I noticed some bugs that haven't been addressed yet as far as I can see. I posted about them here:
http://www.gamesas.com/bgsforums/index.php?showtopic=1035111
'cause I didn't know about this topic. Anyway, here's the list of bugs I've noticed
Almalexia's TR_ShowPower Quest is activated prematurely. Requires additional checks: Either Meralyn Othan topic check TR_ShowPower >= 30 or Almalexia Cult greeting TR_Bamz >= 100, because Othan's topic is present from the start and lacks any conditions.
Almalexia Greeting missing completely (can't even talk to her) after accepting orders from Fedris Hler to investigate the attack in the square. Almalexia's greeting check must be Journal TR_Bamz < 105 (or at least < 100) instead of < 10 ("go see Fedris Hler")
MS_ScrollSales: If you steal the book from the Argonian's inventory, he later still gives you another one. Requires at least a check if the PC already has the book in his inventory and an additional answer "you already have the book...", otherwise the player ends up with 2 copies
Uvoo Llaren doesn't give you the Shirt of the Holy Rilms back, even if you are a Patriarch, as long as you haven't spoken to Vivec. This is not consistent with the Temple leader in Ghostgate, who will give you the Boots of the Holy Rilms back if you are Patriarch (no further checks). I recommend deleting Uvoo's Neverine dialog in Kogoruhn topic completely
It should be possible to tell Baladas's centurio to wait (requires additional greeting/dialog similar to the pack rat in Tribunal)
If you steal the axe from the sorceress (naked barbarian quest) without killing her, the game enters a permanent loop, as the games checks just for the axe presence in inventory to ForceGreeting, yet requires the sorceress to be dead to give back the axe (remove check for her death)
If you heal the other barbarian using Cure Paralysis instead of Cure common disease, it will completely break the quest. The script has to check for GetSpellEffects "WitchWither" == 0, not simply GetSpell. Actually the script should simply check if the NPC is paralysed, yet this check is broken in the engine.
House Redoran: Disrupt the Ebony Mines quest: If you free the slaves and then join either Telvanni or Hlaalu house, the quest will stay forever in your journal:
Add 2 new dialogs to Garisa Llethri (one for House Telvanni, the other for House Hlaalu). Create a new journal entry, set to "completed", say something like " thank you for doing this, even if you are a member of another house..."
Promotion to Archmagister of the Telvanni is weird - if you kill Gothren and then talk to Aryon about "advancement" he will say "you still need to kill Gothren", because the advancement is actually achieved here through the "Magister" topic, not advancement. Advancement requires the same dialog as Magister at the top (above the "you still have to kill Gothren" dialog. Dead Gothren >0 condition.)
Mehra Milo's position isn't updated due to the weird condition CellChanged ==1 in her script. If you Recall yourself, this condition won't be true and then she won't be teleported to the Monastery. EVER. Comment out the CellChanged condition completely
Mehra Milo and the Lost Prophecies quest featuring a single entry ("I've received books about Nerevar") is actually part of another quest ID (should be part of A2_4_MiloGone) and is never completed
Blood Ties quest journal entries aren't listed under a single topic (the quest doesn't appear in the quest list, even if individual quest entries appear in the journal). There seems to be some problem with the Index 0 (the name of the quest, under which the quest is supposed to be listed). Create a new index 0 for this quest and call it "Blood Ties"
Vampkills global variable isn't set properly - all vampires killed prior to finishing the second main vampire quest are wasted. All vampires killed prior to becoming a vampire are wasted too:
if ( GetJournalIndex "VA_VampHunter" == 90 )if ( GetJournalIndex "VA_VampCountess" == 50 )if ( GetJournalIndex "VA_VampAmulet" == 30 )
All this is pure nonsense. Instead, it requires a simple if (PCVampire ==1) check:
if (PCVampire ==1)if ( VampClan == 1 )...elseif ( VampClan == 2 )...elseif ( VampClan == 3 )endifendif
However, this still doesn't solve the problem of wasted vampires the PC kills prior to becoming a vampire (for example, killing Raxle Burne for the Temple). Since the game can't predict which clan you will join later in the game, 3 different global vars are required:
VampKills_Aundae
VampKills_Berne
VampKills_Quarra
Every time a vampire is killed, the game needs to check if the PC is a vampire. If yes, increment (or decrement) the VampKills global var directly. Otherwise, if the PC is still human, increment one of the 3 new variables, depending one the clan of the killed vampire. Later, when the PC acquires vampirism, the numbers from the 3 global vars have to be transferred to the VampKills global var using the script that turns the PC into a vampire (so for example Vampire_Aundae_PC or whatever). This should be done according to the following formula:
Number of first hostile clan vampires killed + number of second hostile clan vampires killed - number of your own clan vampires killed. As soon as you become a vampire, the VampKills global var can be used directly, as from thereon it is clear which of the 3 clans is considered friendly