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#21 Qwinn

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Posted 11 July 2008 - 01:44 PM

The error in Ravel's dialogue will be fixed in the next update. So will the Crumplepunch issue... although taking a look at it, that isn't the only error in his dialogue. Needs a good bid of tweaking, that one does. Thanks for calling my attention to it.

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#22 Qwinn

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Posted 14 July 2008 - 10:34 PM

Coded fixes to Crumplepunch's dialogue. In addition to fixing the issue reported by Arkain, I also found an instance where asking him about the trouble with his brother leads to him opening up his store. These fixes will be in version 2.0.

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#23 -Ajit-

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Posted 17 July 2008 - 10:20 AM

So I am playing with the following mods: Ultimate WeiDU Fixpack, PS:T Tweak Pack, PS:T Unfinished Business.

I am also running the Armors and Robes for Planescape: Torment by Razfallow and Armor by Platter, as well as the Widescreen mod.

The Armor by Platter does not seem to be working, however. I am not sure if this is some error on my part with installation.

That said, I love the mods and they seem to be working smoothly, for the most part. Kudos to Qwinn & Co for all the hard work; it has reignited my love for a game I haven't played in over 4 years (and which spoiled me on all other games).

As for issues, here are a few things I've noticed:

I also have the Many-As-One problem, which sounds a touch different from the one I read below (unless I missed something). When you BLUFF Many-As-One about the Silent King's strength, he says he detects no falsehood and lets you go, but immediately turns hostile. I didn't get a chance to leave the chamber. Unless I accidentally clicked on him again to restart a conversation, which I might have--then I assume he attacks because he told you he'd attack if you ever returned and restarting a convo qualifies as thus.

Also, I believe I accidentally told Emoric that I didn't want to join the Dustman faction (I am not entirely sure--I was kind of clicking through fast here, because I was so used to the conversation); this locked me out from ever asking Emoric about joining the Dustman faction and thus locked out all quests from him relating to the Dustman faction. If this was my error, is it possible to tweak it so that if one does answer that they don't want to join the Dustman faction, they can re-ask to join the Dustman faction (consistent with most quests which allow you to go back and ask to do something). On the other hand, there is a chance that I did click on the right conversation path and something is just broken--I'd check myself, but I don't have any saved games that make it easy to go back.

Finally, Falls-From-Grace uses the word "bemused" incorrectly. I am not entirely what she says to TNO, but she uses "bemused" (which is a synonym for "confused") rather than "amused" in a particular sentence/conversation path, which is closer to the correct word in the sentence. Just a typo issue there. Hope it isn't too hard to find it--if so, I'll try and restart a convo with her to find it myself.

So far, I love it--still playing through the new mods and stuff, but thanks so much for making the PST experience a new and wonderful one once more.

#24 Qwinn

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Posted 17 July 2008 - 12:39 PM

I also have the Many-As-One problem, which sounds a touch different from the one I read below (unless I missed something). When you BLUFF Many-As-One about the Silent King's strength, he says he detects no falsehood and lets you go, but immediately turns hostile. I didn't get a chance to leave the chamber. Unless I accidentally clicked on him again to restart a conversation, which I might have--then I assume he attacks because he told you he'd attack if you ever returned and restarting a convo qualifies as thus.


I suspect that you didn't do anything wrong here. It's probably bugged. I will work on it some more. (Have I ever mentioned that I hate MAO? Heh.)

Also, I believe I accidentally told Emoric that I didn't want to join the Dustman faction (I am not entirely sure--I was kind of clicking through fast here, because I was so used to the conversation); this locked me out from ever asking Emoric about joining the Dustman faction and thus locked out all quests from him relating to the Dustman faction. If this was my error, is it possible to tweak it so that if one does answer that they don't want to join the Dustman faction, they can re-ask to join the Dustman faction (consistent with most quests which allow you to go back and ask to do something). On the other hand, there is a chance that I did click on the right conversation path and something is just broken--I'd check myself, but I don't have any saved games that make it easy to go back.


I'm not finding a problem here. Without more information as to what paths specifically were taken so I can reproduce the issue, there's nothing I can really do.

Finally, Falls-From-Grace uses the word "bemused" incorrectly. I am not entirely what she says to TNO, but she uses "bemused" (which is a synonym for "confused") rather than "amused" in a particular sentence/conversation path, which is closer to the correct word in the sentence. Just a typo issue there. Hope it isn't too hard to find it--if so, I'll try and restart a convo with her to find it myself.


Her usage isn't incorrect. See, for example, the 3rd definition listed by merriam websters:

http://www.merriam-w...tionary/bemused

3 : to cause to have feelings of wry or tolerant amusement <seems truly bemused that people beyond his circle in Seattle would be interested in his ruminations ? Ruth B. Smith>



Thanks for the report and the kind words :) I'll look into the MAO issue soon.

Qwinn

#25 -Ajit-

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Posted 17 July 2008 - 04:42 PM

I also have the Many-As-One problem, which sounds a touch different from the one I read below (unless I missed something). When you BLUFF Many-As-One about the Silent King's strength, he says he detects no falsehood and lets you go, but immediately turns hostile. I didn't get a chance to leave the chamber. Unless I accidentally clicked on him again to restart a conversation, which I might have--then I assume he attacks because he told you he'd attack if you ever returned and restarting a convo qualifies as thus.


I suspect that you didn't do anything wrong here. It's probably bugged. I will work on it some more. (Have I ever mentioned that I hate MAO? Heh.)

Also, I believe I accidentally told Emoric that I didn't want to join the Dustman faction (I am not entirely sure--I was kind of clicking through fast here, because I was so used to the conversation); this locked me out from ever asking Emoric about joining the Dustman faction and thus locked out all quests from him relating to the Dustman faction. If this was my error, is it possible to tweak it so that if one does answer that they don't want to join the Dustman faction, they can re-ask to join the Dustman faction (consistent with most quests which allow you to go back and ask to do something). On the other hand, there is a chance that I did click on the right conversation path and something is just broken--I'd check myself, but I don't have any saved games that make it easy to go back.


I'm not finding a problem here. Without more information as to what paths specifically were taken so I can reproduce the issue, there's nothing I can really do.

Finally, Falls-From-Grace uses the word "bemused" incorrectly. I am not entirely what she says to TNO, but she uses "bemused" (which is a synonym for "confused") rather than "amused" in a particular sentence/conversation path, which is closer to the correct word in the sentence. Just a typo issue there. Hope it isn't too hard to find it--if so, I'll try and restart a convo with her to find it myself.


Her usage isn't incorrect. See, for example, the 3rd definition listed by merriam websters:

http://www.merriam-w...tionary/bemused

3 : to cause to have feelings of wry or tolerant amusement <seems truly bemused that people beyond his circle in Seattle would be interested in his ruminations ? Ruth B. Smith>



Thanks for the report and the kind words :) I'll look into the MAO issue soon.

Qwinn


Thanks for the MAO bit, and as for Emoric: Hmmmm. Okay, I can't recall what conversation line I took with Emoric; all I know is that he doesn't offer me a choice of joining the Dustman faction and does not offer me the Dustman faction quests. If I play through again, I'll see if I can replicate the conversation tree.

As for bemused, huh! Weird, I'd always thought the proper useage was more along the lines of "confused" than "amused", but you're right! Strange to see the word have two very different meanings, but I can't disagree with you on it!

#26 -Ajit-

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Posted 18 July 2008 - 01:04 PM

Was the Hamrys quest removed due to the XP loop? I can't activate the quest to get the plans for the tomb from him. I didn't see mention of the quest in the readme, but I might have missed it.

#27 Qwinn

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Posted 18 July 2008 - 01:52 PM

*SPOILER*





You need to have learned about Hamrys's father to get that quest. Sere in the Gathering Dust Bar is the one person who can tell you about him.

Qwinn

#28 Qwinn

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Posted 18 July 2008 - 11:05 PM

*SPOILERS REGARDING MANY-AS-ONE*



Ajit:

I looked at the MAO thing. When you are bluffing him, this is what he says that matches your description of it (call this state 12):

"THE VOICE OF MANY HAS GIVEN WORDS TO YOUR ERRAND. THE SILENT KING IS TOO POWERFUL, YOU SAY. WE SEE NO LIE IN YOUR HEART. LEAVE THE WARRENS OF THOUGHT WITH YOUR LIFE AS A GIFT FROM US. YOU HAVE SERVED YOUR PURPOSE."

Here, you have two responses:

"Are you just going to discard me like that?" -> state 10
"Very well. Farewell." -> dialogue ends, no aggro

State 10 is: ""YES. IF WE DO NOT HAVE TO EXPEND OUR MIGHT ON THE SILENT KING, WE HAVE MORE THAN ENOUGH TO SPARE TO CRUSH YOUR FRAGILE EGO. GO. DO NOT RETURN."

Here you get two options:

"No." -> dialogue ends, MAO attacks
"Farewell, then." -> dialogue ends, no aggro

If you say "No.", he is -supposed- to attack you immediately. If you say "Farewell, then", conversation ends and he's not supposed to aggro.

Are you sure you didn't just select "No"? As far as I can tell, none of the "Farewell" choices should be causing aggro. If you are sure that a "Farewell" option made him attack, I will look deeper into it, but they shouldn't be.

Qwinn

Edited by Qwinn, 18 July 2008 - 11:06 PM.


#29 -Ajit-

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Posted 19 July 2008 - 07:56 AM

*SPOILERS REGARDING MANY-AS-ONE*



Ajit:

I looked at the MAO thing. When you are bluffing him, this is what he says that matches your description of it (call this state 12):

"THE VOICE OF MANY HAS GIVEN WORDS TO YOUR ERRAND. THE SILENT KING IS TOO POWERFUL, YOU SAY. WE SEE NO LIE IN YOUR HEART. LEAVE THE WARRENS OF THOUGHT WITH YOUR LIFE AS A GIFT FROM US. YOU HAVE SERVED YOUR PURPOSE."

Here, you have two responses:

"Are you just going to discard me like that?" -> state 10
"Very well. Farewell." -> dialogue ends, no aggro

State 10 is: ""YES. IF WE DO NOT HAVE TO EXPEND OUR MIGHT ON THE SILENT KING, WE HAVE MORE THAN ENOUGH TO SPARE TO CRUSH YOUR FRAGILE EGO. GO. DO NOT RETURN."

Here you get two options:

"No." -> dialogue ends, MAO attacks
"Farewell, then." -> dialogue ends, no aggro

If you say "No.", he is -supposed- to attack you immediately. If you say "Farewell, then", conversation ends and he's not supposed to aggro.

Are you sure you didn't just select "No"? As far as I can tell, none of the "Farewell" choices should be causing aggro. If you are sure that a "Farewell" option made him attack, I will look deeper into it, but they shouldn't be.

Qwinn



Actually, I am not entirely sure I didn't hit "no"--I apologize for being such a poor bug reporter. :( I'll be more diligent in the future when mentioning these things, but I cannot honestly say for sure if I hit "No" or not. If it looks like things are running smoothly in the option, then chances are that they are and it was my error.

Thanks for looking into it,
Ajit

#30 -Ajit-

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Posted 19 July 2008 - 09:03 AM

Okay, here is a bug I've run through a few times to make sure does exist:

If you go to Mebbeth and ask for healing and you have Annah in your party, Mebbeth actually INJURES Annah if she is fully healed. For instance, in the last run through, Annah was fully healed when I asked for healing--Annah went from 82 hit points to 72 hit points. I also noticed the same happens with TNO--I went from 89 hit points to 86. She does, however, heal everyone else as far as I can tell.

Done this a number of times and I keep getting the same result--Annah and TNO keep getting injured by Mebbeth for some odd reason. On the other hand, she does heal both of them if they are injured...but not all the way. Annah ends up at 72 as max, with TNO at 86 at max (in this particular case--I am guessing she heals them to a percentage of their hit points).

Dakkon, Morte, Ignus and FFG are all fully healed by Mebbeth.

#31 -Torment Lover and Fan of Modders-

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Posted 19 July 2008 - 11:39 AM

Hello to the forum.

I've encountered what may or may not be a minor bug in the Hive. In the Hive, where the place where Mar is supposed to be surrounded by dead Lim-Lims so you can begin the Fed-Ex quest, he's just not there. The dead Lim-Lims are there...sometimes. When I rest, sometimes they vanish. I reload because I want to do this quest.

Is this a missable quest by design, a known bug or an unreported one? Do you have to complete it by a certain point or he vanishes? I have gone as far as the Clerk Ward and recruited Fall-From-Grace. I am playing the 4-CD version and also had issues with Many-As-One. I have downloaded and installed the all-inclusive mod pack that is supposed to fix the surrender issue, but the rats just keep appearing. Did I maybe install the mod incorrectly?

Help is greatly appreciated. Thank you very much.

#32 Qwinn

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Posted 19 July 2008 - 01:14 PM

Ajit:

If you go to Mebbeth and ask for healing and you have Annah in your party, Mebbeth actually INJURES Annah if she is fully healed. For instance, in the last run through, Annah was fully healed when I asked for healing--Annah went from 82 hit points to 72 hit points. I also noticed the same happens with TNO--I went from 89 hit points to 86. She does, however, heal everyone else as far as I can tell.


Yeah, I know what causes this. (I first noticed it via the hermit in Curst). It's a bug with the "FullHeal" action, which as far as I know doesn't exist in other IE games. If you are using a spell (like Aid) or item that boosts hit points, FullHeal doesn't see those hit points, and heals you to what your max would be without them. This gets more noticeable as the game goes on, when for example you have rings like the Ring of Thex that grant you +20 hit points. There is unfortunately nothing I can do about this, as the problem is in the game engine. I tried other methods of healing via dialogue, like actually just having the healer cast healing spells on you, but none of it works right. The way it stands is the least-worst way, I'm afraid. Hit points granted by items cannot be healed via dialogue, and simply have to be healed "naturally", via spell, regeneration, or rest.

Torment Lover:

Is this a missable quest by design...?


I'm afraid so. Mar's quest must be taken and completed before you leave the Hive (he tells you this when he gives you the quest). The first time you arrive in the Lower Ward, if you have not accepted the box from Mar, Mar just disappears, and you can no longer do the quest. If you have accepted the box and arrive at the Lower Ward before dealing with it... well, I won't spoil further than that.

I have downloaded and installed the all-inclusive mod pack that is supposed to fix the surrender issue, but the rats just keep appearing. Did I maybe install the mod incorrectly?


Are you referring to my Fixpack, or SKARDAVNELNATE's All Inclusive Fixpack? Or both? You should not attempt to install both - doing so will likely cause some serious issues. My mods deal with all the issues dealt with by SKARDAVNELNATE's AIP, so there's no real point in trying to. Besides, SKARD's AIP doesn't fix the "I YIELD" MAO bug as of his last release either.

As for problems with MAO saying "I YIELD" but never stops being hostile issue in -my- Fixpack, it will be fixed in the next release. None of the issues listed in the first post of this thread have been fixed in a released version of my Fixpack yet. The next release will come out when the german translation is completed, which will hopefully be soon now.

Qwinn

Edited by Qwinn, 19 July 2008 - 01:23 PM.


#33 -Torment Lover and Fan of Modders-

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Posted 19 July 2008 - 01:30 PM

Qwinn:

Thank you very much for taking the time to reply. It seems that if I wish to do the Moridor's Box quest, I'll have to reload an old save file. That's fairly annoying. Maybe that would be a good thing to tweak with the next tweak release? Having played through the game a couple of times, I don't see any storyline reason why that quest should expire and missing that huge exp and item boost later on in the game would be pretty unfortunate. I've played the game numerous times, so you won't spoil anything for me. Just started replaying again when I learned that the next KOTOR game was going to be an MMO instead of a singleplayer campaign. I was so disappointed that I decided to go back and play one of my favorite rpg games of all time. :)

I have the official patch, your fix, the unfinished business mod and the tweak pack installed and nothing else. (Not even the mod that eliminates the need to keep switching discs.)

#34 Qwinn

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Posted 19 July 2008 - 01:56 PM

I don't see any storyline reason why that quest should expire and missing that huge exp and item boost later on in the game would be pretty unfortunate.


SPOILERS:

Well, there actually are valid storyline reasons. For one thing, the curse of the box is specifically tied to the Hive, and therefore essentially imprisons the cursed person in the Hive. Removing that aspect would make the curse... well, not much of a curse.

In addition, if you open the box while in the Hive, you just get a weak lemur attacking you, but later on it is one of the nastiest critters in the game. The only way to logically explain all this is that, due to the passage of time between the demon being released (no later than the first time you arrive in the Lower Ward) and the time you run into him later, he restores a lot of his lost power. (And if Aola disperses him, it takes that much time to re coalesce). I can't think of a valid storyline reason why opening the box in the Hive would release a lemur, and opening the box in Curst Gone releases one of the nastiest critters in the game. The enforced passage of time between the events is the only thing that makes it make as much (or as little) sense as it does now.

Sorry to disappoint, but I don't really envision working to change this aspect of the game anytime soon.

I have the official patch, your fix, the unfinished business mod and the tweak pack installed and nothing else. (Not even the mod that eliminates the need to keep switching discs.)


Ah okay, your use of the term "All Inclusive" threw me a bit, as that is the name of SKARDAVNELNATE's mod. The official name for my Fixpack is the Ultimate WeiDU Fixpack... I don't use the term "All Inclusive" in any of my work :)

Qwinn

Edited by Qwinn, 19 July 2008 - 02:08 PM.


#35 Cthulhu_Still_Rests

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Posted 24 July 2008 - 06:13 PM

The only notable bug I've found in Planescape that the fixpack doesn't fix is that the harlots in the upper east part of the Hive (the area you enter after emerging from the mortuary or the tomb) aren't properly classed as being harlots. This makes it impossible to unlock the harlot NPC entry in the journal when you first talk to any of the harlots in that area and you have to talk to a harlot in another part of the hive to unlock the entry.

I was playing the unfinished business mod with the fixpack and tweak mods installed. However, I don't believe any of these mods are the problem since I don't think either of them affect the harlots in the upper eastern part of the Hive.

#36 Qwinn

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Posted 24 July 2008 - 08:13 PM

Aw hell, hehe. I was hoping I wouldn't have to figure out how the damn beastiary works. I swear, that thing works on animal sacrifice and voodoo.

(For those curious, what I mean is the link between the beast.ini file and the .cres isn't immediately obvious. At first I thought it was linked by the "Name" in the beast.ini, where when you see a .cre with that strref for their name you get that beastiary entry, but that doesn't always seem to apply - look at the strref for Annah's name in that file versus what's in her .cre, for instance.)

I'll try some things out, let you know if I nail it. Thanks for the report :)


Qwinn

P.S. Note, by the way, that you don't need to talk to something to get it into your beastiary, you just have to see it. However it's being done it's pretty cool, actually, now if I could only find what *&$#(*&$# stat in a .CRE ties it to the beast.ini file. It doesn't appear to be race, animation, team, species or anything else I can find. *grumble, bitch, moan*

P.P.S. Okay, hmmm, RESDATA.INI is definitely involved somehow... still not sure what the final link is though.

P.P.P.S. Okay, sorta got it. It is indeed tied to the animation, and translated via the RESDATA.INI to find the correct beastiary entry. The hitch? The animation is the same for the harlots in the Mortuary area as it is for the other Hive areas, but the other areas update the beastiary and the ones in the mortuary don't. Something else is preventing that beastiary entry from working. Will keep looking.

Edited by Qwinn, 24 July 2008 - 09:37 PM.


#37 Arkain

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Posted 24 July 2008 - 09:39 PM

When you join the Anarchists you'll get access to items like special earrings and tattoos. One of those tattoos is capable of invoking the Haste spell. It seems as if it was never implemented as I could only buy one which could invoke Confusion when I finally joined the Anarchists in my last run (a bunch of weirdos if you ask me...). Maybe you could look into this.

Edited by Arkain, 24 July 2008 - 09:39 PM.


#38 Qwinn

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Posted 24 July 2008 - 10:01 PM

Alright, I think I've figured out what's going on with the Harlot beastiary entry.

I mentioned that the beastiary entries are tied to the animation used. When you see a particular animation for the first time, it goes and creates the beastiary entry for it. The issue here is that normal female Hivers and harlots both use the same animation and thus that single animation needs to generate two beastiary entries. Somehow - not positive how yet, but I don't think it's really important for me to find out - they rigged it so that animation ("Townie, LC Female") creates the beastiary entry for "Townsperson, Female" in the Mortuary area, and creates the "Harlot" entry elsewhere.

So, basically, that was done deliberately in order to get around an engine limitation. Delaying the harlot entry until you zone once so that you can also properly get an entry for "Townsperson, Female" seems a reasonably minor price to pay. Although I'm not sure how exactly the designers went about redirecting the beastiary check in that single area (could be in the game engine for all I know), I suspect it's probably the only real way to achieve the intended effect. I'm going to leave it as is. Good find though, thanks for the report and let me know if you find anything else.

Qwinn

Edited by Qwinn, 24 July 2008 - 10:15 PM.


#39 Qwinn

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Posted 24 July 2008 - 10:46 PM

Arkain:

Interesting. I did find the item you're talking about in the game files. It doesn't match the naming convention of any of the other tattoos (it's named ANTAT.ITM, all other tattoo's start with TT). I also don't see any duration attached to the effect, and it affects "everyone", heh... I suspect, since there is no haste spell in the game, that they probably couldn't get it to work right. That leads me to believe it was pulled and deliberately replaced with the confusion item you saw. I will have to create one in the game sometime and try it and see what it actually does as it's coded. If I can get a reasonable effect out of it, it may be interesting to reintroduce it into the game in the Unfinished Business Restored Items component. Won't be the Fixpack though, obviously.

Thanks for letting me know about it though, it'll be interesting to see what it does.

Qwinn

#40 Qwinn

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Posted 04 August 2008 - 03:27 PM

Added 6 more fixes to the upcoming fix list for version 2.0, based on Per's buglist that I just found out about earlier today.

That's probably all I'm going to have time to fix and test before this release. The rest of the buglist will get addressed in future versions.

Qwinn