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#1 aVENGER

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Posted 10 March 2010 - 05:35 AM

General guidelines for reporting bugs
  • When reporting a bug please specify which version of the game (i.e. BG2, BGT, Tutu) you are running, your Operating System (i.e. Windows 98/2000/XP/Vista/7, Linux, MacOSX...etc) and the version of aTweaks which you have installed
  • If you encounter an error during the installation procedure please post the content of your SETUP-ATWEAKS.DEBUG file. It would also be helpful to list any other mods which you have installed and their installation order as well. The easiest way to do that is to post the contents of your WeiDU.log file. Note: you can find the aforementioned files in your Baldur's Gate 2 folder
  • Before labeling any unusual behavior as bugs, please carefully review the documentation which comes with the aTweaks mod, especially the "Known Issues" section
  • Feel free to report any spelling or grammar mistakes which you notice in the dialogues or the item/kit/ability descriptions which were introduced by aTweaks
  • For reference, resolved bug reports from earlier mod versions are archived here. False positives and problems caused by local issues are moved here.

Edited by Wisp, 25 July 2012 - 08:01 AM.


#2 Wisp

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Posted 01 January 2014 - 05:32 AM

Not a bug, but don't forget about this feedback.



#3 CamDawg

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Posted 22 July 2017 - 10:56 AM

Unbiased quest rewards breaks Viekang's escape from Saradush. This bit, at the bottom of lib\270-evil_rewards.tpa...

  COPY_EXISTING sarvie01.cre override
    WRITE_LONG 0x14 9000 //make the Viekang piñata hold 9k xp instead of 6.3k
    WRITE_ASCII 0x248 ~~ #8 //Vampire courtesans use their own shout code, so why should Viekang shout the same as the commoners?
  BUT_ONLY

...is blanking the wrong script slot. The shout script is in the class slot (0x250); this instead deletes his fear spell detection script (sarvie01).

 

edit: Should point out that this is BG2EE--the class/override script order is flipped from vanilla BG2.


Edited by CamDawg, 22 July 2017 - 11:06 AM.

I came here with a simple dream: a dream of killing all humans. And this is how it must end? Who's the real seven billion ton robot monster here? Not I. Not... I.

 

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#4 Wisp

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Posted 23 July 2017 - 03:14 AM

Thanks. Will fix.



#5 Argent77

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Posted 06 September 2017 - 10:35 AM

As of aTweaks v4.51, subcomponent "Distinctive creature coloring" conflicts with the main component of Golem Construction for Spellcasters.

Golem Construction replaces creature animations of several golem types. In this case the coloring added by aTweaks doesn't look right. Since aTweaks is supposed to be installed after Golem Construction I can't do anything by myself to prevent it.

A check for default creature animations should suffice to resolve the conflict. Currently affected are flesh golems, iron golems and juggernaut golems.



#6 Wisp

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Posted 07 September 2017 - 09:06 AM

Will fix.





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