcanum screen" and then turns blank and returns to the desktop.
 

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