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[Bug report] EE content bugs


jmerry

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28 minutes ago, Morgoth said:

Another request: may sound stupid but I think it's cool.

When you do the riddles where you're supposed to put your hand inside the masks in Spellhold, once you've solved the riddle, you are put top, rather than in front of the mask you've chosen. Would it be possible to change this?

Possible, because the riddles are tied to specific faces. Difficult, because it would require reworking the dialogue structure so the different right answers don't converge on the same exit states. Not fixpack material, because it's not a bug.

Edited by jmerry
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On 2/24/2024 at 9:21 AM, jmerry said:

Possible, because the riddles are tied to specific faces. Difficult, because it would require reworking the dialogue structure so the different right answers don't converge on the same exit states. Not fixpack material, because it's not a bug.

Thanks.
 

this mod (https://www.gibberlings3.net/mods/quests/htam/) has the following component:

Component 5. "Unlocked original NPC reactions"(by Tipun & Austin): There were situations in the game when only one of all the NPCs spoke, although the developers provided replicas for each. After installing this component, all NPCs in the party will speak.

Is this a bug? I thought the only situation it could refer to was when turning into the slayer, but I'm not sure. Also I'm guessing that if you had a romance with a certain character, only that one talked. Maybe it allows also for other to talk?

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I'm surprised nobody noticed this before:

[All games] Script action `ChangeStoreMarkup(S:Store*,I:BuyMarkup*,I:SellMarkup*)` is defined with a wrong parameter order

"BuyMarkup" and "SellMarkup" should switch places to work as intended.

This can be experienced with Jegg Hillcarver in Bridgefort (SoD). If you choose a friendly/sympathetic reply she will lower her store prices a bit for you. But with the incorrect parameter order her store's selling price is actually lower than her purchase price, which allows you to make a profit just by buying and selling the same item in her store.

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I thought that I was imagining things but then checked on my final Black pits BG:SoD EE save after defeating Baeloth on that annoying pesk Dinguer. There are strange things with Blind spell, if cast on party member outside combat on failed save it dispels all current buffs without actually blinding him/her despite text in dialogue window. But more serious matter is that Inquisitor's or Priest of Helm innate True sight ability dispels not only hostile illusion spells ( like Mirror image ) but also yours disabling Blind spell cast on enemy mage. I'm sorry if this was already reported and is a well known thing but it came as complete surprise for me. 

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4 hours ago, Greenhorn said:

I thought that I was imagining things but then checked on my final Black pits BG:SoD EE save after defeating Baeloth on that annoying pesk Dinguer. There are strange things with Blind spell, if cast on party member outside combat on failed save it dispels all current buffs without actually blinding him/her despite text in dialogue window.

That's not the Blindness spell, that's a part of the Black Pits custom AI Script for the party:

IF
	OR(2)
		AreaCheck("OH9360")  // The Black Pits: Hub
		!AreaCheckAllegiance(ENEMY)
	OR(10)
		StateCheck(Myself,STATE_CHARMED)
		StateCheck(Myself,STATE_BERSERK)
		StateCheck(Myself,STATE_PANIC)
		StateCheck(Myself,STATE_STUNNED)
		StateCheck(Myself,STATE_HELPLESS)
		StateCheck(Myself,STATE_SILENCED)
		StateCheck(Myself,STATE_CONFUSED)
		StateCheck(Myself,STATE_FEEBLEMINDED)
		StateCheck(Myself,STATE_DISEASED)
		StateCheck(Myself,STATE_BLIND)
THEN
	RESPONSE #100
		ApplySpellRES("BPDISPEL",Myself)  // Dispel Magic
END
4 hours ago, Greenhorn said:

But more serious matter is that Inquisitor's or Priest of Helm innate True sight ability dispels not only hostile illusion spells ( like Mirror image ) but also yours disabling Blind spell cast on enemy mage. I'm sorry if this was already reported and is a well known thing but it came as complete surprise for me. 

None of the effect removals (Dispel/Detect/Breach/Thrust/etc..) differentiate between buffs and debuffs.  The Blindness spell is Illusion school, and it's on an enemy, so it gets removed.

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Quote

The Blindness spell is Illusion school, and it's on an enemy, so it gets removed.

Yeah, I thought it was game mechanic but still, I never experienced ( or imagined ) that player's True sight cures enemy blindness ( and probably Deafness too). That should teach me  not  to trust spell descriptions blindly. :p

Edited by Greenhorn
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I think it's a bug yes, because True Sight/Seeing remove both Illusion spells regardless of msectype as well as the msectype IllusionaryProtections.

The effect of Blindness will need to be housed in an external child spell, say #BLIND.spl (use mschool=0, msectype=0, power=0, resist_dispel=3, saving_throw_type=0, save_penalty=0), that can then be shared by other blindness causing spells/effects (i.e. Nature's Beauty). Also, a self-removing instance of opcode 321 should be the first effect in #BLIND.spl, just to make the implementation cleaner. Saving throws, power, and MR checks should be done in the main parent spells, as usual.

Edited by Galactygon
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Or should we drop the part about removing everything of the illusion school, and just aim for the sectype instead? Let's see, categorizing illusion school spells ... 33 exist in unmodded BGEE with SoD:

Illusionary protections with the sectype: bddisplc, bddispb2 (Displacer Beast defenses), bdfractl (Fractal Blade mirror image), bdnighte (The Night's Embrace invisibility), OHWI212 (clone of Mirror Image), SPDM102 (DM Monk Blur), SPDM106 (DM Monk Mirror Image), SPDR401 (Avenger Improved Invisibility), SPIN118 (Quayle Invisibility), SPIN544 (Psionic Improved Invisibility), SPIN687 ("Create Shadows", an invisibility spell unused in BGEE), SPIN697 and SPIN698 (Mirror Image and Improved Invisibility for the Moon Dog), SPWI120 (Reflected Image), SPWI201 (Blur), SPWI206 (Invisibility), SPWI212 (Mirror Image), SPWI405 (Improved Invisibility), SPWI721 (Mass Invisibility), SPWI607 (Mislead), SPWI703 (Project Image), SPWI804 (Simulacrum)

Debuffs without the sectype: SPDM101 (DM Monk Blindness), SPIN952 (Phantasmal Killer. Not really a debuff, but it relies on delayed effects so it can be removed before it goes off), SPPR704 (Nature's Beauty), SPWI106 (Blindness), SPWI125 (Spook), SPWI223 (Deafness), SPWM178 (wild surge blindness)

Buffs without the sectype: SPPR516 (Pixie Dust), SPWI307 (Invisibility 10'), SPWI315 (Wraithform), SPWI505 (Shadow Door)

Uh-huh. I think it makes more sense to give the ILLUSIONARYPROTECTIONS sectype to spells like Pixie Dust and Invisibility 10', but take out the school-removing ability of True Sight/Seeing.

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Yes, it makes sense to remove the ILLUSION mschool dispelling ability from True Sight/Seeing spells and give the ILLUSIONARYPROTECTIONS msectype to those spells (Pixie Dust, Invisibility 10', Shadow Door). Wraithform is alteration as well, not sure if we want TS to dispel it.

Thanks for the list. Perhaps the ILLUSION mschool dispelling ability was intended to be an extra sure way to remove any ongoing illusion spells that didn't have ILLUSIONARYPROTECTIONS assigned? Surely there are some mods that have been sloppy and didn't assign the proper msectype.

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[BG1] The animated crystal in the High Hedge interior map has a darker shade and visual artifacts

The darker shade is an oBG1 issue that is also present in BGEE. The visual artifacts are caused by the way how animated or secondary tiles are rendered in the game.

Spoiler

Baldr028a.thumb.jpg.302163bb8fea7f04c372aabcbf55387e.jpg

The shade effect is even more noticeable in the game where the crystal is animated.

 

Edited by argent77
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[PST] Trias is vulnerable to several spell effects that make it impossible to finish the game

Abilities like Morte's Litany of Curses or spells like Abyssal Fury that can apply death effects can prevent Trias from triggering the conversation that allows you to return back to Sigil and finish the game.

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12 minutes ago, argent77 said:

[BG1] The animated crystal in the High Hedge interior map has a darker shade and visual artifacts

The darker shade is an oBG1 issue that is also present in BGEE. The visual artifacts are caused by the way how animated or secondary tiles are rendered in the game.

  Reveal hidden contents

Baldr028a.thumb.jpg.302163bb8fea7f04c372aabcbf55387e.jpg

The shade effect is even more noticeable in the game where the crystal is animated.

 

My attempt at a fix can be found here.  I don't think it's so much an engine rendering issue as it is a graphical error built into the original tileset.  I also don't think this is the only example, indicating a flaw in the original development process.  I added two functions (ps_tileset_adjust_brightness and ps_tileset_adjust_brightness_scale) to my tileset manipulating WeiDU function library PS_Tileset for just this.

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[IWD] Brother Harken and Sister Incylia are initially positioned after a delay and reset their positions after a certain amount of time in the Fallen Temple area

Brother Harken and Sister Incylia are positioned by script, based on the entrance the party uses to enter the area, to ensure that Brother Harken is always closest to the initial party location. This method introduces a delay of up to several seconds before the positioning is performed. Moreover, it causes their positions to reset after a certain amount of time (24 hours?).

If you entered from Marketh's Palace - Myconid area then both characters will stand next to each other or (in rare cases) on top of each other. If you entered from the Lower Dorn's Deep Forge area then Sister Incylia's will return to her original position near the blocked staircase.

I can think of two options how to fix these issues:

  1. Adding a MoveToPoint() action after the JumpToPoint() action in the script seems to prevent their positions from resetting but does not fix the delay before their initial positioning.
  2. Defining their positions in the INI file of the area solves both issues at the same time but may potentially conflict with mods that attempt to modify their positioning behavior (if there are any).

Any suggestions?

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On 4/23/2024 at 5:00 PM, argent77 said:

[BG1] The animated crystal in the High Hedge interior map has a darker shade and visual artifacts

The darker shade is an oBG1 issue that is also present in BGEE. The visual artifacts are caused by the way how animated or secondary tiles are rendered in the game.

  Reveal hidden contents

Baldr028a.thumb.jpg.302163bb8fea7f04c372aabcbf55387e.jpg

The shade effect is even more noticeable in the game where the crystal is animated.

 

There are similar issues with door tilesets for the Durlag's Tower dungeons, also inherited from BG1o. The door tiles are subtly discolored relative to the neighboring ones, which is especially visible with brighter screens. @Weigo has fixed this issue, among others, in BGGO. It might be a good idea for EE Fixpack to coordinate with that mod.

Edited by Galactygon
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