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Bug list for 0.44


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#1 Sir BillyBob

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Posted 27 November 2007 - 06:50 AM

There are several known bugs that I didn't get to fix before releasing 0.44. We will work on them first before adding new content.

Known issues:

Rilithar still doesn't say anything in Westgate
Rivian may have some dialogs about being captured on ship with you, but you picked her up in the slaver stronghold
Candella and Catharandamus can't be summoned into Myth Drannor
The whole A4 mod is "thin" and could use some more dialogs to fluff it out. Basically it is a dungeon crawl right now

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#2 Dr.Shaman

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Posted 29 November 2007 - 04:43 AM

Restarted v0.44 recently.

My class was Ranger/Cleric this time, and first thing I notice is that known spells list do not fit in the selection page from the spell book. I can’t memorize Sun Scorch for example.

Also, as far as I know, Sunless Citadel and Palace of Silver Princess are alternative routes, yet it is possible to explore booth if you talk to Chaarna first, and then to mayor.

#3 Jarno Mikkola

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Posted 29 November 2007 - 05:15 AM

My class was Ranger/Cleric this time, and first thing I notice is that known spells list do not fit in the selection page from the spell book. I can?t memorize Sun Scorch for example.

That might be because you have too much spells on a single level, with is caused by the BG engine :unsure: , not because of the mod, although the bonus spells in the mod do come to cause this, you might want to try using ShadowKeeper(use different file names when you save) to get rid of the extra spells(the once you probably wouldn't use).

Also, as far as I know, Sunless Citadel and Palace of Silver Princess are alternative routes, yet it is possible to explore booth if you talk to Chaarna first, and then to mayor.

That was in v0.43 too, but not in 0.42, so it's not specifically for v0.44. :whistling: :crying: There went my XP's again :D .

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#4 Dr.Shaman

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Posted 29 November 2007 - 05:48 AM

That might be because you have too much spells on a single level, with is caused by the BG engine :unsure: , not because of the mod, although the bonus spells in the mod do come to cause this, you might want to try using ShadowKeeper(use different file names when you save) to get rid of the extra spells(the once you probably wouldn't use).

Oh, I know about engine, and it is obvious that old spells and new ones simply do not fit in the designed space, but it does not feel right all the same, at least for me.

And same goes for Sorcerer spell selection on level up, not enough space to show all spells.

#5 Sir BillyBob

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Posted 29 November 2007 - 06:18 AM

Actually the sorceror should be fine. I had changed several new spells to fall into order after the default spells of BG2. The game is only supposed to show the first 25 (I think). The priest spells need to be reorganized as well. I have to do this at a full install version since I can't "delete" spells already in the game with a patch and even if I could, it would probably break your saved games.

For many of the newer (TeamBG) priest spells, I will probably offer them in the game only as scrolls. That way they do not get stored into the limited spell pages. This problem is well known to those of us from the BGT-BP mod since there were way too many new spells for the game system to handle.

As for Chaarna and the mayor, you can talk to either one, but once you actually move to one of the new mods, I remove the other area from your map. So unless you cheat, you would not be able to actually do both mods. BTW, if you tell Chaarna to join and then go do the Citadel, she will leave your party. She knows when you are lying to her about her quest.

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#6 Dr.Shaman

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Posted 29 November 2007 - 07:58 AM

There are 24 spell slots in selection.

At first level up, it’s impossible to take Shocking Grasp, Spook and Sleep spells for a Sorcerer, and there is no True Strike and Tongues of Flame spells wizards can learn from scrolls.

No Web, Vocalize, Strength and Stinking Cloud on first level 2 spell selection, and no Steam spell wizards can learn from scrolls.

...And Sunless Citadel area is still available after I gone to Palace of Silver Princess. No cheats. :whistling:

#7 Sir BillyBob

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Posted 29 November 2007 - 04:39 PM

Steam is definitely a scroll, I remember picking it up recently. I don't remember if it had the option to write the spell or not. I guess I need to check over all of these old TDD spells again.

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#8 Dr.Shaman

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Posted 30 November 2007 - 11:30 AM

After I installed v0.44 and started a new game, I notice that there are no banters in my game. I found that FWBANTERGOOSERUN global was not present in my save file global list.

I completely reinstalled CA, then patched to v0.43, and that global was present in a new game save. Then I installed v0.44, and it was not present in a new game, which means that it no longer work in v0.44?

As I understand it is a reason I have no banters?

Don’t know if I should post it in v 0.44, or post it at all, this bug was in previous versions...

Like some previous posters from 0.43 bugs, I have a problem with Catharandamus and Aleigha battle. If Aleigha dialogue triggers, Cath won’t trigger his surrender dialogue and will remain immortal.
If Cath’s surrender dialogue trigger, Aleigha remain hostile and never initiate her switch side dialogue, but unlike Cath, she is mortal.

I searched a bit in the BCS and D files, and it look like that:

If Cath surrender dialogue trigger, "TCWrongSide" Global is set to 1, and Aleigha dialogue never trigger if "TCWrongSide" is set to 1.
Than again, if Aleigha switch side dialogue trigger, her script set "TCWrongSide" to 2, and Cath surrender dialogue never start if "TCWrongSide" is set to 2.

I did some testing, and with modified BCS (removed TCWrongSide checks from booth of them) and whole encounter preceded without incidents.

Edited by Dr.Shaman, 30 November 2007 - 11:32 AM.


#9 Jarno Mikkola

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Posted 30 November 2007 - 01:21 PM

I notice that there are no banters in my game.

Yeah, the NPCs don't say anything. :(

I did some testing, and with modified BCS (removed TCWrongSide checks from booth of them) and whole encounter preceded without incidents.

But I think that the purpose of that encounter is, that you can't have them both, as one is good, and the other is evil. -_-

But now to other bugs.
1) I horried myself into the Saltmarsh's temple,
Spoiler
Though, this might not be a bug as I know, you might not have had the time to make it to go further.

2) When I was escorting the duchess outside, she had nothing to say to me at the door outside, until I hit her couple of times, after with she said what she had to as if things were normal.

Ps, those bats were nice touch on the ravine map. :wub:

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#10 Dr.Shaman

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Posted 30 November 2007 - 01:28 PM

But I think that the purpose of that encounter is, that you can't have them both, as one is good, and the other is evil. -_-

Strange, I had a dialogue between them right after that battle that convince me otherwise. :huh:

Edited by Dr.Shaman, 30 November 2007 - 01:28 PM.


#11 Sir BillyBob

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Posted 30 November 2007 - 03:20 PM

No, the plan originally was that you could only have one or the other. We have now decided that you can have both. So I do need to change those globals in the next version to allow for this.

As for the banters, they will actually run by default in the game. However, the default is extremely slow (days) between them. That was the whole reason that jcompton created these extra scripts. I made some other changes to the BALDUR.BCS file and I usually strip out his code from the top because the full installs readd it (however 0.44 doesn't) so here is a BALDUR.BCS file with his code added back in.

Jarno, after you pass by a certain point (where she can't see you) you should get a note above the character saying to place the water back in there. I created a container in the water that you should be able to place the item into. Does that work?

The problem with Duchess and Candella is that they both try to spawn in front of you at the same spot. So the game can get tied up waiting on the two of them to spawn and move out of each others way. Unfortunately, I think this is more of a limitation of the area's location. The stairs don't give us much room to do this spawn process.

Attached Files


Edited by Sir BillyBob, 30 November 2007 - 03:22 PM.
update

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#12 Jarno Mikkola

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Posted 01 December 2007 - 01:12 AM

Jarno, after you pass by a certain point (where she can't see you) you should get a note above the character saying to place the water back in there. I created a container in the water that you should be able to place the item into. Does that work?

I don't get it to trigger and so... the container won't open.

And another thing, the guard name to the temples upper level, is the Rivian's story about Althon.
:unsure: Am I the only one, as it might be just my install? :unsure:

The problem with Duchess and Candella is that they both try to spawn in front of you at the same spot. So the game can get tied up waiting on the two of them to spawn and move out of each others way. Unfortunately, I think this is more of a limitation of the area's location. The stairs don't give us much room to do this spawn process.

Yeah so I figured. It might be better to spawn the Duchess under the stairs as the space would support the plot of that encounter./trying to be vague!

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#13 Dr.Shaman

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Posted 01 December 2007 - 05:28 AM

And another thing, the guard name to the temples upper level, is the Rivian's story about Althon.
:unsure: Am I the only one, as it might be just my install? :unsure:

He is “Adept” in my game. He stands there and drink potions without any obvious reason.

Edited by Dr.Shaman, 01 December 2007 - 05:29 AM.


#14 Dr.Shaman

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Posted 01 December 2007 - 01:46 PM

I believe there is a bug with Blush after the Mistmoor rewards from the Rilithar. Blush start a dialogue once party leaves the Mistmoor Estate, and leaves the party, but instead of actually leaving, she starts a join dialogue instantly like nothing happen.

One more thing, few npc’s like Aesdale and Blush, Rihn and Vildamyr try to leave with one another when they are removed from party, yet player can easily avoid this by removing them simultaneously, dropping first one who start rejoin dialogue and allow second one to join back.

Edited by Dr.Shaman, 01 December 2007 - 02:00 PM.


#15 Sir BillyBob

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Posted 01 December 2007 - 09:25 PM

I believe there is a bug with Blush after the Mistmoor rewards from the Rilithar. Blush start a dialogue once party leaves the Mistmoor Estate, and leaves the party, but instead of actually leaving, she starts a join dialogue instantly like nothing happen.

One more thing, few npc?s like Aesdale and Blush, Rihn and Vildamyr try to leave with one another when they are removed from party, yet player can easily avoid this by removing them simultaneously, dropping first one who start rejoin dialogue and allow second one to join back.

The Blush move to the new temple in Saltmarsh is not working yet in this version.

As for separating them out, that is no different than in BG1 being able to place one in a building, remove from party, and the other one lets it happen. Unlike the Tortured Souls mod which always monitored if you tried to separate Yoshi from Kachiko, I don't really care if you want to "hack" our plans of forcing a separation. So if this gives you the one character you want without having to have both, fine. My concern would be if they don't both leave when the dialog says they will. However, it sounds what is also happening is that the second person tries to get back into the party even though the first one said they would both leave. That is something I would need to fix.

I don't get it to trigger and so... the container won't open.

Then I will assume you have been to this location before and it is saved into your current saved game. My changes here would require you to at least delete the area from your game (use NI or DLTCEP), then reenter the building. That should fix the problem. Not sure if that will also fix the adept at the door.

The consistently drinking potions bug seems to be every where. Most of the enemies have this in their fighting scripts but it should only be if they are hostile to you. Unfortunately, some of the standard Bioware scripts just assume the person is hostile, so it doesn't actually check for this before having them drink a potion. Which is weird because they actually don't, the potion will still be there if you kill him. So why run the script????? Any why one that doesn't really workd???

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#16 Miloch

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Posted 02 December 2007 - 12:52 AM

Which is weird because they actually don't, the potion will still be there if you kill him. So why run the script????? Any why one that doesn't really workd???

I'm just kinda passing through here, but I grepped your code quick and found in line 371 of your wtasight.baf, you have:
HasItem("potn06",Myself)
But in the same block line 379, you have:
UseItem("potn12",Myself)
So you probably want to make those consistent. I think that was the only such inconsistency in that script, but I didn't check all others. And it looks like you don't always have an Allegiance(Myself,ENEMY) statement in the IF part of those blocks. Which is fine if you have a single block up front in the script somewhere with a !Allegiance(Myself,ENEMY) check that does nothing else (meaning actions after that point in the script will only be executed if the CRE has become hostile).

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#17 Dr.Shaman

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Posted 02 December 2007 - 02:51 AM

However, it sounds what is also happening is that the second person tries to get back into the party even though the first one said they would both leave. That is something I would need to fix.

No second person try to get back in party only if booth of them where kicked out by reform party option, so it should be fine.

I experience serous problems in Myth Drannor. Cut scene dialogue after party leave the Vault of Ages does not work properly, and Ilewtharin converse directly with PC instead of Althon, which completely break the quest. Because TCMV05B is different in v0.44 than in v0.43, I believe it is the case of it.

#18 Sir BillyBob

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Posted 02 December 2007 - 11:27 AM

I experience serous problems in Myth Drannor. Cut scene dialogue after party leave the Vault of Ages does not work properly, and Ilewtharin converse directly with PC instead of Althon, which completely break the quest. Because TCMV05B is different in v0.44 than in v0.43, I believe it is the case of it.


Okay, that kind of makes since. Actually what I was trying to do was change this from that incredibly long cutscene to a normal dialog that you can click on quickly to get it over with. That that want to read it (new players) have more time, and those that have seen it hundreds of times can breeze by. However, it sounds like the new dialog didn't work as expected. Okay, I'll check it out.

Miloch, Thank You! I have looked at that script over and over again and just couldn't find the problem. As for a script block higher up, I think I used to have it but not sure why it isn't there now. This is actually a modified version of Horred's script for BP. I added some more potions and wands so the enemy could use them to buff up or attack with their wands. That potion typo was probably my newer code. That would explain why this problem never happened in BP.

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#19 Dr.Shaman

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Posted 02 December 2007 - 12:01 PM

Okay, that kind of makes since. Actually what I was trying to do was change this from that incredibly long cutscene to a normal dialog that you can click on quickly to get it over with. That that want to read it (new players) have more time, and those that have seen it hundreds of times can breeze by. However, it sounds like the new dialog didn't work as expected. Okay, I'll check it out.

He starts his basic introduction dialogue instead of cut scene if it helps.

It seems like Rivian have nothing to run in her script after she was removed from party so she just stay in place with the same dialogue like she is still in group.

Also, I have a problem joining Blodgett. There is End Dialogue option available when player should speak “Hey, I remember you...” line, and dialogue is interrupted.

#20 Dr.Shaman

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Posted 03 December 2007 - 11:23 AM

I am unsure if it is a mod or a game itself, but there is XP reward for killing summoned creatures, even allied, like 3500 for each Shield Phantom and not only them. Speaking of Shield Phantom, each one drops a plate mail, bastard sword and tower shield when killed.