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Bug Report for 0.53


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#61 -guest-

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Posted 30 January 2011 - 05:48 AM

Hello!
Here are some points: TC1200 minimap Painbliss Hall and The House of the Wheel are interchanged. This might be a feature but on TC1605 you can walk through a wall, where some nasties are spotting you, or even missing a secret door there. An other feature might be the acid arrow from Dracandros (TC1309) hitting your party members when he and his mates are already dead. A trap he has been setting before the battle? Your character tells Candella that your mother died long time ago, but Elminster is going to tell your group that the slavers killed both your father and your mother in Oakhurst. Perhaps I misunderstood your text in this case. Have not the Area code for the maze in Suderham, but one of the three invincible stalkers wont score 500 Xp(=0XP). Perhaps this is not ready for now, but when I am freeing Rivian at the temple she offers to meet me in an Inn in Westgate, so I am not able to find her there again. And the last point are the Fletscher's in Mist Moore. Only one time the quest was soluble for me. Most of the time the captain in Saltmarsch has nothing to say. It seems to be easy for me to crunch your codes(Variablen).

#62 Sir BillyBob

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Posted 30 January 2011 - 01:37 PM

TC1200 map - fixed (add some new ones as well)
TC1605 - illusionary wall, same as in IWD where this comes from
TC1309 - Couldn't tell you. I assume a spell hit you after he already died. Nothing here is changed from SoA.
Candella/Parents talk - we had changed this awhile ago and forgot about Elminster. His dialog is now fixed.
Maze - as far as I can tell, the stalks are all the same creature file. All should give you the same XP.
Rivian - interesting miss. I have her other dialogs pointing to the inn at TC1201 but not that one. Fixed.
Fletcher - What quest? They mention the spear, Heart Stopper, but there is no quest to give it to them.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#63 -gust-

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Posted 30 January 2011 - 04:10 PM

Sir BillyBob hello!
Elminster is an old man he is allowed to forget something, me too, so I did not remember this walkable wall. But I fear that Classic Adventures are guilty in this case, because of them I stopped playing IWD1 and Planescape games. This is the way of the old man, or in other words: Thank You for the work. TC1309 Dracandros is already dead. He has to go at first, otherwise my party could not stand this battle. It happens in the so called Shadowtime. When his fellows are slain then it is time to disarm two traps and then his acid arrow(or two) is (are) going to hit my party. But I remember that there is also a trap on the floor on one of these amnish maps, so it might be possible, that Shadow cannot detect this trap. Don't worry about that, I was just wondering. Maze-wise I checked with NI the three .cre files and found one with no XP. This might be my fee for the internet missing a byte or a word. Concerning the Mist Moor side quest. After Sharpeye returned home to his family, his wife gone ask you if you could talk to the captain in Salt Marsh what has happened to her payment due to her shipment to the city. On my first run with 0.53a this quest was soluble. But never before and with my second try with 0.53a it ends with a captain, who has nothing to say. So I twisted some pointer.

#64 Sir BillyBob

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Posted 05 February 2011 - 10:05 AM

Dracandros - The only traps I see are on 2 containers. Nothing on the floor. I'll have to run a party through to see what you are encountering.
Maze - Yes, one of the CRE files is the wrong one. Fixed.
Mistmoor - I forgot about the side quests. I haven't run through them in over a year. I've probably broken the dialog when adding something else to the Captain's dialog. I'll take a look. Thanks.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#65 Sir BillyBob

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Posted 08 February 2011 - 10:04 AM

Mistmoor quest -
If you agree to the quest, the global is TCArrowQuest which is set at 2. The captain should talk to you asking if you need any assistance. There should be a dialog option to ask about Sharp Eye's payment. Everything looks correct from what I see.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#66 -Guest-

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Posted 10 February 2011 - 04:47 PM

I can't believe nobody didn't catch this, Candella isn't too popular it seems. When you recruit her and escort Duchess toward exit the game crashes when party try to exit Silver palace. Even if you kill Duchess before exit result is the same. However if you change via SK variable DUCHESSCANTJOIN 1 ( or delete it ) everything works fine but you can't finish the quest, she just stand before exit. And how can I recruit that ranger bear girl? After a couple of blows that priest of Shaar came to his senses but not her, she fights to the bitter end (for her at least). Please help my dwarven buddy to get Duchess gold and werebear ranger chick.

#67 Sir BillyBob

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Posted 12 February 2011 - 06:50 PM

Duchess and Candella work fine for me and always have. Candella is currently in my party, so this does work. Not sure what is triggering incorrectly in your game. Pls list any other mods you may have installed, maybe one of them is a problem or conflict.

Aleigha and Cath are both hard to have join because everyone has low HP and any good solid hit will kill them. They both wear an invisible item which should keep you from killing them but I still have had it happen. Aleigha just needs a couple of Dirbert's arrows in her to trigger her dialog. Same with Cath. However, if you used any poison or other lingering damage, it is possible for them to stop fighting but die anyways. My best suggestion is to take out the dwarves first.

BTW, Aleigha and Candella are in my current party.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#68 Tchos

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Posted 12 February 2011 - 08:52 PM

I encountered an issue tonight, which I see from older posts on this forum that it had come up several years ago with two other users. I completed the part with the pirate ship, and the guard captain back in Saltmarsh told me to go to the swamp, and my world map was updated. The swamp area showed up, yes, but it was grey and unable to be selected, so I couldn't actually go there. I tried leaving from both the top of the screen (leads to the map) and the bottom (leads to the haunted house). Also tried going to two other screens (the home town area and the Tinker's place) to see if I had to approach from one of those maps, but that didn't work either, and you don't seem to have intended that anyway.

In the end, I followed the advice listed in the other posts, which was to use the CLUA console to teleport to the swamp, after which the map worked correctly. Just letting you know it happened.

#69 -Guest-

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Posted 12 February 2011 - 11:43 PM

Here it is :// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-A6CHARMPATCH.TP2~ #0 #0 // Enable conversations with charmed/dominated creatures (EXE patch): 4
~SETUP-CLASSICS053.TP2~ #0 #0 // The Classic Adventures TC mod, version 0.53
~SETUP-CLASSICS053.TP2~ #0 #1 // Install Banter Accelerator
~SETUP-CLASSICS053.TP2~ #0 #2 // Install Exnem Items
~SETUP-CLASSICS053.TP2~ #0 #5 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-CLASSICS053.TP2~ #0 #6 // Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
~SETUP-CLASSICS053.TP2~ #0 #8 // Install 1PP's Flaming Sword animations pack
~SETUP-CLASSICS053.TP2~ #0 #9 // Install the Ion Stone animations pack
~SETUP-CA053A.TP2~ #0 #0 // The Classic Adventures TC mod patch, version 0.53a
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.38
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.38
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #15 // Thrown Spiritual Hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v3
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v3
~AURORA/SETUP-AURORA.TP2~ #0 #0 // Aurora's Shoes and Boots: v5
~AURORA/SETUP-AURORA.TP2~ #0 #10 // Small portraits for NPCs -> Merchants and minor NPCs: v5
~AURORA/SETUP-AURORA.TP2~ #0 #9000 // Fix area creature references: v5
~P5TWEAKS/SETUP-P5TWEAKS.TP2~ #0 #60 // Increase Spear Range and Damage: v5.1
~SETUP-SUBRACE.TP2~ #0 #0 // Subrace Mini-Mod Pack Rebuilded version 0.76a Beta
~SETUP-BGII-SUBRACE.TP2~ #0 #0 // Subrace mini-mod for BGII v1.0
~SETUP-W_3KRADZIEJ.TP2~ #1 #0 // EXE PATCH
~SETUP-W_3KRADZIEJ.TP2~ #1 #1 // W_3kradziej
~SETUP-WARRIOR_PACK.TP2~ #0 #0 // Warrior KitPack

But I uninstalled all mods and left only classic adventures and patch for it and guess what: CRASH. I gave up old 0.52 version for this very thing and hoped that next one will remedy the issue. Tough luck it seems. All I can think of before I give up from whole thing is reinstall Throne of Bhall without my no CD crack but that is a slim chance and takes time. I remember that I seen strange thing after Candella and Duchess joining dialog, some synthacs errors in blue text. So strange that duchess finds way out in all games but my.

#70 -Guest-

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Posted 13 February 2011 - 02:03 AM

Okay, this time everything is okay. New ToB install, no CD crack ( but I doubt this is culprit ), my old savegames don't work ( still crushing ), and this time I went straight to Candella and Duchess, no touching statue with sword and lady with token, didn't go for random treasure in NW corner of the map and behold, 50 gold is mine! ( I was hoping for 100, oh well... ). Anyway is there any good mod that is still missing from my list which is compatible except containers v3 (which will be included), and atweaks fresh version ( doesn't work, something about ˝don't reckognize current game version" )?

#71 Sir BillyBob

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Posted 14 February 2011 - 05:50 AM

I encountered an issue tonight, which I see from older posts on this forum that it had come up several years ago with two other users. I completed the part with the pirate ship, and the guard captain back in Saltmarsh told me to go to the swamp, and my world map was updated. The swamp area showed up, yes, but it was grey and unable to be selected, so I couldn't actually go there. I tried leaving from both the top of the screen (leads to the map) and the bottom (leads to the haunted house). Also tried going to two other screens (the home town area and the Tinker's place) to see if I had to approach from one of those maps, but that didn't work either, and you don't seem to have intended that anyway.

In the end, I followed the advice listed in the other posts, which was to use the CLUA console to teleport to the swamp, after which the map worked correctly. Just letting you know it happened.

Because you needed to go out the Southwest gate and off the West edge of the map. South takes you to the haunted mansion, but West takes you to the swamp, Mistmoor, and Selgaunt.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#72 Sir BillyBob

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Posted 14 February 2011 - 05:56 AM

I have no idea what half of the mods you installed do. Anything that modifies the EXE file of the game has a chance of not working because we modify this file several times ourselves. Even more so in the next release. Any mod that adds items or changes what is in containers is probably not going to do anything noticable in this game because they change default areas of BG2 which we don't use. However, if you plan to use ShadowKeeper to add these items to your team, than it will work fine.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#73 Tchos

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Posted 14 February 2011 - 07:05 AM

Because you needed to go out the Southwest gate and off the West edge of the map. South takes you to the haunted mansion, but West takes you to the swamp, Mistmoor, and Selgaunt.

I see. I went back to an earlier save and tried that, and it worked.

I wasted a lot of time looking for an exit point that worked, on that map and the others, including looking for map notes stating what the exits were supposed to be. Since there was no map note on the intended point, I thought it was the same exit point as the one that went to the haunted mansion. It would be nice if you made it clearer in-game where exactly we're supposed to go. If not a map note, perhaps explicit directions in the journal/quest log, beyond "I need to go find a secret hideout in the swamps."

#74 -Guest-

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Posted 15 February 2011 - 06:27 AM

Crash is reapairing. So I started new game with all mods listed except containers v3 which I added and warrior kit which isn't included. All of the mods I installed are marked as compatible besides subraces mods but I used them before in all my previous games and TC of BG and there are no problems so far. No cd crack also this time. It seems if you enter SP palace and fool around a bit ( touching statues, enter or exit palace, killing Travis ( what is his story I wander ) and so on somehow trigger this bug. This time I marked the blue text which appear right after girls joined and after journal entry:
Action Errors:-Action:MakeGlobal Not found. Check for proper brackets. Line Number: 5
My party consists of my pally Champion of Torm kit, Rurik, Dirbert, Chaarna, Shadow and Candella. I left Paraway near Tinker before I enter palace second time to pick that blonde babe. Since I doubt this issue will be resolved I will simple delete Duchess variable and left her to rot beside exit. To hell with her 50 gold and 200 xp. I noticed some other stuff for example stirge which looked like giant bat is now goblin with axe but I think that is related with Aurora mod. Paraway who is supposed to have armour usage per barbarian class can't use splint mail and chain ( but in old 0.52 version this problem didn't happen).
And finally is it notorius bug with Meepo solved? More specifically when you solve his White dragon quest and ask him to rejoin if you enter in goblin area you are stuck forever beacuse he is in the party but remains in kobold zone and you can't exit the area. Otherwise this mod really rocks and I can't wait to be finished and polished ( it's long walk I know ).

#75 Sir BillyBob

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Posted 15 February 2011 - 07:36 PM

Meepo? I haven't encountered this error before. I will have to try to duplicate it.

Duchess - your error message claims the MakeGlobal() command isn't valid, but it is. In fact, I use it for these 2, Rilithar, Chaarna, Meepo and others to move them around the areas as if they were NPCs. This is for situations where you didn't have them join but I need to make sure they appear in multiple locations without creating and then destroying their CRE files over and over again. I just ran Duchess and Can's dialogs through DLTCEP and it still shows everything is valid. Of course, it may be that I fix something a few months ago after releasing .53a and forgot I now have it fixed but you don't.

Stirge animations must have been changed from another mod. Hopefully this won't be a problem in .54 since the Aurora mod and CA both support Infinity Animations.

Paraway has had his class changed a few times over the years but I don't think it was in the last couple of versions.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#76 Miloch

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Posted 15 February 2011 - 08:19 PM

Stirge animations must have been changed from another mod. Hopefully this won't be a problem in .54 since the Aurora mod and CA both support Infinity Animations.

Aurora uses only standard goblins in their standard slots (MGO1-MGO4) as does the unmodded BG2. I believe (can't tell exactly without looking at it) that CA is using the PS:T vargouille animation for the stirge. As yet, Infinity Animations does not have the vargouille converted (properly) or slotted, but it should for the next release. I suspect you put this in one of the goblin slots. For now, you might want to make it an actual bat (or maybe an imp) until we get around to converting the vargouille properly.

As for crashes, CTDs, make sure "Logging On=1" is under Program Options in your baldur.ini file, reproduce the crash, then post the contents of your resulting Baldur.err text file. It may be blank if it's an animation crash, but it will still be of great help for any crashes. You might actually consider installing TobEx, which should be compatible with CA (no reason why not - it just changes the way the engine works, fixing some glitches). It also logs more debugging info to TobEx.log which may help resolve crash issues.

Those other mods shouldn't be causing any issues, from what I can tell, with the possible exception of W_3KRADZIEJ.TP2 (no idea what this is, but it appears to patch the exe). If your operating system is in Polish, you'll probably need to set it to "English" (for now... we are working on avoiding this in Infinity Animations).

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
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#77 Tchos

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Posted 15 February 2011 - 08:27 PM

Is it a known issue that the giant snakes on the haunted mansion map just loop in a stuttering unfinished animation and never change position or attack?

#78 Sir BillyBob

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Posted 16 February 2011 - 06:01 AM

Get closer to the snake and you will find out.

They use the same script as bears. You have to be less than 10 feet away for them to attack. And the party member that close can't be a druid or ranger else they still won't attack.

Yes, the varg creature animation was in a goblin slot. It isn't anymore since I have added several PST creatures to IA. That doesn't mean my list is the same as the "official" IA animation slot list, but it is what I am using for now. I'll update it as the official version gets updated. What this should mean for players is that version 0.54 shouldn't have these animation problems with Aurora or any other mod as long as it uses the official IA animation list (I've just added to it, not modified what is already there).

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#79 Sir BillyBob

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Posted 16 February 2011 - 08:37 AM

I think I have the Meepo problem fixed. There was an issue with his dialog file and also with area TC0014's script.

I can now have him join, leave, and rejoin as he should. There is also the dialog option to rest with him watching over you. That was only in one of his dialogs, not the other. I also found a map point error on TC0014 which is now fixed as well.

Thanks for finding this bug.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#80 Tchos

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Posted 16 February 2011 - 06:23 PM

Get closer to the snake and you will find out.

They use the same script as bears. You have to be less than 10 feet away for them to attack. And the party member that close can't be a druid or ranger else they still won't attack.

Here, I've uploaded a video to show what I mean. Proximity does not appear to be the issue.

(Note message at the bottom near the end)