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Bugs and/or oddities for V1


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#1 Shaitan

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Posted 04 March 2011 - 07:03 AM

From another thread:
Spoiler
(perhaps randomly?): here
Oh and Yovaneth, if you want this in another way please do what you want with this thread.

Cheers

Edited by Shaitan, 04 March 2011 - 07:08 AM.


#2 -_CrUsHeR_-

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Posted 04 March 2011 - 07:48 AM

1. the enemy archers do not work
2. break the game to get in some areas
3. There is a ring found in a house PhortPentyrich can not be sold or removed from inventory
4. Witch's sword to kill the child vampire not working properly, it can be killed by any weapon.
5. NPCs are clustered around a single point in the area (bug?)

tips to improve gameplay:

1. enemies are few and weak, mages need more power and better spells.
2. conversations with the NPCs need to be further shortened, but more speech options
3. why wait and talk to many NPCs to solve the quests?
4. add new items in the game, the existing ones are very weak
5. after solving the quests get more xp
6. split the xp for each sub-quest solved
7. add more minor quests in the game, especially in the new area of the district
8. especialy and more challenging encounters with good rewards in gold and items

The game is very good for your first release, and new areas of the graphics are excellent and the idea of quests, but needs improvement to be even more attractive.

#3 Yovaneth

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Posted 04 March 2011 - 09:43 AM

Possible problems;

1. Where?
2. More details please!
3. Again, where? Which area?
4. As long as CHARNAME is holding the Vampire Blade when the child vampire is killed the quest will update. It was not possible to do it any other way.
5. Known bug :(.


Suggestions:
1. The entire quest was meant to fit in with the original game, thus enemies etc. have the same powers, spells, weapons as any Bioware NPC would. XP is also given out to the same general levels.
2. Most NPC conversations can be bypassed.
3. It's meant to be a roleplaying mod, so I deliberately did not include hack'n'slash. I don't want to go down that route - there's far too many Hackmaster +12 mods already, IMHO.
4. As (1)
5. As (1)
6. There was a very good reason for not doing this, but I've forgotten what it was...
7. I had to chose a time to say 'enough is enough', otherwise I could have been developing forever.
8. As (1) :D


Many thanks for the feedback - especially the bug reports!

-Y-

#4 -_CrUsHeR_-

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Posted 04 March 2011 - 12:12 PM

Possible problems;

1. Where?
2. More details please!
3. Again, where? Which area?
4. As long as CHARNAME is holding the Vampire Blade when the child vampire is killed the quest will update. It was not possible to do it any other way.
5. Known bug :(.


Suggestions:
1. The entire quest was meant to fit in with the original game, thus enemies etc. have the same powers, spells, weapons as any Bioware NPC would. XP is also given out to the same general levels.
2. Most NPC conversations can be bypassed.
3. It's meant to be a roleplaying mod, so I deliberately did not include hack'n'slash. I don't want to go down that route - there's far too many Hackmaster +12 mods already, IMHO.
4. As (1)
5. As (1)
6. There was a very good reason for not doing this, but I've forgotten what it was...
7. I had to chose a time to say 'enough is enough', otherwise I could have been developing forever.
8. As (1) :D


Many thanks for the feedback - especially the bug reports!

-Y-

1. in CelendorHold (not atack with arrows)
2. stairs in Celendor (some times game crash)
3. in one chest in house
4. yes is possible. I kill with minsc without sword
5. =(

1. need improvments, ia is weak, especially the wizards in Celendor (spells the end very fast). I deslike mods with overpowered weapons and enemies.
2. conversations could be more dynamic, as in the original game with more choices of speech. (the contents of the speeches is very good).
3. roleplay with action is the best way for fun =) (the roleplay is very good, need more action - no overpower itens enemies).
4. no overpower ones! diferent itens, this encourages players to visit all areas of the game.
5. hard work need one good reward!
6. in original baldur's this works so well =)
7. okey
8. (1) (2) (3) (4) xD

good luck in the future releases!

#5 Miloch

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Posted 04 March 2011 - 11:52 PM

From another thread:

Spoiler
(perhaps randomly?): here

Known issue - I mentioned it to Yovaneth some time ago and suggested we could address it in Elminster's dialogue, but IIRC he said that might break the "fourth wall" (understandable). I don't think we can solve it short of some sort of TobEx hack (which I asked about here). You can restore your portrait manually if you need to.

5. NPCs are clustered around a single point in the area (bug?)

Known issue as Yovaneth says, but also I thought a *fixed* issue. I offered a quick patch for this a while back but he said he fixed it manually (apparently missing a few). It has to do with the Destination Coordinates in the area file actors section being different from the Current Coordinates (typically these should be the same except in very special circumstances).

Infinity Engine Contributions
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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#6 ScuD

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Posted 06 March 2011 - 03:34 PM

Known issue - I mentioned it to Yovaneth some time ago and suggested we could address it in Elminster's dialogue, but IIRC he said that might break the "fourth wall" (understandable). I don't think we can solve it short of some sort of TobEx hack (which I asked about here). You can restore your portrait manually if you need to.

Actually the BMP files are not copied to the "override" folder :) Neither to "portraits"


#7 Miloch

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Posted 06 March 2011 - 05:08 PM

Actually the BMP files are not copied to the "override" folder :) Neither to "portraits"

They were last I checked.
//Bitmaps
        COPY ~dq/bmp/.~ ~override/.~

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#8 ScuD

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Posted 06 March 2011 - 05:19 PM

Are we using different versions of the mod?
In the TP2 of the one downloaded from SHS there's no such code, just downloaded to recheck.

#9 Miloch

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Posted 06 March 2011 - 05:49 PM

Well I'm probably looking at a prerelease v1, but in that tp2 the section is somewhere between copying //2da and //Items //Cloudpeaks. I edited it rather heavily around this time but didn't think I took out that section. Anyway, it sounds like it needs to go back in.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#10 Daulmakan

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Posted 06 March 2011 - 06:51 PM

Same thing here.

Edited by Daulmakan, 06 March 2011 - 06:51 PM.

item_pack.jpg   Drows.jpg

 


#11 ScuD

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Posted 07 March 2011 - 07:36 PM

I had some closer look at the game after the installation. Haven't played the mod yet though. Here's the list of issues reported.
1. YS1001N.WED is reported corrupted by NI. Opening and saving in DLTCEP solves the problem.
2. ARE issues reported (with comments, except for WAVs - they are missing, so I do not know if they will cause a crash or not):
File: YS0200.ARE  Attribute: Dialogue=SKELWA01.DLG 	<-- Probably all references should be just deleted
File: YS0200.ARE  Attribute: Dialogue=SKELWA01.DLG
File: YS0200.ARE  Attribute: Dialogue=SKELWA01.DLG
File: YS0200.ARE  Attribute: Dialogue=SKELWA01.DLG
File: YS0200.ARE  Attribute: Dialogue=SKELWA01.DLG
File: YS0200.ARE  Attribute: Sound 1=YS0200.WAV                                  
File: YS0270.ARE  Attribute: Dialogue=UDDEATH.DLG      <-- Probably all references should be just deleted
File: YS0270.ARE  Attribute: Dialogue=UDDEATH.DLG
File: YS0270.ARE  Attribute: Dialogue=UDDEATH.DLG
File: YS0270.ARE  Attribute: Dialogue=UDDEATH.DLG
File: YS0270.ARE  Attribute: Dialogue=UDDEATH.DLG
File: YS0270.ARE  Attribute: Dialogue=UDDEATH.DLG
File: YS0270.ARE  Attribute: Dialogue=UDDEATH.DLG
File: YS0270.ARE  Attribute: Script=YS270T3.BCS      <-- A typo, should be YS0270T3.BCS
File: YS0290.ARE  Attribute: Default script=YSCOM.BCS      <-- Either missing or should be removed
File: YS0350.ARE  Attribute: Sound 1=RAT01.WAV
File: YS0350.ARE  Attribute: Sound 2=RAT02.WAV
File: YS0350.ARE  Attribute: Sound 3=RAT03.WAV
File: YS0370.ARE  Attribute: Sound 1=YS1300.WAV
File: YS0370.ARE  Attribute: Sound 1=YS1300N.WAV
File: YS0370.ARE  Attribute: Sound 1=YS1100P1.WAV
File: YS0370.ARE  Attribute: Sound 2=YS1100P2.WAV
File: YS0370.ARE  Attribute: Sound 3=YS1100P3.WAV
File: YS0370.ARE  Attribute: Sound 1=YS1100Q1.WAV
File: YS0370.ARE  Attribute: Sound 2=YS1100Q2.WAV
File: YS0370.ARE  Attribute: Sound 3=YS1100Q3.WAV
File: YS0370.ARE  Attribute: Sound 1=YS0042A1.WAV
File: YS0370.ARE  Attribute: Sound 2=YS0042A2.WAV
File: YS0370.ARE  Attribute: Sound 3=YS0042A3.WAV
File: YS0370.ARE  Attribute: Sound 4=YS0042A4.WAV
File: YS0370.ARE  Attribute: Sound 1=YS1100O1.WAV
File: YS0370.ARE  Attribute: Sound 2=YS1100O2.WAV
File: YS0370.ARE  Attribute: Sound 3=YS1100O3.WAV
File: YS0370.ARE  Attribute: Sound 4=YS1100O4.WAV
File: YS0370.ARE  Attribute: Sound 5=YS1100O5.WAV
File: YS0370.ARE  Attribute: Sound 6=YS1100O6.WAV
File: YS0370.ARE  Attribute: Sound 7=YS1100O7.WAV
File: YS0370.ARE  Attribute: Sound 8=YS1100O8.WAV
File: YS0371.ARE  Attribute: Sound 1=YS0310.WAV
File: YS0371.ARE  Attribute: Sound 1=YS0310B.WAV
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS      <-- The script is not compiled, should be added to TP2
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Override script=YSREACT.BCS
File: YS0410.ARE  Attribute: Script=YS0410T5.BCS      <-- The script is not compiled, should be added to TP2
File: YS0426.ARE  Attribute: Area script=_AR0126.BCS      <-- Should be either removed or fixed to AR0126.BCS
File: YS0431.ARE  Attribute: Dialogue=DEADB01.DLG      <-- Probably should be removed
File: YS1001.ARE  Attribute: Dialogue=BFISHER2.DLG      <-- The dialog itself should start with BEGIN ~BFISHER2~ 2
File: YS1001.ARE  Attribute: Dialogue=BFISHER2.DLG
File: YS1001.ARE  Attribute: Dialogue=BFISHER2.DLG
File: YS1001.ARE  Attribute: Dialogue=BFISHER2.DLG
File: YS1001.ARE  Attribute: Dialogue=BFISHER2.DLG
File: YS1001.ARE  Attribute: Dialogue=BFISHER2.DLG
File: YS1001.ARE  Attribute: Dialogue=BFISHER2.DLG
File: YS1001.ARE  Attribute: Dialogue=BWFISH2.DLG      <-- A typo, should be BFISHW2.DLG
File: YS1001.ARE  Attribute: Default script=YSPOPRUN.BCS      <-- Probably should be YSPOPRND.BCS, or YSPOPRUN.BAF should be added to game scripts and compiled
File: YS1001.ARE  Attribute: Default script=YSPOPRUN.BCS
3. CRE missing a couple of portraits:
File: YSCGROAD.CRE  Name: Caravan Guard  Attribute: Small portrait=YSCGPORT.BMP
File: YSCGTOWR.CRE  Name: Watchguard  Attribute: Small portrait=YSCGTOWR.BMP
4. Character Ghoul portraits are missing (mentioned above in the thread):
File: YSGHOUL1.ITM  Name: Ghoul Hand  Attribute: Resource=YSGHOULM.BMP
File: YSGHOUL1.ITM  Name: Ghoul Hand  Attribute: Resource=YSGHOULS.BMP
That's basically it :)

#12 Miloch

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Posted 08 March 2011 - 11:04 PM

Note that area files (in BG2) typically ignore actor-level script and dialogue settings (they're more prevalent in IWD etc.) but the other items probably bear closer investigation.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#13 Yovaneth

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Posted 16 March 2011 - 05:23 PM

I'll wait another month or so and then issue a patch. So far there's been very little to worry about but it can't last :D

-Y-

#14 Giuseppe

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Posted 22 March 2011 - 02:38 AM

Hi Yovaneth,
I've just started to play FFT, which sounds very promising.
When I moved from Docks (or others districts in Athkatla) to Gov. West, I spent eight hours for the journey. Is it intended?
Thanks in advance for your attention. ;)

Edited by Giuseppe, 22 March 2011 - 02:39 AM.


#15 Yovaneth

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Posted 22 March 2011 - 03:33 AM

Hi Yovaneth,
I've just started to play FFT, which sounds very promising.
When I moved from Docks (or others districts in Athkatla) to Gov. West, I spent eight hours for the journey. Is it intended?
Thanks in advance for your attention. ;)

The problem is in the worldmap patch - it isn't absolutely perfect and one problem we had is that we weren't able to define a travel time from each area to each area, just a global travel time. Consequently, local travel from Government District West says eight hours instead of zero.

-Y-

#16 Giuseppe

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Posted 22 March 2011 - 07:56 AM

Health benefits of walking, so I think an eight hours journey will be great for my heart :)
Thanks for the answer!

#17 smeagolheart

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Posted 31 March 2011 - 05:28 AM

Talking about govt district west, it seems kind of well empty. I did find a dwarf who told me not to go upstairs and that was about it. In the bioware bits, there is usually a few npcs that point out hey go this way and hey this is what's going on in this area (town criers and exposition npcs). The district doesn't seem to have that just empty houses and the only way to find anything to move the plot forward or even interact with is to open every door and peek inside.

edit: and the other bioware athkalta city areas are explored already (except I think bridge) and have the labels on key buildings (five flagons playhouse, copper coronet, etc)

Edited by smeagolheart, 31 March 2011 - 06:03 AM.


#18 Shaitan

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Posted 31 March 2011 - 03:59 PM

There are as I recall more the West Govt. district than you see then. I can recall three other small quests and there are other houses to look into (with interest). Labels on key buildings: It's up to Yovaneth, but I'd rather avoid those...
And you can attract vampires there too :)

#19 Yovaneth

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Posted 01 April 2011 - 02:31 AM

Building labels are on the 'to be considered' list for the first patch.

-Y-

#20 smeagolheart

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Posted 02 April 2011 - 03:46 AM

Also after beginning and leaving Chateau Irenicus then the Promenade, gov't west was available along with slums. All parts of the city are supposed to be greyed out to force you to go to the slums to meet gaelen bayle.