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Salk's list of possible bugs


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#1 Salk

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Posted 29 June 2007 - 11:13 PM

Hello, Ascension64.

Since I started a BGT 1.04 session, I thought I might report here possible BGT-related bugs. Since several mods are installd (but no Megamodifikation save Big Picture itself), it will not maybe be so easy to understand if such bugs are really related to BGT or not. When my suspicions lead to another Mod, I won't even report it.

LIST:

- NASHKEL: After speaking with Edwin and refusing to murder "the witch", a new journal entry is said to be added ("Meddling mages" or something very similar). When I check my "Quest" or "Journal", I find no such entry.

- NASHKEL: If I remember correctly, asking Volo about the Captain Brage and the Troubles at the Mines would result in two Journal entries. I see onyl one (Mines). UPDATE: No action. It is just the two entries are divided one as journal and one as quest entry.

- THE CARNIVAL: There is an inconsistency here due to BG1 UB's component "Permanent Corpses": The Amazing Oopah's body should not stay on the ground the first two times he "dies" but only the third time for his real and final death after attacking the party. Is it possible to make an exception for him along this line?

Edited by Salk, 10 July 2007 - 07:04 AM.


#2 Salk

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Posted 10 July 2007 - 01:08 AM

BEREGOST: A minor bug in the dialogues and journal. A farmer speaks of having seen something moving in the yard. The journal is updated with an entry that instead refers to missing cattle. The right entry to associate to this dialogue ("Anxious farmer tells a tale") is triggered instead by another wrong dialogue when the farmer speaks of how difficult it is to hire reliable people (three of them disappeard in the middle of the day - he says).

Edited by Salk, 10 July 2007 - 01:19 AM.


#3 Ascension64

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Posted 10 July 2007 - 02:18 AM

BEREGOST: A minor bug in the dialogues and journal. A farmer speaks of having seen something moving in the yard. The journal is updated with an entry that instead refers to missing cattle. The right entry to associate to this dialogue ("Anxious farmer tells a tale") is triggered instead by another wrong dialogue when the farmer speaks of how difficult it is to hire reliable people (three of them disappeard in the middle of the day - he says).

Can you enable Debug Mode in baldur.ini, then enter the game, highlight that farmer with your cursor, and press x on the keyboard. On the status box would show the coordinates of where your cursor is. Can you post them here? Would help muchly.
I think you know how to do this, but if you need more detailed instructions, please say so.

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Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#4 Salk

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Posted 10 July 2007 - 04:50 AM

I will do it! I should have a game saved before entering Beregost. UPDATE: Done. Although I believe that the farmers do not stay in the same position but rather walk randomly here and there. There are two farmers that were at these coordinates when I entered Beregost. Farmer1: X=1541, Y=350. Farmer2: X=795, Y=331.

BEREGOST: Small inconsistency. Firebead should speak with charname only when he asks for the small errands of the book to retrieve. Instead anybody in the party can take it.

Edited by Salk, 10 July 2007 - 04:58 AM.


#5 Salk

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Posted 10 July 2007 - 07:04 AM

NASHKEL/NASHKEL CARNIVAL: There are two wrong dialogue associations. The Commoner in Nashkel (AR 3708 - X473, Y347) says the line that should be associated to another Commoner at the Nashkel Carnival (AR 3802 - X343, Y314). I don't remember what the first one should say but I think something like "Father! There are strangers in the house!" or something similar. Note that I am just trying to remember what those dialogues are from my former experience with a vanilla Baldur's Gate game of several years ago. -_-

#6 Azazello

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Posted 10 July 2007 - 08:29 AM

BEREGOST: Small inconsistency. Firebead should speak with charname only when he asks for the small errands of the book to retrieve. Instead anybody in the party can take it.

I really hope this is vanilla behavior, because if any mod ever changes this, I will uninstall it! :lol: I keep my main character invisible most times so I don't want to break it just to do a Fedex quest. I see no problem here, move along.

#7 Salk

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Posted 10 July 2007 - 08:43 PM

BEREGOST: Small inconsistency. Firebead should speak with charname only when he asks for the small errands of the book to retrieve. Instead anybody in the party can take it.

I really hope this is vanilla behavior, because if any mod ever changes this, I will uninstall it! :lol: I keep my main character invisible most times so I don't want to break it just to do a Fedex quest. I see no problem here, move along.


This is surely the "vanilla" behaviour. And I am also pretty sure that there are other encounters where any NPC is addressed specifically as charname. It doesn't really matter the way you play the game, Azazello. It is still an inconsistency and, for me, something that should be fixed. If you keep your main character off the screen/invisible all the time, I guess it's your (weird :) ) style of playing. But the game can't be comformed to you, rather the opposite.

Edited by Salk, 10 July 2007 - 08:50 PM.


#8 Azazello

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Posted 11 July 2007 - 07:53 AM

Weird I am, Sam I am. I will never dispute this.

Is it normal gaming scripting? If so, then what you want is a tweak, right? If it's not, then modders are using code per their choice, but you still want a tweak. Right?

#9 Salk

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Posted 11 July 2007 - 07:54 AM

AR4300: The mission "Doggone" is still present in my Quest section despite having completed it.

#10 Salk

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Posted 11 July 2007 - 11:41 PM

AR3499: The mission "The BEAR" is still present in my Quest section despite having completed it.

#11 Salk

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Posted 11 July 2007 - 11:43 PM

Weird I am, Sam I am. I will never dispute this.

Is it normal gaming scripting? If so, then what you want is a tweak, right? If it's not, then modders are using code per their choice, but you still want a tweak. Right?


You see, what I mean is that the developers have not paied attention at these small things and I am rather positive that it was not their intention to make so that NPCs interact with others than charname yet they address him/her like that. Many would agree with you that we are speaking of a tweak. I don't. :cheers:

Edited by Salk, 11 July 2007 - 11:44 PM.


#12 Azazello

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Posted 12 July 2007 - 01:26 AM

I will not derail your thread -- it's yours, see! -- but let me make this last comment:

Over at G3, someone noted that the developers made code that makes animals run away from characters that were not elves and/or druids. Given this, "the developers have not paid attention at these small things" is probably not correct; and you gotta show your cards on this: "I am rather positive that it was not their intention to make so that NPCs interact with others than charname."

Still love me? :bi:

Edited by Azazello, 12 July 2007 - 01:30 AM.


#13 Salk

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Posted 12 July 2007 - 02:20 AM

Azazello,

there are many small things we can think about when playing Baldur's Gate. Some of those had been noted and adjusted by the developers, others have not. You realize that the game has also bugs, do you? Well, sometimes such bugs are rather obvious, some others they are just minor. Nonetheless they have slipped through the attention of the whole team that was beyond the game.

And about my statement "I am rather positive that it was not their intention to make so that NPCs interact with others than charname", I will only tell you that I wrote that because I still believe that logic belongs to mankind.

Edited by Salk, 12 July 2007 - 02:21 AM.


#14 Salk

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Posted 12 July 2007 - 02:22 AM

BEREGOST CRASH FIXER: This is not a bug report I am making. It's a praise. I have used successfully the Beregost crash fixer and just thought to report that it worked flawlessly. Congratulations on this too, Ascension64. :cheers:

#15 Ascension64

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Posted 12 July 2007 - 02:57 AM

BEREGOST CRASH FIXER: This is not a bug report I am making. It's a praise. I have used successfully the Beregost crash fixer and just thought to report that it worked flawlessly. Congratulations on this too, Ascension64. :cheers:

Hmm, I then read the description of this topic "...to be taken with a grain of salt..." :ph34r:

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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.

Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)

Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)


#16 Salk

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Posted 12 July 2007 - 10:36 PM

AR3401: One of the Ghost Knights has a wrong sound (eagle) associated to it. Coordinates: X=560, Y=1023

#17 Salk

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Posted 12 July 2007 - 10:40 PM

GULLYIKIN (AR9900): All those halflings there that would say some specific line to me, just speak to us as if we had spoken already before despite never having done that. I guess it's a consequence of clearing the Firewine Ruins of the kobolds before having explored the village?

#18 Salk

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Posted 12 July 2007 - 10:41 PM

GENERIC: It happens systematically that a NPC displays first the line "NPCNAME has nothing to say to you" and just under it another where it does actually say something.

#19 Salk

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Posted 12 July 2007 - 10:42 PM

NASHKELL MINES: The entry for the finished quest "Investigate the Nashkel Mines" appears under Quest rather than Done Quest.

#20 Salk

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Posted 13 July 2007 - 08:33 AM

DEATH: Reached Chapter 5 before CHARNAME got himself killed. As per my own rule, I do not reload a game when I end up being defeated so this bug thread might remain inactive for quite some time now. I hope my small contributions might be of help for Ascension64's BGT 1.05. :ph34r: