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Created a druid, had 9hp v. 8hp.

More details? Created three druids (human, 12-12-12-12-12-15 abilities) and all had 8 hp. Are you seeing a difference between a character created in player 1's slot vs. players 2-6?

 

After Arundel sent me to the Vale, I found I couldn't reach it if I left Kuldahar on the left side. When I return, I'll check if it remains unreachable from the left. I'll also rest there and see if I get the same bug I did with v4...

Confirmed. This is (yet another) difference in how the engines parse the worldmap, as the travel links are identical to the original. I'll look in to this on a broader scale--it may be something easy to manually change in the WMP if it's only a few places, or we may want to automate it if it's not.

 

When yeti die, I get the sound of a mountain lion, and the dead body is likewise that of a mountain lion.

Hmm, working fine here. Any more details? Any one else experience this?

 

All traps work. No CTDs to report.

I got one pulling up the mini-map in Kuldahar. Reloaded and no crash.

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When yeti die, I get the sound of a mountain lion, and the dead body is likewise that of a mountain lion.
Hmm, working fine here. Any more details? Any one else experience this?
I haven't, it could be that if grogerson has a foreign language BGII, but...

 

All traps work. No CTDs to report.
I got one pulling up the mini-map in Kuldahar. Reloaded and no crash.
Got that too, in several places actually, usually when I haven't saved, move my group and click the minimap interface icon ... it comes out as Assertion error that I have never before seen (line number is something like 528 on one of the .cpp files, but I forgot which).

 

Well, you could make a .tp2 file, a .bat file and package them as "iwd_in_bg2-v5a.zip" and be done with that. 20KB's at most. :)
That's not how the mod works. (Most of) the tp2 file doesn't get executed locally, it gets executed on my machine. This is Easytutu, not original Tutu.
Ouh, well, let's see, we have the CamDawg's ice_tutu_fix_v1.zip that has a WeiDU.exe(setup-ice_tutu_fix.exe) in it, but if we 'replace' that with a .bat command line that says to copy the already existing "setup-iwd_in_bg2.exe" and rename that as "setup-ice_tutu_fix.exe" and run that, we spare a large portions of the download size. The whole thing takes less than 5KB's as a matter of fact.

 

Here's the .bat command lines:

COPY setup-iwd_in_bg2.exe setup-ice_tutu_fix.exe
setup-ice_tutu_fix.exe --force-install-list	10

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I got one pulling up the mini-map in Kuldahar. Reloaded and no crash.

 

Got same thing in Easthaven: crash on mini-map, reloaded and no crash.

 

(I also got some crashes with assertion errors, but I'm getting these with BG2/Tutu/Dragon Age as well, so I'm not sure if that's of any help).

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Re minimaps: as Avenger pointed out elsewhere, they all get done manually, because the native IWD ones are the wrong size. I generated all the MOS files with IETME and it's possible that something wrong with that application is responsible. At the time I wasn't aware that DLTCEP (which I trust much more) also does minimaps. Reluctantly, I fear we may have to try generating them again with DLTCEP and see if that helps. (I've been putting this off because it's tedious, since I don't know how to automate it.)

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There seems to be a few problems with the spells the Lizard men cast in the Dragon's Eye dungeon(everything up to this, so far so good). The first is that the Strength of One effects the party(my characters) as well... it's description says it to be a 'party friendly' spell, which doesn't effect enemies(my party members when the caster is Lizard Shaman).

The second is that the Statistic Charge spell is totally bad mouse kill spell that has create range(80 feets according to DLTCP), that does every time the huge maximum damage(40+40 for a level 5 caster) when the damage should be 8-16+1d8/level*5th level -> 13-56, with save vs half. So if the lizard decides to casts it, I have to interrupt him or my character dies in a few seconds. I cannot out run it with distance or walls as the target is already selected... and thus dead. Well, actually the target is the lizard itself, but the effect is still the party member.

This wouldn't have bothered, but the damage is huge and killed my Main character more than a few times, with no one in sight range..(anymore that is).

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Created a druid, had 9hp v. 8hp.

More details? Created three druids (human, 12-12-12-12-12-15 abilities) and all had 8 hp. Are you seeing a difference between a character created in player 1's slot vs. players 2-6?

Created druid was in slot 5 or 6. I'll create another party, all druids, and see if it repeats. I was editing the characters with SK when I found it. Seems NI was fixated on slot 1. Even when I chose another slot, the character in slot 1 was displayed.

 

After Arundel sent me to the Vale, I found I couldn't reach it if I left Kuldahar on the left side. When I return, I'll check if it remains unreachable from the left. I'll also rest there and see if I get the same bug I did with v4...

Confirmed. This is (yet another) difference in how the engines parse the worldmap, as the travel links are identical to the original. I'll look in to this on a broader scale--it may be something easy to manually change in the WMP if it's only a few places, or we may want to automate it if it's not.

Or just a note in the readme to let people know the difference. And it looks like those where Arundel updates your map are the only ones - Vale of Shadows, Temple of the Forgotten God, Dragon's Eye and Severed Hand.

 

And this time I've been able to rest in Kuldahar without everything going into the can, unlike last time.

 

When yeti die, I get the sound of a mountain lion, and the dead body is likewise that of a mountain lion.

Hmm, working fine here. Any more details? Any one else experience this?

Actually the corpse appears more like a panther - a big, black feline body. Maybe this is gonna be my personal bug like the Kuldahar rest was in beta 4.

 

All traps work. No CTDs to report.

I got one pulling up the mini-map in Kuldahar. Reloaded and no crash.

I haven't been using the mini-maps. I'll have to remember from now on...

 

Edit: Finished Dragon's Eye. I'm focusing on traps, treasures and exit/entry points. I'm using a solo barbarian with dual killsw01. I'll run a normal party once I'm through this run.

 

Three more items of note.

 

When confronting Yxunomei, the "odd little girl" is invisible and unreachable but still flagged enemy, so my barbarian in futility attacks her.

 

I had a repeat of the hostile Arundel outside his home. I had to restart from the autosave. I killed Arundel/Poquelin/Belhifet before he could vanish. This resulted in Arundel not being upstairs. When I used the autosave from entering his house, he was outside preparing to cast a spell at me. He was not inside, ground or upper.

 

The last item. When I returned to Kuldahar from the Vale, Temple or Dragon's Eye without the Heartstone, I would be warned "enemy sighted" though none were there. It's as though the Neo-orogs are being detected early. I suspect this and the hostile Arundel are related.

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I played around a little in HoW. I ran into some problems that made it unplayable.

 

On arrival in Lonelywood I got the "enemy sighted" message. After Hjollder leaves, the group hunting for Kieran momentarily appears before vanishing.

 

AR9105 - The exit is in the right place, but to get it you have to go through the next room and up the outside of the wall.

 

AR9106 - When I entered I got the "enemy sighted" message, though none was visible. The exit point to Lonelywood is unreachable. I tried to MoveToArea and shortly thereafter the game crashed.

 

AR9201 - Once I enter the Great Hall, Wylfdene "has nothing to say" to me. His dialog fails to trigger. Asking a tribesman, I can ask which way the dragon spirit fled. Talking to Hjollder, he responds with his Burial Isle dialog.

 

As with Kuldahar, I seem to be getting a momentary "bleed-through" of scripts that should run later. This would also explain why I had the combats pop up as I did in v4.

 

Edit: Finished the Severed Hand. AR5101 exit back needs to be adjusted. It's hard to get to, though reachable. I also had a CTD checking the minimap for AR5004. There was no problem when I checked it again.

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I've gone through Upper Dorn's now.

 

AR6002 - exit to AR6003 is unreachable.

 

AR6003 - Talked to Saablic, killed Krilag and took his badge, but when I returned to Saablic he failed to notice. SPRITE_IS_DEADChief was at 6, needs to be 1. Do all Neo-Orog Chieftains increment this global (there are several in AR6002)? If so, another variable my me needed for this.

 

AR6014 - After clearing Upper Dorn's, I went to return Kalibak's Journal to Bandoth. I had already returned the Razorvine Extract. With or without the journal I was unable to re-enter the area. CTD.

 

Mail of Life - the regeneration icon is still showing a musical note.

 

No other problems noted. Now on to Wyrm's Tooth.

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Hi, first bug rep! Thanks for the new version, I'm at Kuldahar and so far it's proving stable. I'm not sure if any of these issues have come up before, so I'm sorry if I'm doubling up on reports.

 

First up, I wanted to run the config program but the Icewind Tutu directory didn't have the Language.txt file in it. I copied one over from the BG2 directory and that seemed to work.

 

Second, the hotkey system doesn't seem to work. There are no built-in hotkeys available (though space bar pausing still works) and in the config program I can't set any. When I try to set one of the blank keys I get a message saying "List index out of bounds (28)" (for the Q key - different numbers for other keys). I tried importing the key configuration from BG2 but that didn't do anything.

 

Third, I picked up a morning star and had a player use it because the description says it's a mace, but the animation and the statistics (THACO) tell me it's a flail, because the character can't use it as well as a mace. She's using it as if she's proficient, rather than specialised (as she is in flails).

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@ Karl_K: Welcome aboard! You also need to copy over the Keymap.ini file. This is where your hotkey mapping is done. Kulyok noted this in the other v5 thread.

 

Now for what I found in Wyrm's Tooth.

 

AR7003 - unable to use the stairs to return to the aquarium (AR7001).

 

AR7001 - The ice salamander listening for Vera will attack her if he sees her. I don't think this is vanilla IWD behavior (I've not seen it happen), but I could be wrong. Also, the cold aura of the ice salamanders is treated as an attack and will cause the PC/NPC's to attack. This is not vanilla behavior.

 

AR7002 - When I first entered this area I saw the force that will attack once the locked door is opened, and every time thereafter. Even after dealing with them it still happened, even though there was nothing to attack.

 

Now on to Lower Dorn's...

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@ Karl_K: Welcome aboard! You also need to copy over the Keymap.ini file. This is where your hotkey mapping is done. Kulyok noted this in the other v5 thread.

 

Darn, should have figured that was my fault. Thanks.

 

On another issue, I haven't seen any mountain lion yetis, but are the yetis supposed to be this fast? They're running at me as fast as, well, a mountain lion would. I don't recall them being anything like so fast in the original.

 

Oh, and btw, if it makes any difference I'm using Vista 64 bit.

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On another issue, I haven't seen any mountain lion yetis, but are the yetis supposed to be this fast? They're running at me as fast as, well, a mountain lion would. I don't recall them being anything like so fast in the original.

Come to think of it, the noises they're making sound rather lion-ish too. I might not have noticed if I hadn't been looking for it.

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AR7001 - The ice salamander listening for Vera will attack her if he sees her. I don't think this is vanilla IWD behavior (I've not seen it happen), but I could be wrong. Also, the cold aura of the ice salamanders is treated as an attack and will cause the PC/NPC's to attack. This is not vanilla behavior.

 

Do you mean, it causes the PC to attack if you've got AI on? If so, what AI are you running?

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A few more:

1) Gerth was supposed to buy the key items, this is even referred in the Dan Simpson's IwD FAQ...

Q: What do I do with all of these keys? Do I need to keep them for something? What about these other Items I've got? (Myrkul's Holy Symbol, etc.)

A: I kept keys only while I was still in the area in which I got the keys, then when I got back to Kuldahar, I sold the keys in the item shop (not the armory). They aren't worth much, but if you discover later that you really DID need them, you can always buy them back.

But I cannot sell them to him.

2) The Animate Dead(clerics summoning spell) has wrong casting icon, which makes it look like a healing spell when you look inside your cast-able spells:

baldr012.jpg The spell book icon is OK, so...

3) The "Odd Little Girl" doesn't get removed from the area at the start of the Dragon's Eye final battle, it just goes invisible and is resistant to everykind of damage, the damage resistance is not the real problem but that my summons and AI autotargets it as a hostile target, and I can even manually target it though it's invisible:

baldr014.jpg

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