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This is a lot of stuff I'm giving. Just out of curiosity is there a new hotfix in the works for the major items?

 

Not from me. My experience last time was that it was more efficient to wait till a couple of people had played through completely (insofar as they can) before doing a systematic blitz, rather than to try doing things ad hoc (that's before we get started on RL). But I don't know about Cam.

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@ Karl_K: Oops! My bust. But glad to see you moving on.

 

AR9201 - Regarding the first Wylfdene meeting, I found what the problem is. The Announcer doesn't start. He is behind and left of Wylfdene. I talked to him and everything ran normally. However Hjollder was visible behind the bushes...

 

AR9100 - Returned to Lonelywood, CTD when I walked across to the three brother's house. It happened in front of Baldemar's house. Still have the two mages waiting at the Whistling Gallows. I reentered and [ctrl]+j'd to the poacher's hut, then south to avoid Baldemar's house. Everywhere else was reachable.

 

AR9300 - The undead failed to attack. Two of the Ghost Shaman were away from the pier, on the south side of the isle. Neither the Ghost Shaman Skaldar, nor the Polar Bear Spirit initiated dialog. As with the Announcer, I had to initiate.

 

AR9301 - Barrow Wights move too slowly. No other problems of note.

 

AR9300 - Got to Hjollder and dialog initiated properly. Everything went fine until he was supposed to Wind Walk away and the cutscene hung. This is another game stopper for me. Any ideas how to get it going past this point?

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I've encountered the same salamander aura behaviour that Grogerson encountered. It sure makes them easier. The frost salamanders wind up fighting with some of their allies, while the fire salamanders only hurt themselves with their fire, and it also seems to stun them.

 

On a related issue, I seem to have some trouble with the "Rescue Guello" subquest in the lower Dorn's mines. After I killed Shikata and went back to talk to Guello he didn't acknowledge that Shikata was dead. Then I left the area and came back, and all the gnomes were gone. As far as I can remember I had some trouble with this quest being buggy in the original game too. I'm going to give it another try after getting the quest from the Gnome Village, but I suspect this is another one where I'll have to manually change the variable (anyone know which variable I need to change?)

 

* Update on that - Beorn disappeared after greeting me at the entrance to the Gnome Village and hasn't turned up at the standing stone temple in the NE like he's supposed to, so I can't get the quest off him. I'll just continue on past this side quest for now, and give HoW an attempt.

 

Also, Brother Perdiem keeps saying evil things in his pop up dialogues even after I've destroyed the shrine and freed him in the area with the locks for the badges.

 

One more thing: I tried out the "Wish" spell from a scroll. The djinn appears with the animation of a svirfneblin miner.

 

Now in HoW: It seems like Hobard Stubbletoes hasn't appeared.

 

In the Dunn house, the characters can't seem to get to the exit except by walking through the southern wall and across the black surrounding area.

 

The exit from Baldemar Thurlow's house is unreachable. I had to move to area.

 

A bit of an odd one - when Hjollder first teleported me into Lonelywood there was, for a split second, a drow mage to the south of my party. Now, going to talk to the barbarians, some of their animations seem to change between barbarians and drow.

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This is a lot of stuff I'm giving. Just out of curiosity is there a new hotfix in the works for the major items?

 

Not from me. My experience last time was that it was more efficient to wait till a couple of people had played through completely (insofar as they can) before doing a systematic blitz, rather than to try doing things ad hoc (that's before we get started on RL). But I don't know about Cam.

I'm still wrapping up my BG2 playthrough and Tweaks, but yes, I'm hoping to put out hot fixes to address this stuff in between the major releases.

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I got an item which code is "orktres"(.itm), it's totally plank item. I gained it when I gave the book of "Mythal Theory"(from the Severed Hand's library) to Orrick in his tower, in Kuldahar.

The FAQ's says it to be a random item:

RANDOM ITEM - (any 1 of these 3)

Girdle of Labelas (cast Haste once/day, Free Action)

Mithran's Cloak (+3 AC, +2 Saving Throws)

Elfbone Ring of Kiran-Hai (+2 Save Para/Pois/Death)

Edit...

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I got an item which code is "orktres"(.itm), it's totally plank item. I gained it when I gave the book of "Mythal Theory"(from the Severed Hand's library) to Orrick in his tower, in Kuldahar.

The FAQ's says it to be a random item:

RANDOM ITEM - (any 1 of these 3)

Girdle of Labelas (cast Haste once/day, Free Action)

Mithran's Cloak (+3 AC, +2 Saving Throws)

Elfbone Ring of Kiran-Hai (+2 Save Para/Pois/Death)

I got that one too.

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I got an item which code is "orktres"(.itm), it's totally plank item. I gained it when I gave the book of "Mythal Theory"(from the Severed Hand's library) to Orrick in his tower, in Kuldahar.

The FAQ's says it to be a random item:

RANDOM ITEM - (any 1 of these 3)

Girdle of Labelas (cast Haste once/day, Free Action)

Mithran's Cloak (+3 AC, +2 Saving Throws)

Elfbone Ring of Kiran-Hai (+2 Save Para/Pois/Death)

I got that one too.
I would say that there something off with the way the item is given, as the random items in BG2 are never given to the player, but to the creatures that then can 'randomize' the treasure(switch it to the real items). So if Orrick creates the orktres.itm to the players inventory, it doesn't get to be switched, so it stays as is.

The other 'random' items I have gained have all been randomized... but it could be that the randomization is done when you enter the area from the worldmap, not when you enter the exact area map the creature is on... so loading a previous save outside that area doesn't change the object, as it did in most BG2 areas.

 

The inventory item descriptions are generally a bit off as they say Flails & Morningstars to have Proficiency type of Mace... Two Handed Swords, and Bastard Swords(saw only normal and +1's) say to have Proficiency type of Great Sword. Long Swords say to have Proficiency type of Large Sword. Short Sword say to have Proficiency type of Small Sword.

 

The Neo Orog(at least in the ar6000) don't call help even with the "Improved General AI" component, which made the one line in the dialog quite comical... but this was too:

baldr022.jpg -auch, that must have hurt.

 

Got a CtD when I took 2 characters(and left the 4 others outside) to the ar6009 area in the Dorn's Deep(from ar6001)... the intent was to try not fireball my own men, like the first time. :)

In the same area(ar6009), the central fireplace prevents casting on it, so the fireballs need to be casted on either side, which is limiting... I have forgotten if this was so in the original IwD, but I don't like it this way.

 

There's also, a few effects that last way too long, for example the Mommy disease kills always without healing it with cure disease, and the Call Woodland Beings Mass Cure spells temporary hit points have lasted at least 40 game hours(from Kuldahar to Dorn's Deep), or was it 80.

Yep, the Mass Cures spells(sppr514.spl) first Melee ability is wrong, it has type Maximum HP bonus(18), not Cure HP bonus(17), and then an appropriate Timing mode and timer, like the other Melee effects.

 

I actually play the game, and not just hack it with Ctrl + Y or the like cheats...

I would say that the v5 IwD in BGII works as it is supposed, minus the few bugs and other things we have encountered so far...

And most of the general BG2 mods work wonders too(kit mods, widescreen mod, tweak mods...).

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About midway through page 2 of the thread.

 

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).

This is an issue with the projectile and I've got it fixed. Bless and Defensive Harmony were also affecting enemies. Refresh my memory, is Horrid Wilting party-friendly in IWD as well? Because it's currently affecting everyone in the spell radius.

 

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

This was surprisingly annoying to solve--since she was summoned she has no DV you can use in an Exists trigger, but she'll still appear in SPRITE_IS_DEAD.

 

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 - The exit point to Lonelywood is unreachable.

 

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.

AR6002 - exit to AR6003 is unreachable.

Bad bounding boxes/vertices on these areas; this is fixed locally.

 

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.

Yep, this is the same bug I fixed for IWD Tweak--the Neo-Orog generals also increment this variable. This is fixed locally.

 

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

Fixed locally.

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^^ That post was the good news. Now for the rest:

 

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.

Is doesn't have to be like this, it's just a matter of replicating some travel links in the worldmap. Anyone have strong feelings one way or the other?

 

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 one I'm unable to replicate; I've been zapped a few times by the lizard men with appropriate damages and saves. The range is not really an issue--that just decides how far away you can target the spell (not its radius), and values over 30 are pointless since your character's sight range is 30 max.

 

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.

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

 

AR9106 - When I entered I got the "enemy sighted" message, though none was visible.

Sadly, I think these are going to be fairly common due to different approaches in the games. In BG2, creatures get created by script as they're needed--if it's time to get mugged in the Slums, a script triggers and creates the muggers who then go after you. In IWD all of these creatures are always present in the area file, just hidden--you're seeing them briefly before their script kicks in and they deactivate/hide themselves. Unless they're right next to an entrance point for an area this shouldn't be an issue normally.

 

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.

I had no problems with the initial Wylfdene encounter, but I'm also just consoling around bug-hunting. Anyone else have issues here?

 

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.

Bandoth's dialogue is more or less a disaster, as I learned trying to sort out the razorvine quest for Tweaks. I'll take a look at this once I get some rest.

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Refresh my memory, is Horrid Wilting party-friendly in IWD as well? Because it's currently affecting everyone in the spell radius.
Nope, the Abi-Dalzim's Horrid Wilting is not a party friendly spell in Icewind Dale...:

iwind000.jpg It is as it should.

Yeah, should it not be obvious, the picture was made with the original game with imported characters, apparently some of them really stink up the place. :D

 

Statistic Charge spell
This one I'm unable to replicate; I've been zapped a few times by the lizard men with appropriate damages and saves.
:)

 

I'll take a look at this once I get some rest.
Have a good night...
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Still trying to sort through the numerous bug reports. These are confirmed and fixed locally:

 

Refresh my memory, is Horrid Wilting party-friendly in IWD as well? Because it's currently affecting everyone in the spell radius.
Nope, the Abi-Dalzim's Horrid Wilting is not a party friendly spell in Icewind Dale...:

Good, that means I've got nothing to fix for it. :)

 

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).

IWD, unlike BG & BG2, lumped morning stars with maces in terms of proficiencies. All of the morning stars are being moved to flail profs despite their descriptions. I've got this fixed locally.

 

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

Fixed locally.

 

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.

His script is basically: 1) if you betray Vera, move down the hall; 2) if I can see Vera, attack. The problem is that he also has a generic script with a RandomWalk() on it, so he can randomly walk down the hall, at which point he'll see Vera and his first script (see Vera, attack) kicks in. It was the same in IWD, I think it was just a matter of being lucky with the RandomWalk().

 

I'd argue that this is unintentional, since the point of his dialogue is that Vera keeps hiding whenever he comes down. I've duplicated the generic slamander script sans the RandomWalk and assigned it to fix this locally.

 

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.

This is a problem with the player AI scripts (and will probably be a problem with mod-added scripts for the party). The conversion is using the BG2 scripts, which basically say if you're attacked by anyone, attack back, red-circled or not. Since the salamander damage is technically a spell cast by the salamander, the script interprets it as an attack and then goes after them.

 

I've fixed this locally by altering the scripts to only counter-attack red-circled creatures. I tried various ways of altering the aura spells to not be interpreted as an attack, but short of offloading the spell to an area script or an invisible creature I couldn't get it to work. This will simply have to be an issue for modders to be careful of when they build player AI scripts.

 

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.

Gerth can still buy keys, it's just that many of the keys are flagged as plot items and are, therefore, unsellable. If they don't get flagged as plot items, then your party members can run away with them when kicked out or they could be disintegrated.

 

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:

Already fixed.

 

That said, the heat aura of the fire salamanders will damage and stun themselves.

Ha, the salamanders were casting Aec'Letec's death gaze on themselves rather than the aura spell. This is fixed locally.

 

One other issue with both fire and frost auras--they're initiated by a line-of-sight check, which is a problem. An invisible creature can hang out with them indefinitely with no damage. Since I can't get Range() to work either, I've removed the LOS checks for the time being.

 

In Marketh's palace, Flozem doesn't attack after killing his brother, though "You killed my brother!" appears over his head.

If Fleezum goes hostile, he's supposed to set the hostile variable for the area which is what's supposed to make Flozem hostile. You probably killed him too quickly; nonetheless I've added an Enemy() call to the block for Flozem.

 

Everard (EVERARD.cre) was not in the prison camp.

Hmm, he's got a spurious Deactivate call in his script. Fixed.

 

I was able to enter the Cryshal-Tirith without Everard's directions. Inside the camp Everard appears and give his dialog, then vanished. I had to CLAU EEEVERAR.cre in.

Yeah, the door isn't quite fully covering the travel trigger. Rather than muck about in the area, the travel region is disabled until you talk to Everard.

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Stuff for which I need more info or was unable to replicate:

 

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.

Bandoth's dialogue is more or less a disaster, as I learned trying to sort out the razorvine quest for Tweaks. I'll take a look at this once I get some rest.

David's already incorporated everything here in the converter, so I'm not sure why a return visit would fubar the area.

 

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.

Hmm. This is another invisible creatures waiting to be activated issue--they're only supposed to appear if you've freed the slaves and Kerish isn't dead.

 

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:

Working fine here. Anyone else have this issue?

 

When the gnomes Tarnhelm, Norl, Beorn or Guello move, their animation is a small red spider. They also give the spider attack sound when talked to.

Can't replicate. Anyone else?

 

When confronting Seth in the main cavern, he becomes hostile though he flees. I'm not sure if this is vanilla behavior (I believe he remains neutral). The real problem was that the thieves that attack are visible when they should not be. I had to leave the area and return before eight more showed themselves.

His turning hostile is the trigger to make the hidden thieves hostile; same way as IWD. The thieves, however, are working fine for me.

 

Finally, the badges activate the switches properly, but the stairs up remain inaccessible.

Worked fine here... Can you check the ALL_KEYS global variable? Should be 6 if all the badges have been placed.

 

The first prisoner you talk to gives you some items. I got a scroll case in the place of a potion of storm giant strength.

Dialogue files look fine and I'm unable to replicate.

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And for DavidW...

 

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

Fixed locally.

 

This looks like a mistake in the opcode converter (who coded that heap anyway?) as I've found five other items (namji, oblood, potn42, uring4c, utswd5c) and a spell (spwi610) with the same issue.

 

I'm about midway through page 3 on the bug reports. Once I catch up fully I'll toss up a new version of the hotfixes.

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Refresh my memory, is Horrid Wilting party-friendly in IWD as well? Because it's currently affecting everyone in the spell radius.

 

IIRC that's correct IWD behaviour. (Come to think of it, the Strength of One bug turned up in early versions of TUTU, before Macready started using the BG2 spells rather than converting them - so it obviously reflects some engine change post BG1.)

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