Before reporting issues, please check FUBAR Bugs - Google Sheets for a list of documented and resolved issues. If the “Fixed?” column is marked, it means the issue has been fixed and the release version it will be fixed in is listed in the “Build Version” column.
Note, v1.1 is NOT available yet.
In the meantime, I have uploaded a hotfix to my site that addresses the issues listed. If you are playing the OC, make sure you also download “FUBAR OC Fix” - this addresses issues specific to the OC.
If you are having issues with TonyK AI, see the included documentation and check the TonyK AI page on my site for more information.
I downloaded your FUBAR_v1_Hotfix_3.7z from the discord chat.
I agree with the fix for the charmed merchants. This bug was introduced in version 1.0 of the AI when the charmed merchant feature was added in SoU and not properly merged into the AI.
The change to remove the SignalEvent in the creature OnDeath script seems to have been done by someone after the 1.08 version. I recommend the OnDeath scripts gets changed back to the original 1.08 version:
// NOTE: the OnDeath user-defined event does not
// trigger reliably and should probably be removed
if(GetSpawnInCondition(NW_FLAG_DEATH_EVENT))
{
SignalEvent(OBJECT_SELF, EventUserDefined(1007));
}
craft_drop_items(oKiller);
The version I saw also removed the craft_drop_items call from the original 1.08 release code.
Looking back over the incremental updates I’ve done to FUBAR, that was probably me when I merged your AI into the CPP. In any event, it will be fixed in v1.1 and I’ve updated the notation on my site.
I’ve also decided to give the Vault uploader another shot. IF it finishes uploading, I’ll post the link here.
WHAT IS FUBAR?
This is a mashed together compilation of the Community Patch, Project Q IV, and a bunch of other stuff I’ve thrown together for a module I’m working on. I also use it as an override when I play. It includes overrides for most of the creatures and many placeables (some completely new models, others just higher-poly versions of the originals), pbr (aka fancy) maps for just about everything in the game, a bunch of new stuff, not to mention all the fixes from the Community Patch., and TonyK’s Henchman Inventory & Battle AI v1.08. Some highlights:
Numerous fixes to spells
Eye of Gruumsh and Shou Disciple prestige classes
Mighty Rage now functions as an extension of Rage, meaning ALL rages are “mighty rages” when a Barbarian has this feat
New critical and weapon proficiency feats for the lance and trident
Dwarves now gain proficiency with the Dwarven Waraxe for free
New favored enemies for Rangers (oozes and plants)
New baseitem models for boots, books, cloaks, miscmed, potions, etc.
Updated models and PBR mapping for nearly ALL of the creatures and placeables in the game
Model, pathfinding, and other fixes for several tilesets as well as PBR maps for ALL tilesets in the game
Several new heads to choose from at character creation
Enemies act more intelligently, utilizing their full abilities in combat and rushing to aid allies
As a builder, you gain access to all of the above plus the following additional benefits:
More than 100 new monsters to confound your players - all listed on the standard palette, including:
40 new horses including Cauchemars and Skeletal steeds
16 new oozes and puddings
Carrion Crawler
Otyugh and Neo-otyugh
Roper
Rust Monster
More than 150 new placeables to decorate your areas - all listed on the standard palette, including:
Awnings
Dungeon dressing
Farm crops and food bins
Market stalls and assorted goods
Smithing equipment and tools
Thickets and Trees
Expanded features, groups, and terrain for Castle Exterior Rural and other tilesets.
New waypoint markers, allowing you to easily identify a waypoint visually without having to open its properties.
More finite control over creature behavior using TonyK’s Henchman Inventory & Battle AI.
For a full list of what’s included, see the documentation (note, I am in the process of updating the CPP and TonyK’s AI documentation to reflect changes made to them in FUBAR).
Requirements: NwN EE patched to v87.8193.36.36 (Development Build).
*Aasimar
*Tiefling
*Drow
*Duergar
*Svirfneblin
*Air, Earth, Fire, and Water Genasi
*Half-Drow
*Half-Ogres
These are implemented as full races, so no janky itemproperies attached to the creature skin as seen with other subrace systems. Choose them during character generation just like you a would a normal race.
I’ve ported over the chromatic and mettalic dragon disciple variants from my old NwnE project, so now you have the full range of dragon colors to choose from.
Next release will also include the warlock. This is NOT a port of the PRC version, but an entirely new take on the class built from the ground up and taking full advantage of the CPP. I have tried to stay as close to pnp as possible within the limitations of the NWN engine.
This release moves ALL files to the user /override folder and is intended for PLAYERS. Builders wishing to use FUBAR in their modules should wait for the FUBAR Builder Pack which will be released in late Spring or early Summer.
Current Version: 1.2.1
This MOD is intended for players as ALL content now resides in the /override folder. Builders looking to incorporate this content into a module are advised to wait for the FUBAR Builder Pack which will be released sometime in late Spring or early Summer 2023.
This is a mashed together compilation of the Community Patch, Project Q IV, and a bunch of other stuff I’ve thrown together for a module I’m working on. I also use it as an override when I play. It includes overrides for most of the creatures and many placeables (some completely new models, others just higher-poly versions of the originals), pbr (aka fancy) maps for just about everything in the game, a bunch of new stuff, not to mention all the fixes from the Community Patch., and TonyK’s Henchman Inventory & Battle AI v1.08. Some highlights:
Numerous fixes to spells
Eye of Gruumsh and Shou Disciple prestige classes
9 new variants of the Dragon Disciple class (Black, Blue, Brass, Bronze, Copper, Gold, Green, Silver, and White)
Warlock base class
10 new races (Aasimar, Air Genasi, Drow, Duergar, Earth Genasi, Fire Genasi, Half-Drow, Half-Ogre, Tiefling, and Water Genasi
Mighty Rage now functions as an extension of Rage, meaning ALL rages are “mighty rages” when a Barbarian has this feat
New critical and weapon proficiency feats for the lance and trident
Dwarves now gain proficiency with the Dwarven Waraxe for free
New favored enemies for Rangers (oozes and plants)
New baseitem models for boots, books, cloaks, miscmed, potions, etc.
Updated models and PBR mapping for nearly ALL of the creatures and placeables in the game
Model, pathfinding, and other fixes for several tilesets as well as PBR maps for ALL tilesets in the game
Several new heads to choose from at character creation
Enemies act more intelligently, utilizing their full abilities in combat and rushing to aid allies
As a builder, you gain access to all of the above plus the following additional benefits:
More than 100 new monsters to confound your players - all listed on the standard palette, including:
40 new horses including Cauchemars and Skeletal steeds
16 new oozes and puddings
Carrion Crawler
Otyugh and Neo-otyugh
Roper
Rust Monster
More than 250 new placeables to decorate your areas - all listed on the standard palette, including:
Awnings
Dungeon dressing
Farm crops and food bins
Market stalls and assorted goods
Smithing equipment and tools
Thickets and Trees
Decorative Lights
Expanded features, groups, and terrain for Castle Exterior Rural and other tilesets.
New waypoint markers, allowing you to easily identify a waypoint visually without having to open its properties.
More finite control over creature behavior using TonyK’s Henchman Inventory & Battle AI.
For a full list of what’s included, see the documentation (note, I am in the process of updating the CPP and TonyK’s AI documentation to reflect changes made to them in FUBAR).
Requirements: NwN EE patched to v87.8193.34-38 (Development Build).