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		<title>Bug Reports (new threads)</title>
		<link>http://nwn2customcontent.wikidot.com/forum/c-38617/bug-reports</link>
		<description>Threads in the forum category &quot;Bug Reports&quot; - This forum is for reporting bugs.  Once they are fixed and verified as such, they will be closed.</description>
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-84925</guid>
				<title>Dread Commando</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-84925/dread-commando</link>
				<description>Don&#039;t know if this has been brought to light...</description>
				<pubDate>Sat, 30 Aug 2008 02:10:01 +0000</pubDate>
				<wikidot:authorName>gui_will</wikidot:authorName>				<wikidot:authorUserId>165030</wikidot:authorUserId>				<content:encoded>
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						 <p>Two things, Kaedrin.</p> <p>One. The Armor Ease stuff is not working… the Armor Check Penalty is not going down.</p> <p>Two. I'm not getting the Dash feat at 4th level.</p> <p>Just though I would bring these to your attention.</p> <p>Great work anyway, mate.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-83930</guid>
				<title>hosplitaler caster level not granted</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-83930/hosplitaler-caster-level-not-granted</link>
				<description></description>
				<pubDate>Tue, 26 Aug 2008 03:32:42 +0000</pubDate>
				<wikidot:authorName>sly_1</wikidot:authorName>				<wikidot:authorUserId>137087</wikidot:authorUserId>				<content:encoded>
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						 <p>Right, so I made a ranger 1/cleric 16/hospitaler 2 on this mod:</p> <p><a href="http://www.dungeonsofdestiny.com/">http://www.dungeonsofdestiny.com/</a></p> <p>I don't recall having an option with hospitaler to choose my caster class to progress, but anyway my intention was to progress the cleric.</p> <p>According to the description, hospitaler gets caster lvls at level 2, so with 16 cleric levels, 2 hospitaler levels, and 19+ wisdom I should be able to cast lvl 9 spells (total cleric caster lvl of 17).</p> <p>I cannot cast lvl 9 spells, stuck on lvl 8 spells.</p> <p>I'm guessing either the hospitaler bonus caster lvls flat out don't work, or they go off the 1st divine class taken in the character build rather than going off of the divine caster lvl of the players choice.</p> <p>Thanks.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-83878</guid>
				<title>Contradiction in Skullclan hunter description</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-83878/contradiction-in-skullclan-hunter-description</link>
				<description></description>
				<pubDate>Mon, 25 Aug 2008 22:52:47 +0000</pubDate>
				<wikidot:authorName>GFauxPas</wikidot:authorName>				<wikidot:authorUserId>185225</wikidot:authorUserId>				<content:encoded>
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						 <p>In the description of the class, in seems to imply that the SKH gets full sneak attacks vs undead, but the description of the death's ruin ability says half of sneak attack damage, which is correct? Either way, I think one of the descriptions should be changed to more strongly imply what is intended.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-83781</guid>
				<title>DR Stacking</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-83781/dr-stacking</link>
				<description>DR doesn&#039;t stack well.</description>
				<pubDate>Mon, 25 Aug 2008 12:51:54 +0000</pubDate>
				<wikidot:authorName>60.234.195.221</wikidot:authorName>								<content:encoded>
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						 <p>I don't know if you have just implemented it this way due to engine difficulties or not but the DR offered by your classes and feats don't stack at all with the official classes/feats.<br /> Meaning, any character with Barbarian, Dwarven Defender or Epic DR can't gain any benefits from the Annointed Knight's DR or that of the Armor Specialization feats.<br /> If you cannot get them to be stackable, can you at least make that obvious in the description of your custom feats/abilities that it would be relevant to?</p> <p>This isn't the right forum for this but it is slightly relevant to what I have have mentioned; Can you also alter the Greater Resiliency feat so that non Barbarians with DR can get the feat as per PnP?</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-83759</guid>
				<title>something strange i ran into</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-83759/something-strange-i-ran-into</link>
				<description></description>
				<pubDate>Mon, 25 Aug 2008 05:43:29 +0000</pubDate>
				<wikidot:authorName>72.14.69.243</wikidot:authorName>								<content:encoded>
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						 <p>Something odd ive run into after the 1.13 hotfix. When I unzip the 1.28 combined works an move the tlk file as directed…when I start a game on the reg OC I get the day/night cycle thing like in MotB. Only this one says the month an day an 1372 dr the year of wild magic. Im going to try playing it an see if it has any effect/s. Im pretty sure its the 1.28 causing it because ive cleaned out the "my docs" of other overrides and haks an unzipped it with a fresh download. If it matters tony k's ai options still all show up with his new heartbeat script/option selection with save load etc but the time thing is still there in the corner.</p> <p>Sincerely tresca</p> <p>btw sorry for posting here an nwn2 forums dont know which you frequent more regularly.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-83187</guid>
				<title>Champion of thw Wild Funky?</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-83187/champion-of-thw-wild-funky</link>
				<description>Probably not the Champ&#039;s fault but I&#039;m blaming him anyway.</description>
				<pubDate>Fri, 22 Aug 2008 11:42:21 +0000</pubDate>
				<wikidot:authorName>60.234.195.221</wikidot:authorName>								<content:encoded>
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						 <p>My damage seems to be significantly lower than it should be.</p> <p>I am a Champion of the Wild 6, Duelist 10, Monk 2, Fighter 12 with Epic Weapon Specialization, Combat Insight and Deadly Defence using a +5 Rapier.<br /> My modified Dex is 38 (+14) and my Int 27 (+8).</p> <p>My damage is 1D6+(16-26) +5 Piercing. The 16-26 is in parenthesis because it randomly changes everytime I equip my weapon and that seems to be the range.</p> <p>By my calculations, the base damage should be 1D6 +8 (Epic Specialization) +8 (Combat Insight) +14 (Champion of Wild) to a minimum of 1D6+30. In addition to that, I should be getting 2D6 Piercing damage from my Duelist levels, 1D6 magic damage from Deadly Defence and +5 Piercing from my +5 enchantment (This seems to be applying properly).</p> <p>I can't say what the problem is exactly but at the very least, Deadly Defence seems to be doing nothing and the combination of Epic Specialization, Combat Insight and Champion of thw Wild is falling short of what it should.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-80574</guid>
				<title>Hospitaler + Warpriest</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-80574/hospitaler-warpriest</link>
				<description></description>
				<pubDate>Sat, 09 Aug 2008 20:58:55 +0000</pubDate>
				<wikidot:authorName>82.118.106.17</wikidot:authorName>								<content:encoded>
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						 <p>While messing around creating chars i discovered that adding hospitaler to a druid/cleric build adds the correct spellcasting progression. It lets me choose warpriest as a prestige class but on the level up screen there isnt an option to choose either druid/cleric spellcasting progression. it seems as though warpriest doesnt recognise hospitaler as a way of progressing the caster levels. If someone else can possibly verify this as my installation has been proven to be messed up before now : )</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-78852</guid>
				<title>Heartwarder</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-78852/heartwarder</link>
				<description>Heartwarder gives choice for Spellcasting Class (Spirit Shaman) with Paladin/Sorcerer characters</description>
				<pubDate>Sat, 02 Aug 2008 18:53:13 +0000</pubDate>
				<wikidot:authorName>71.141.234.146</wikidot:authorName>								<content:encoded>
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						 <p>Hi Kaedrin,</p> <p>I just got into the Heartwarder class with a Paladin 2/Sorcerer character. The PRC seems to correctly give me the choice for Spellcasting Class: Paladin on level up (even though the Paladin can't cast any spells at such a low level), but instead of Sorcerer it gives the choice for Heartwarder Spellcasting Class (Spirit Shaman) instead.</p> <p>I know that the Spirit Shaman spell list is based on the Sorcerer class, so it may be an engine bug. It's also purely cosmetic because selecting Spirit Shaman correctly gives Sorcerer spellcasting levels, and also correctly grants new spells on each level-up.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-78623</guid>
				<title>Pride domain - shows up in char sheet list with wrong icon</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-78623/pride-domain-shows-up-in-char-sheet-list-with-wrong-icon</link>
				<description></description>
				<pubDate>Fri, 01 Aug 2008 15:49:53 +0000</pubDate>
				<wikidot:authorName>12.24.60.12</wikidot:authorName>								<content:encoded>
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						 <p>When you first add the Pride domain as a cleric 1st level it has the new icon, but afterwards the character sheet has the old epic resilience icon.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-78506</guid>
				<title>Nature&#039;s Warrior - Wild-shape req doesn&#039;t work</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-78506/nature-s-warrior-wild-shape-req-doesn-t-work</link>
				<description></description>
				<pubDate>Fri, 01 Aug 2008 14:55:32 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>Looks like you can take Nature's Warrior without actually having Wildshape. I made an animal domain cleric, up to 6th level, then threw in 2 levels of ranger, then I was able to qualify for nature's warrior.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-78181</guid>
				<title>Storm Bolt reserve feat - wrong effect/targeting</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-78181/storm-bolt-reserve-feat-wrong-effect-targeting</link>
				<description></description>
				<pubDate>Fri, 01 Aug 2008 04:06:57 +0000</pubDate>
				<wikidot:authorName>Kunikos</wikidot:authorName>				<wikidot:authorUserId>62852</wikidot:authorUserId>				<content:encoded>
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						 <p>It says "20' line of electricity" but the targeting is a fat but small line like for a squished wall of fire and there is no line from the caster. I was expecting a lightning bolt effect and targeting.</p> <p>1.33 beta 4b</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-74029</guid>
				<title>weapon spells + stormlord = no more weapon spells</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-74029/weapon-spells-stormlord-no-more-weapon-spells</link>
				<description></description>
				<pubDate>Sun, 13 Jul 2008 04:14:38 +0000</pubDate>
				<wikidot:authorName>sly_1</wikidot:authorName>				<wikidot:authorUserId>137087</wikidot:authorUserId>				<content:encoded>
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						 <p>I noticed a couple of bugs today.</p> <p>1. when the spell "flame of faith" is cast on a weapon, it gains 1d10 massive criticals and 1d6 (iirc) fire damage. If the character is a stormlord, and you use "Shocking Burst and Sonic Weapon" on your weapon, the 1d10 massive criticals from the flame of faith spell is overwritten by the 2d8 massive criticals from the stormlord spell. When the stormlord spell expires, there is no massive criticals left on the weapon at all and no fire damage at all. This happens even if you use persistent metamagic on the flame of faith spell.</p> <p>2. If you cast "energy weapon" on a spear held by a stormlord, then cast "Shocking Burst and Sonic Weapon" on the spear, you get the 1d6 electricity and the 1d8 electricity from the stormlord spell. When the stormlord spell expires, so does the 1d6 electricity from energy weapon, even if the metamagic feat persistent spell was used on the energy weapon spell.</p> <p>As an aside, I noticed that flame of faith will stack with other fire damage (i had a weapon with 5d6 fire dmg, and casting flame of faith adds an extra d6 or d8 or whatever it is). On the other hand, energy weapon doesn't apply if the weapon already has a higher source of damage of the same energy type (in my example, if I cast energy weapon, flame, it wouldn't stack with the 5d6 fire already in place). Just wanted to point that out I'm not sure if that is intentional or not.</p> <p>Thanks!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-73422</guid>
				<title>Can&#039;t stack summons</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-73422/can-t-stack-summons</link>
				<description>I can&#039;t stack summons when a play with a druid...</description>
				<pubDate>Wed, 09 Jul 2008 17:37:16 +0000</pubDate>
				<wikidot:authorName>201.81.37.92</wikidot:authorName>								<content:encoded>
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						 <p>Hi, all… first time posting here.</p> <p>I've just downloaded the stuff from kaedrin, and it's being a dream come true. But it seams that I have stumbled on a bit of a problem…</p> <p>The summons are supposed to stack with each other, so you can have a small militia to yourself, and indeed it worked when I played a wizard and a sorcerer… but now, I've just made a druid n Vordan Hero Creator, and the summons don't stack anymore… is this a problem with the druid class, or am I doing something wrong?</p> <p>Thank you for any help you may provide.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-72639</guid>
				<title>Elemental Archer: Inaccurate damage bonus</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-72639/elemental-archer:inaccurate-damage-bonus</link>
				<description></description>
				<pubDate>Sun, 06 Jul 2008 17:34:32 +0000</pubDate>
				<wikidot:authorName>77.11.182.57</wikidot:authorName>								<content:encoded>
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						 <p>I've noticed a minor bug(?) about the EA's damage bonus. At EA level 3 I get a +4 ( should be +5) electrical damage bomus for my Air Genasi (Bard(7), Fighter(2), Swift B.(1), EA (3)). At level 4/5 I get the right values +6/+7.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-70677</guid>
				<title>Placeholders in Classes and Feats.</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-70677/placeholders-in-classes-and-feats</link>
				<description>xtc placeholder causes crashing in character editor.</description>
				<pubDate>Sat, 28 Jun 2008 07:07:37 +0000</pubDate>
				<wikidot:authorName>Buyasta</wikidot:authorName>				<wikidot:authorUserId>157100</wikidot:authorUserId>				<content:encoded>
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						 <p>This isn't actually a bug in your pack, but in the latest release, you have some lines in the 2DA's that have placeholder of "xtc" in some fields on as yet unfinished classes and feats.<br /> These cause the character editor by ScripterRon (<a href="http://nwvault.ign.com/View.php?view=NWN2Tools.Detail&amp;id=35">http://nwvault.ign.com/View.php?view=NWN2Tools.Detail&amp;id=35</a>) to crash upon opening due to the fields containing text rather than numbers.<br /> Personally I find that tool invaluable for remaking companions to my own specifications, and undoing mistakes, and no doubt plenty of others also use it. In addition to this, I suspect that there may be other community-created tools that would exhibit similar behaviour.</p> <p>Like I said, its not actually a bug, and its also reasonably easy to fix by simply removing the lines containing the placeholders from the 2DA's, give then fact that those lines don't actually do anything yet, but if its not any trouble, it may be a good idea to either remove placeholder lines from the released versions of the 2DA's, or use a number based placeholder on fields that are expected to be a number (although I suspect this would be more trouble than it's worth, as a number is nowhere near as easy to spot when scanning through a file, and of course its very unlikely to be unique.</p> <p>I have also pointed this problem out to the maker of the character editor, as in that case it *is* actually a bug, however its probably still worth doing in case there are other tools that have the same problem.</p> <p>Its really just a suggestion that would make life easier for some people, although probably not worth doing if it would entail more work for yourself.<br /> I do love your pack, and by all means, keep up the great work!</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-68292</guid>
				<title>Inspirational Boost not working correctly</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-68292/inspirational-boost-not-working-correctly</link>
				<description></description>
				<pubDate>Wed, 18 Jun 2008 11:18:00 +0000</pubDate>
				<wikidot:authorName>77.11.176.226</wikidot:authorName>								<content:encoded>
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						 <p>The bonus from Inspirational Boost does not apply while the inspiration is active. Only after you stop and restart Inspire Courage the bonus shows up on the character screen.<br /> The paper doll on the character screen sometimes hides the equipment that my character is using (body armor..). The character gets all bonuses from the armor but I can't see or remove it. I don't know weather this is a problem with your PRC-pack or something else. I use mods for the first time and I don't think I had this bug before.<br /> (MotB, patch 1.12, Kaedrin's PrC Pack, TonyK's AI)</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-58098</guid>
				<title>Stormbolt Targeting Cursor</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-58098/stormbolt-targeting-cursor</link>
				<description></description>
				<pubDate>Tue, 06 May 2008 13:17:58 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p>It appears as if the orientation of the Stormbolt Cursor isn't quite correct (offset 90 degrees) - might be my system, but …</p> <img src="http://www.xs4all.nl/~tsunami/nwn2/stormboltcursor.jpg" alt="stormboltcursor.jpg" class="image" /> <p>The excessive lines around the cursor itself are apparently an OEI "feature" - I believe I got those as bonus on an upgrade somewhere …</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-54043</guid>
				<title>Reserve Feats: Touch of Healing description</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-54043/reserve-feats:touch-of-healing-description</link>
				<description></description>
				<pubDate>Wed, 16 Apr 2008 21:04:49 +0000</pubDate>
				<wikidot:authorName>Yume-kun</wikidot:authorName>				<wikidot:authorUserId>110601</wikidot:authorUserId>				<content:encoded>
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						 <p>Touch of Healing's description omits it only works on targets at less than 50% max HP.</p> 
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				<guid>http://nwn2customcontent.wikidot.com/forum/t-52983</guid>
				<title>Custom Animal Companions</title>
				<link>http://nwn2customcontent.wikidot.com/forum/t-52983/custom-animal-companions</link>
				<description></description>
				<pubDate>Sat, 12 Apr 2008 02:06:50 +0000</pubDate>
				<wikidot:authorName>Kaedrin</wikidot:authorName>				<wikidot:authorUserId>25157</wikidot:authorUserId>				<content:encoded>
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						 <blockquote> <p>Re: Bug List<br /> Kunikos 11 Apr 2008, 17:35 -0-500<br /> It's odd that you can't do custom animal companions since you can do custom familiars, correct? I saw a mod on the vault that allows you to add different creatures as wiz/sorc familiars (like blade spider, mini dragon, pixie, mini fire or earth elementals, etc).</p> </blockquote> <p>I can't do custom familiars either. Let me clarify what I can and can't do actually. I *can* make new choices for players to make when they *first* take a level in one of these classes. What I can't do is make levels stack for the purpose of summoning new pets.</p> <p>So I can add in a mini beholder as a wizard/sorcerer familiar and elementals as druid companions. If you play Druid or Ranger (or Wiz/Sorc) their levels will be correct. If you add Lion of Talisid it will NOT correctly stack that level on top of druid/ranger levels.</p> <p>To fix that I have to use the workaround Reeron found with Dominate to allow multiple "summons." Rob mentioned it was a tentative item for 1.14 but thats 3-4 months away. So what I"ll be doing is stacking the levels myself, choosing the correct blueprint, and then using the dominate workaround to add it as a new "companion" or "familiar." I'll need to test this to make sure that on area transition the pet stays as I'm not very familiar with the dominate spell/effect.</p> 
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