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Tuesday, 1 September 2015

Beta Testing Report (FIRST FIVE BETAS)

Today, I have finished uploading the files and I have decided to use this blog as the central link for informing beta testers of bugs discovered and the changes made. It will also be the area where a player can check back and find the links to any patch file, which I will keep a link to from here, as well as in any emails I send. Note: Apart from the patch file and the "Information.rar" all other file links will be supplied direct by the emails you have provided me.


BETA TESTERS (Updated upon request): andysks; Thierry (4760), Grinsekatze, rjshae,  ...


Patching process is now only received via direct email communication.

Replace existing hak with this one. (Confirms version update in game. NB: Name will now always be althea_patch_latest.rar. This way I can replace an existing patch and simply update the version number here of what to expect after patching your module.) NB: If your game does not tell you it has been updated after replacing the hak, then please try downloading again. If it still fails, let me know. The version you are currently running can be found in your Main Menu when you click on Rule Information.

// v5.17 - Fixed ROUND COUNTER.
// v5.16 - Fixed snowballs and healing herbs. Updated bestiary include and images.
// v5.15 - Fixed crafting case sensitive resrefs checks.
// v5.14 - Fixed companion journal for Thierry. Fixed lag problem in Chaos Vortex due to scaling issue.
// v5.13 - Fixed broken journal for companions and Orechin conversation.
// v5.12 - Map Pins improvement (by allowing companions area transition to keep something upon enter.)
// v5.11 - Journal Fix.
// v5.10 - Fixed post descriptions on items when unacquired for any reason. E.g. Runic addition.
// v5.09 - Fixed broken function that checks party skill - best PC in.
// v5.08 - Astend conversation logic on order of events. Core dump.
// v5.06 - CORE FILE DUMP.
// v5.05 - Fixed Travis conversation. Fixed Melissa conversation about ants.
// v5.04 - Fixed smelter usage.

// v5.03 - Fixed incorrect pause delay. Creation Pen Removal. Halls Effects Removal. Journal entry.
// v5.02 - Fixed an impotent Melakar
// v5.01 - Removes debug feedback.
// v4.06 - Resest attempts for Thierry.(Critical.)
// v4.05 - Fixed book for Zakeree for beta testers.(Critical.)
// v4.04 - Fixed broken rune lock timers. Broken journal entry.(Critical.)
// v4.03 - Fixed Talanthian door to remain unlocked on second usage. Add missing items. (Critical.)

// v4.02 - Fixed non-comtainer placeable combi locks. E.g Anciet Crypt pedestal (Critical.)
// v4.01 - Dryad conversation fix (updates quests). (Critical.)
// v4.00 - Quest fixes (completion) for Rjshae and Thierry (Non critical.)


// ==============================================================================


09/09/15: THE GAME TIMER - This module uses a simple game timer, which is accessible from the Main Menu. It is only provided as a very rough guide, as it runs a bit inaccurately, and even stops when the game is paused (of course). Those of you who may have been monitoring your Game Time, may also notice that the time recorded has been halved. This is to take into account an error found in the time keeping (going twice as fast as it should have been).

09/09/15: "NO REST" AREAS - This module uses its own NO RESTING feedback. However, I did not remove the "No Resting Allowed" property from some areas prior this release, which means the official campaign system kicks in before my own system gives any feedback. Therefore, be aware of this when trying to rest in some areas. E.g. In Merkes place, you simply get the "No resting allowed in this area" in the chat window, which can easily be missed if you are used to the other system.

08/09/15: "STOLEN" ITEMS - I discovered there still remains a number of placeable containers missing an important script that means the contents are not marked "Stolen" in the normal way and Trickster Jewellery is not setup correctly. I am addressing these as I discover them, and they CANNOT *easily* be fixed via the patch and so it's not worth the time doing so. (They will be fixed in the final.) You will find an example of this in a chest inside the Bloated Buckle Inn (if you find it).

04/09/15: SOUNDS - I discovered a deeply embedded function "LBPlaySound" needed to have its target association changed when playing sounds. This has been fixed for future releases, but no patch will deal with a situation in your own game. Basically, if you are not possessing your main PC, who is far from the one you are possessing, then you may not hear some sounds play. (Rare situation.)

04/09/15: GEMS - I discovered a couple of gems were not indicating that they can be used in crafting: the Alexandrite and the Amethyst. These have been updated in this module, but will not show in your findings of them. They can still be used as such though.

03/09/15: LOWER RESOLUTIONS - I discovered that some of you are running at lower than 1920 x 1080 resolution. This causes a problem with some new GUIs that are "fixed" for 1920 x 1080 resolutions. However, I have "unlocked" them with a fix so that player on lower resolutions setups can move the GUIs around to suit their needs. At the moment, this has only been reported as required for the Rune Lock puzzle. If you play at a lower resolution and require any other GUI "unlocked", then please let me know. Here is the Quick Fix to unlock the Rune Lock GUIs. Decompress the file and place the two XMl files into your override. They are unique and will not affect any other game you may be playing and are safe to leave there.

03/09/15: AREA LIGHTING - I discovered that the lighting for the "Boathouse" was not set correctly. The module has been corrected, but your version will not be. Apologies for that.

03/09/15: CRYPT COFFINS - I discovered that some of the crypt coffins had older scripts on, which do not make unusable after looting. The module has been corrected, but your version will not be. Apologies for that.

03/09/15: RULE INFO - The Scroll comes with a number of House Rules, covered in the Rule Information section, which could be an overwhelming amount of text to read in one go. I would recommend only referring to this section as and when you are curious about the way something plays. In other words, you can "ignore" the rules all the while you are playing along without any issues. Consider the Rule Information tab like the "DM" (dungeon master) who gives you information when you need it.

02/09/15: FONT SIZE - I have had one tester report back with the following error as shown in the image below. (See the previous blog post, which is now dedicated to beta tester images.) This problem is related to font sizes used by the game. It is important that anything that alters font sizes used by the game is removed or "returned to normal" prior to starting this module. This module also uses an altered fontfamily.xml, which is found inside the UI/Custom/LBAlthea folder. It is *critically important* that you use only the fontfamily.xml that comes with this module, otherwise you may end up with missing text as per the image below ... or potentially worse? If that is not the case, then something more fundamental could be at work, along the lines of a computer setting or a video hardware driver. RESOLVED: Ensure *ALL* third party add-ons are removed from both the override and the ui folders. (Pending Confirmation.)

0 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 0


Beta testers can send me both emails or use this blog to send me comments regarding the testing or any other relevant information. I will use information sent to me to list "bugs" reported and "comments and suggestions" made, which they believe would improve the game, with any feedback I can give.


I want to point out that this module is not yet considered "complete". It is, however, at the stage where I need other people's perspectives to help with the final balancing and any last minute alterations. In this case, I would like to remind the testers that I cut short my own alpha testing so that I could try and meet the deadline I have set for myself. Your feedback will help me to concentrate on the important issues.


It is important to recognise that this module, The Scroll (The First Day) is only the first in a series of three planned modules. Playing it to the end may be like reaching the end of "The Fellowship of the Ring" in the Lord of the Rings trilogy ... but with nowhere else to go ... yet.

Note, I hope that there will still be a sense of satisfaction for reaching the end of this module, but there will be at least one or two loose threads remaining, which are the reasons for the modules that I hope will follow. At the very least, I hope the module will also act a showcase for the many other ideas and systems that I have developed along the way and that others may be able to use within their own modules.


While I have gone through some extensive testing, there is still a real possibility that a fundamental game-breaking bug remains in the code. If you believe you encounter one of these types of bugs, let me know as soon as possible so that I can release a patch as quickly as I can to help keep the testing moving. In every such case, I will endeavour to provide a working solution so that you will not need to restart the game wherever possible. Restarting will only ever be a last resort during this stage of testing.


Beta testers will be sent an email with a link to this blog and direct download links to the three essential files required to install the module. It is essential to follow these instructions to ensure the module installs correctly and plays without problems beyond currently undiscovered bugs:-

1) Ensure your "Neverwinter Nights 2\ui\custom" and "Neverwinter Nights 2\override" are currently empty. (NB: This module must not have any other third party add-ons included.)

2) Download and unpack "Campaign_Althea.rar". It contains a folder called "Althea", which must be placed inside your NWN2 Campaigns folder.

3) Download and unpack "Module_Althea_001.rar". It contains a folder called "Althea_001", which must be placed inside your NWN2 modules folder.

4) Download and unpack "Others.rar". It contains four folders:
  1. "hak" folder, which contains  3 "althea_xxxxx.hak" files, which all go into your hak folder.
  2. "movies" folder, which contains "TheScrollIntro.bik" file, which goes into your movie folder.
  3. "tlk" folder, which contains "Althea_01.TLK" file, which goes into your tlk folder.
  4. "ui" folder, containing a "custom" folder with "LBAlthea" folder inside. Use in your ui folder.
5) Download and unpack "Information.rar"and follow the Quickstart Guide to ensure you have setup the files correctly. The opening screens should now reflect "The Scroll" as the module you are about to play. This is important, as it also means you will have correctly setup some essential GUI changes required for the module to work correctly. (NB: If you are playing other modules at the same time as this one, then you will need to remove the LBAlthea folder before playing a different module. It is essential that you replace it before playing The Scroll again though.)

6) Continue to follow the Quickstart Guide until you reach the point where the module automatically saves the game for you. (See CHOOSING A BACKGROUND below.) At this point, you are ready to start playing. Referring to the Althea Manual_BETA_1.00.PDF may be helpful at this time. Please let me know if I have left any misinformation in either of these two PDF files or if there is anything more I could add that may be helpful to the player.

CHOOSING A BACKGROUND: When you first enter the game and go through some character selections, you will eventually be asked to choose a background. Unless you are familiar with my pen and paper campaign (or played my NWN1 module, Soul Shaker), then I would recommend that you choose OPTION 2.


I provide this as a guideline to the sort of things I would like feedback about, but please give me information in any way that is most comfortable for you. For instance, if you have the ability to record your gaming session (and don't mind doing so), then please do record your sessions and upload them to a site where I can download them and view them. (Add commentary as you play, and this will serve as good feedback.)

Consider the following for feedback:-

1) Installation & Starting: Any issues with installation and/or manuals, or starting the module. (See point 5 and 6 above.)

2) Emotional Response: Report on anything confusing, frustrating, enjoyable or any other experience you have.

3) Practical Observations: Is something not working as expected or given the impression it would? Basically, this is the "Is something broken?" question.

4) Glitches & Typos: Are there any grammar or spelling errors? (Do not include NPC mannerisms.)

5) Logical Flow: Does the game flow naturally? Does anything not make sense? Do the journal entries keep track correctly? Do the conversations remain consistent? Are there (in your opinion) any more conversation lines you would have liked to ask?

6) Combat & Treasure: Is there enough combat? Is there sufficient treasure? NB: This is a question of balance. Your feedback in this area will help me to tweak the final settings.

7) New Systems: This campaign has many new systems incorporated. Some of them still require updates, like adding code to some spell scripts. If you notice any spell or object that may be missing some code, then please let me know.

8) Your Statistics: I would also be interested to see how long you have been playing (per session and overall) as recorded in the Main Menu (or by your own timing) and what sort of party you are playing.


Like all projects, there are some issues that I know to still exist within my own. Here is my current list:-

1) On very rare occasions, the module hangs when starting for the first time only. (1 in 100)
2) One of the Crafting Manuals (Greater Essences) is incomplete.
3) Not every spell has been updated to work with the new system. (Please report your experiences.)
4) Game balancing for combat and treasure remains untested.

The Scroll - Beta Testing

This blog entry will be where I will post images provided by other testers and myself to help demonstrate potential issues we may come across. The latest image will always be at the top of the blog entry. These images will be referenced by the Beta Testing Blog page.

Font Size Error - Notice The Differences
Much Text Missing


// v3.55 - Tweaks On Enter settings for areas - Memory? (Critical.)// v3.54 - COSMETIC: Added VFX to rune creation. BALANCE: LE give half attempts again on Rune Locks. Exploit from v1.62 Fixed (Critical.)
// v3.53 - Fixed *very rare* but unreliable object usage after scaling. (Critical.)
// v3.52 - Fixed *very rare* rune duplication error. (Semi-critical.)
// v3.51 - Fixed armour rune scroll. (Semi-critical.)
// v3.50 - Fixed Clarence and Orechin conversations. (Semi-critical.)
// v3.49 - Fixed "crypt doors puzzle" on a player game reload. Removed map close when on same area. Fixed SD detction. (Critical.)
// v3.48 - Removed plot item recovery for a single player game reload. (Critical.)

// v3.47 - Fixed barrier journal entry. (Critical.)
// v3.46 - Fixed Dryad's soil for those who had already started the quest. (Critical.)
// v3.45 - Fixed portal control. (Critical.)
// v3.44 - Fixed missing Talanthian scrolls. (Critical.)
// v3.43 - Fixed an XP exploit. (Critical.)

// v3.42 - Fixed oddity with player Map Pins "duplicating". (Semi critical.)
// v3.41 - Fixed Ammonite key any PC usage. Fixed guards from return to post early. (Critical.)
// v3.40 - Fixed Ammonite key creation journal entry. (Critical.)
// v3.39 - Fixed some logical flow in the dryad's conversation regarding the PCs already knowing of Arlen. (Non critical.)
// v3.38 - Altered colours in book conversation and for NPC names. (Non critical.)
// v3.37 - Fixed Soul quest upon Soul's destruction. (Semi critical.)

// v3.36 - Fixed Secret doors, which I broke in a previous patch! (Critical.)
// v3.35 - Fixed Dryad quest to allow finish. (Some elements cannot be fixed this way.) (Critical.)
// v3.34 - Missing script found. *** CORE FILE DUMP *** uploaded.
// v3.33 - Made goggles usage more intuitive. (Critical.)

// v3.32 - Fixed Sebastion's door (closing and returning). (Critical.)
// v3.31 - Fixed pressure plates in Halls. Fixed broken combi door in Goblin tower. Red leader Combi. (Critical.)
// v3.30 - Removed debug feedback on statues. Updated transition bug.
// v3.29 - Tried to fix broken transition and walkmesh issues.
// v3.28 - Fixed broken Spell Risk feedback. Also fixes Orechin's conversation regarding the necklace.
// v3.27 - Fixed broken transition when trying to re-enter the goblin tower. (Critical.)
// v3.26 - Fixed combi changers to reset EXPLOIT DATA upon changing. Beta quest fixes.
// v3.25 - Fixed Family Heirloom quest. (Critical.)
// v3.24 - Fixed Merkes door lock with companions and cutscene if companion dies. (Critical.)
// v3.23 - Eased companion check looting protocols for "dungeon" areas. Stop HB spawn during conversation. Red Leader.
// v3.22 - Fixed sick man scroll. Altar Name message. Remove Sebastion. (Critical.) *** CORE DUMP FRIDAY ***
// v3.21 - Made dropping plot items more flexible/robust. (Critical)
// v3.20 - Fixed map view with room at Inn and Astend place. (Critical)
// v3.19 - Fixed Sebastion Rewilders Comments for Journal Updates. (Critical)
// v3.18 - Caught up with elusive missing cat called Thomsk! (Critical)

// v3.17 - Gave clearer feedback about snowball distances. (Semi critical)
// v3.16 - Fixes inventory interruption and Crystal names. (Critical)
// v3.15 - Removed pages from area and sorted GetNearestObjectByTag scripts. (Critical)
// v3.14 - LID fix for Astend's tower. (Critical)

// v3.13 - Finally fixed that balsted Halls puzzle door. A deeply embedded include file was required.(Critical)
// v3.12 - Eased up party objection if bashing doors. NPCs will still react. (Non critical)
// v3.11 - Fixed rogue key in Bloated Buckle for BETA THREE TEAM. (Critical)

// v3.10 - Fixed Halls puzzle door (again) and transition from Astend's place. (Critical)
// v3.09 - Fixed Astend's door. (Critical)
// v3.08 - Fixed door puzzle in Halls. (Critical)
// v3.07 - Drop plot item rods. (Critical)
// v3.06 - Fixes sewer panel being operated by a companion. (Critical)
// v3.05 - Fixes changing door combination after Scar is dead. (Critical)
// v3.04 - Fixes searching to give a potential healthier bonus. (Critical)
// v3.03 - Fixes sewer crystals description (when read book). (Non critical)
// v3.02 - Fixes logical flow issue with Merkes door. (Logical flow)
// v3.01 - Fixes logical flow issue with sewer hand rescue. (Critical)
// v3.00 - Fixes henchmen, typos, textures, plot items returning (E.g. Ravel Key)
// ==============================================================================
v1.73 - Fixed Mold’s Mission Quest (FINALLY). (Critical.)
v1.72 - Fixed Mold’s Mission Quest (Again). (Critical.)
v1.71 - Fixed Mold’s Mission Quest. (Critical)
v1.70 - Fixed incorrect time rested report. Handling stones. TYPOS. Ant nest. (Critical.)
v1.69 - Fixed TYPOS. Some henchmen no longer cost at the Inn. (Non critical.)
v1.68 - Fixed Alchemy Satchel usage so that any PC gains the benefits of a party member having alchemy knowledge (and so auto-uses bag at all times). (Critical.)
v1.67 - Fixed Panel GUI pop up at wrong time.  (Critical.)
v1.66 - Fixed broken recipe books bought at stores. (Critical.)
v1.65 - Fixed missing Alchemy Bag. Incorrect Store Compare bug with Helm. Convers Spots Fix. Kathy Logic. (Critical.)
v1.64 - Fixed Cocoon spell. Typos and Orechin logical flow. (Critical.)
v1.63 - Fixed Murder Bug so Orechin has something to say. (Critical.)
v1.62 - Fixed an Arcaene Lore Spell Exploit. (Critical.)
v1.61 - Working on an Arcaene Lore Spell Exploit. (INCOMPLETE) (Critical.)
v1.60 - Fixed ladder and bunker in cellar key. (Critical.)
v1.59 - Fixed password mismatch with Melissa and Grist. (Critical.)
v1.58 - Fixed Fairchild's Mercy Mission quest ending. (Critical.)
v1.57 - Fixed a permanent anti-hostile setting. (Critical.)
v1.56 - Fixed guildhall members locations and sentry alert status. (Critical.)
v1.55 - Improved robustness of Knock and Break Lock spells. Added cutscene to ensure spell casts. (Critical.)
v1.54 - Updated info from Grist about Guildhall at night (and give key). Fungi gives Vigour. (Semi critical.)
v1.53 – A couple of typo fixes. (Non critical)
v1.52 - Fixed Tumbler Picks compatibility with some Combi Objects. Made feedback easier to read. (Semi critical)
v1.51 – Fixed in game TIMER. (It's only a rough guide anyway.) (Non critical) - SEE ALSO REPORTED ISSUES (BELOW)
v1.50 - Altered alb_make_statue to try to prevent Effect OverFlow on Statues. Also BBNecklace. Also changed HP values for “Normal” setting. (Important)
v1.49 – Attempt NPC sit issue (AGAIN!) Flask fill in group fix.(Non critical.)
v1.48 – Fix a fade from black with Frank Millerson conversation.(Critical.)
v1.47 - Lowered shop new stock durations. Attempting to sit NPCs again! Ant poison entry.(Non critical.)
v1.46 - Fixed Seeking Adventure Quest completed. (Critical.)
v1.45 - Fixed Red Leader logical flow conversation. (Critical.)
v1.44 - Added Betsy's missing glow. May differ in the final. (Non critical.)
v1.43 - Fixed an auto conversation start. (Critical.)
v1.42 - Fixed ore recovery that was not being created in the correct place. (Critical.)
v1.41 - Prevent an annoying Grist on a wrong node choice. (Critical.)
v1.40 - Added missing treasure to Josiah's Chest. (Non critical.)
v1.39 – Addressed NPCs failing to sit between reloads. (Non critical.)
v1.38 – Fixed Sebastion's conversation about door puzzle. Typos corrected. (Critical.)
v1.37 – Fixed Obi Sten's conversation of player cuts conversation short. Plus logical flow fix. (Critical.)
v1.36 – Fixed logical flow of sewer entry on scroll fix. Fixed Expert Decoder to work from companion. (Critical.)
v1.35 – Fixed timing of patch application due to enter problems & Guildhall illegal entry.(Critical.)
v1.34 – Accumulation of critical updates. See previous notes.(Critical.)
v1.33 - Fix vigour loss on Main PC; Josiah’s chest lock and DEBUG HB from v1.32. (Critical.)
v1.32 - Fixes "work permit" quest (of Melissa) if talk after getting work with guards. (Semi critical.)
v1.31 - Fixed spell name changes for Captured Spell Books. (Critical.)
v1.30 - Fixed incorrect resref ref for ant poison when crafting. (Critical.)
v1.29 - Fixed possible store miss-use and appraise notice over influence one. (Semi critical.)
v1.28 - Fixed odd placed crate and door options at guild. (Critical.)
v1.27 - Fixed Scar's conversation. (Critical.)
v1.26 - Removed alpha code that was causing havoc with Real Life system. (Critical.)
v1.25 - Prevent companions automatically trying to bash combination chests. (Non critical.)
v1.24 - Fixed a logical flow problem with Todd's combination chest. (Critical.)
v1.23 - Fixed stack split/Essence Distil with Bags/Dropping Bags. (Critical.)
v1.22 - Fixed accessing non-essential containers. (Logical Flow.)
v1.21 - Fixed RESTING at the inn. Allows proper recovery rates. (Semi critical.)
v1.20 - Fixed auto conversation (Murder Picture). (Non critical.)
v1.19 - Fixed containers being inaccessible due to mechanics creature. (Critical.)
v1.18 - Fixed an unfair advantage where revived PCs regained Vigour. (Non critical.)
v1.17 - Fixed AI "Brain" icon again (if not possessing Main PC). Also LBPlaySound. (Non critical.)
v1.16 - Fixed bag container display error. "CONTAINERCHECK"(Non critical.)
v1.15 - Fixed it so containers are not protected by "mechanic" "DESTROYME" creatures.(Non critical.)
v1.14 - Fixed it so Trickster Jewellery is auto acquired into gem bag.(Non critical.)
v1.13 - Trickster Jewellery was losing its properties if acquired with gem bag.(Semi critical.)
v1.12 - Ensured permanent HB was not started with v1.11 by mistake.(Critical.)
v1.11 - Tracked down a "bad encounter" and out of reach creature. (Destroyed for test.) (Critical.)
v1.10 - Updated alb_comppc_conv to fix AI of companions ignoring commands. (AI Critical.)
v1.09 - Treasure overload exploit. (Balance non-critical.)
v1.08 - Updated alb_mon_deathscript (HPBars) again & alb_area_enter (AI Image) & alb_comppc_conv. (AI Critical.)
v1.07 - Updated alb_mon_deathscript (HPBars) and nw_s0_summon/alb_summon_item for BUMPABLE. (Semi-critical.)
v1.06 - Updated alb_ore_recover to fix collection of Cold Iron Ore. (Non critical.)
v1.05 - Updated alb_comppc_conv to fix AI of companions and Puppet Mode. (AI Critical.)
v1.04 - Updated alb_spellcast to only respond to PC casts in some places (TEXT feeds). (Critical.)
v1.04 - Added missing area vars (also in toolset) for rest and map options. Fixed patch. (Non critical.)
v1.03 - Fixed alb_container_prepare (campaign script) to fix illegal interaction. (Critical fix.)
v1.03 - Now informs the player of patch being applied correctly upon reload. (Non critical.)
v1.02 - Updated weapon bench speech (campaign dialogue) to fix party speech. (Non critical.)
v1.01 - Updated alb_speech (campaign script) to fix Orechin in graveyard speech. (Critical fix.)