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Some IWD bugs (Fixpack v6)


minutus

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Hi,

 

Just finished a playthrough and noticed a few errors maybe worth to check out. These are with updated IWD+HoW+TotLM with weidulog:

// 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]
~1PP_IWD_FIXES/1PP_IWD_FIXES.TP2~ #0 #0 // 1ppv: Fix character attack animation sounds in TotLM
~1PP_IWD_FIXES/1PP_IWD_FIXES.TP2~ #0 #1 // 1ppv: Fix combat animation bug (enable combat stance animations)
~1PP_IWD_FIXES/1PP_IWD_FIXES.TP2~ #0 #2 // 1ppv: Use BG1/IWD character animations
~IWDFIXPACK/SETUP-IWDFIXPACK.TP2~ #0 #0 // Assorted Fixes: v6
~IWDFIXPACK/SETUP-IWDFIXPACK.TP2~ #0 #100 // Game Text Update: v6
~1PP_HQ_MUSIC_IWD/1PP_HQ_MUSIC_IWD.TP2~ #0 #0 // 1pp: High quality music for IWD HoW/TotLM
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #40 // Restore IWD Loading Screens: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #70 // Force All Dialogue to Pause Game: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #1010 // Add Bags of Holding: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #1030 // Gems and Potions Require Identification: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #3060 // Unlimited Ammo Stacking: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #3070 // Unlimited Gem and Jewelry Stacking: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #3080 // Unlimited Potion Stacking: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #3090 // Unlimited Scroll Stacking: v15
~G3DALETWEAKS/SETUP-G3DALETWEAKS.TP2~ #0 #20 // Weapon Animation Tweaks: v15
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2

 

 

 

- "Storm Bow" has wrong description where it says "Not Usable By: Thief" even though it's mechanically a short bow and can be wielded by thieves. Also, Its proficiency type is marked as "Bow Weapons" while I think every other shortbow is in the category "Bows".

 

- "Helm of Shouting" doesn't seem to grant the described armor class bonus.

 

- Divine spell "Detect Traps" seemed to cause spell disruption, like the check for traps was an act that cancelled a spell. At least I think that was the reason my druid had some spells cancelled seemingly without reason.

 

- Having 100% change to scribe a spell doesn't actually mean 100% (on core difficulty), which is a bit weird. Although, I guess there could be penalties for scribing spells of higher levels (according to manual) or with specific schools when scribing with a specialist. Though I think I got failures that didn't seem to have any reason. I'm guessing it's related to the engine, and was fixed in bg2 by the "150% chance" weirdness? (I liked the possibility of failure personally, but not so much the disparency with char sheet statement)

 

- I had multiple crashes during a fight in the 2nd level of Dragon's Eye, in the spot where Talonite Priests and Trolls are keeping Kuldahar people and Mother Egenia as prisoners. Otherwise I had no crashes anywhere, but that spot seemed very prone to crash (or more like the program gets jammed / stuck). Thought I'd mention.

 

I also managed to glitch Yxunomei with a serie of unfortunate events, though I doubt there's much to be done there. My thief was scouting Yxunomeis room when his invisibility run out (what are the odds :)). He drank a potion of invisibility just before Yxunomei noticed / started dialogue (even though she was in sight range) but not before her guards got alerted in that split second. So the thief runs out with some of the guards beelining towards the party in the other side of the dungeon (as they sometimes are scripted to do when aggroed but not seeing anyone). The problem was - I believe - that the trigger to close the door between the "snakes head" and the "tail" part of the dungeon has something to do with those guards seeing/attacking someone, as they got shut while my whole party was outside in the "tail" area. Still, it didn't happen initially when they spotted the thief (which would've made sense), but only afterwards when the odd searching guard found the party outside of the "boss fight" area (which meant Yxunomei was at one side and the party in the other, both unable to reach each other). Not that I knew about any of it, since the door closed and she transformed only when those guards met the party (and without any dialogue). So I proceeded to clear the dungeon before I found out the whole area was glitched and I had no way to proceed - although I had noticed some of the doors where acting weirdly (jammed open, except for that one that was jammed shut). In the end I cheat-teleported the party to the other side of the jammed door and found Yxunomei hugging the closed door.

 

Anyways, thank you again for the great mods & fixes! Had a really fun run!

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- "Storm Bow" has wrong description where it says "Not Usable By: Thief" even though it's mechanically a short bow and can be wielded by thieves. Also, Its proficiency type is marked as "Bow Weapons" while I think every other shortbow is in the category "Bows".

 

- "Helm of Shouting" doesn't seem to grant the described armor class bonus.

 

- Divine spell "Detect Traps" seemed to cause spell disruption, like the check for traps was an act that cancelled a spell. At least I think that was the reason my druid had some spells cancelled seemingly without reason.

I can confirm all three of these (mainly because we fixed all of these for IWDEE).

 

- Having 100% change to scribe a spell doesn't actually mean 100% (on core difficulty), which is a bit weird. Although, I guess there could be penalties for scribing spells of higher levels (according to manual) or with specific schools when scribing with a specialist. Though I think I got failures that didn't seem to have any reason. I'm guessing it's related to the engine, and was fixed in bg2 by the "150% chance" weirdness? (I liked the possibility of failure personally, but not so much the disparency with char sheet statement)

Even at 100% on core, I believe there's still a 1% chance of failure. Regardless, this whole process is hardcoded and not something I can touch anyway.

 

- I had multiple crashes during a fight in the 2nd level of Dragon's Eye, in the spot where Talonite Priests and Trolls are keeping Kuldahar people and Mother Egenia as prisoners. Otherwise I had no crashes anywhere, but that spot seemed very prone to crash (or more like the program gets jammed / stuck). Thought I'd mention.

I'd guess this is the Glyph of Warding bug. Glyph seems to use a hardcoded sound effect for casting that causes crashes. When I tried to override this is previous versions, it then crashed for different people. I really don't know what to do with it.

 

I also managed to glitch Yxunomei with a serie of unfortunate events, though I doubt there's much to be done there. My thief was scouting Yxunomeis room when his invisibility run out (what are the odds :)). He drank a potion of invisibility just before Yxunomei noticed / started dialogue (even though she was in sight range) but not before her guards got alerted in that split second. So the thief runs out with some of the guards beelining towards the party in the other side of the dungeon (as they sometimes are scripted to do when aggroed but not seeing anyone). The problem was - I believe - that the trigger to close the door between the "snakes head" and the "tail" part of the dungeon has something to do with those guards seeing/attacking someone, as they got shut while my whole party was outside in the "tail" area. Still, it didn't happen initially when they spotted the thief (which would've made sense), but only afterwards when the odd searching guard found the party outside of the "boss fight" area (which meant Yxunomei was at one side and the party in the other, both unable to reach each other). Not that I knew about any of it, since the door closed and she transformed only when those guards met the party (and without any dialogue). So I proceeded to clear the dungeon before I found out the whole area was glitched and I had no way to proceed - although I had noticed some of the doors where acting weirdly (jammed open, except for that one that was jammed shut). In the end I cheat-teleported the party to the other side of the jammed door and found Yxunomei hugging the closed door.

I'll take a look at this.
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Even at 100% on core, I believe there's still a 1% chance of failure. Regardless, this whole process is hardcoded and not something I can touch anyway.

And on not correct specialist it can be as high as 15% failure... if I read that correctly.

 

I'd guess this is the Glyph of Warding bug. Glyph seems to use a hardcoded sound effect for casting that causes crashes. When I tried to override this is previous versions, it then crashed for different people. I really don't know what to do with it.

You are providing the sound effect, correct ? (in the same component)
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- I had multiple crashes during a fight in the 2nd level of Dragon's Eye, in the spot where Talonite Priests and Trolls are keeping Kuldahar people and Mother Egenia as prisoners. Otherwise I had no crashes anywhere, but that spot seemed very prone to crash (or more like the program gets jammed / stuck). Thought I'd mention.

I'd guess this is the Glyph of Warding bug. Glyph seems to use a hardcoded sound effect for casting that causes crashes. When I tried to override this is previous versions, it then crashed for different people. I really don't know what to do with it.

 

I didn't have saves at that spot anymore, but I just tried spamming Glyphs of Warding with my endsave cleric and casting / detonationg didn't crash the game. I didn't use that spell often during my run though, so if it does that only occasionally it could still be the culprit. Or if it only happens when enemies use it / under specific circumstances (like with bunch of trolls with their dead-but-not-dead states).

 

 

Even at 100% on core, I believe there's still a 1% chance of failure. Regardless, this whole process is hardcoded and not something I can touch anyway.

And on not correct specialist it can be as high as 15% failure... if I read that correctly.

 

On any spell that's not part of their school? Is there also a penalty for trying to scribe a spell that's of higher level than what you can cast?

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