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Durlag's tower fission slime bug


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Hello.

I'm still playing on an install with SCS 34.3 so not sure if this is fixed in new version, but I didnt see it in the change log for 35.# and it might also just be a problem my install but thought I'd mention it.

Durlag's tower, dungeon level 3, I killed all the elemental critters and then didnt get transported to the chess board. I'm pretty sure the fission slime got killed without using fire, dont remember it splitting either. I was trying to leave it to last to make sure i used fire to kill it but there were a lot of other slimes and it must just of gotten killed along with everything else.

Googled it and found this froma  while ago - https://forums.beamdog.com/discussion/231/bugfix-durlags-tower-level-3-no-teleportation-to-chess-room

This fixed the problem - CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1)

I did a GetGlobal first and the response was it didnt exist.

Is this still a bug in SCS or just my install? Anyone else had this problem?

Thanks

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Hello. I did a minimal BGT install to test this and check a couple other things.

Getting the same problem with stratgems 35.9

Tested as follows

Created a character, gave them 500000 exp and a few bags of holding from the start of ToB to make sure I had enough stuff.

MoveToArea ("ARD009"), killed the air aspect, Kaldran, phoenix guard and saved before entering ARD010

First tried killing fission slime with PC using hammer +2 and and Imoen using arrows +2 - it died once, didnt split, no progression to chess board, variable DMWWFissionBurn does not exist.

Reloaded and tried with PC using Flame Tongue (SW1H24) and Imoen using arrows of fire - fission slime died and game progressed to chess board.

So it looks like you can potentially get stuck here if you don't use fire to kill it.

 

WeiDu log;

Spoiler

// 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]
~TOBEX\TOBEX.TP2~ #0 #100 // TobEx - Core: v28
~TOBEX\TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: v28
~TOBEX\TOBEX.TP2~ #0 #102 // Awaken On Damage: v28
~TOBEX\TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: v28
~TOBEX\TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: v28
~TOBEX\TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: v28
~TOBEX\TOBEX.TP2~ #0 #108 // Allow Equipping Armor in Combat: v28
~TOBEX\TOBEX.TP2~ #0 #109 // Disable Experience Boost: v28
~TOBEX\TOBEX.TP2~ #0 #111 // Disable Silence On Charm: v28
~TOBEX\TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: v28
~TOBEX\TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: v28
~TOBEX\TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: v28
~TOBEX\TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: v28
~TOBEX\TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: v28
~TOBEX\TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: v28
~TOBEX\TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: v28
~TOBEX\TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: v28
~TOBEX\TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: v28
~TOBEX\TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: v28
~TOBEX\TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: v28
~TOBEX\TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: v28
~TOBEX_AFTERLIFE\TOBEX_AFTERLIFE.TP2~ #0 #200 // TobEx AfterLife: v29.13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #115 // Paws from Shapeshifting Can Not Be Dispelled: v13
~BG2FIXPACK\SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v13
~BGT\BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: v1.23.1
~BGT\BGT.TP2~ #0 #3 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe): v1.23.1
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2000 // Install all spell tweaks (if you don't select this, you will be given a chance to choose by category): 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3015 // Re-introduce potions of extra-healing: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5070 // Cosmetic change: stop Stoneskins from changing the caster's colour: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 35.9
~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 35.9

 

Let me know if there are any other tests needed.

Thanks

 

Edited by Nathan82
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It does not seem to be an SCS bug this time... 😅

The oBG script fire with "Die()" as a Trigger, but sometime scripts does not execute as intended...

The script is (with SCS):

Spoiler
IF
    Die()
    NumTimesTalkedTo(0)
THEN
    RESPONSE #100
        ReallyForceSpell(Myself,JELLY_SPLIT)  // SPWI951.SPL (No such index)
END

IF
    HitBy([ANYONE],FIRE)
    NumTimesTalkedTo(0)
THEN
    RESPONSE #100
        SetNumTimesTalkedTo(1)
        SetGlobal("DMWWFissionBurn","GLOBAL",1)
END

 

On 2/2/2024 at 4:44 PM, Nathan82 said:

First tried killing fission slime with PC using hammer +2 and and Imoen using arrows +2 - it died once, didnt split, no progression to chess board, variable DMWWFissionBurn does not exist.

So normally, this should not end like this and the fission slime should split in 2 when it dies.
However, the script uses ReallyForceSpell(Myself,JELLY_SPLIT) and with oBG2, this action is not fired when dead... Changing the action by ReallyForceSpellDead(Myself,JELLY_SPLIT) solves this.

This is a BGT bug.:D

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@DavidW sorry for thinking this was SCS.

@TotoR thanks for having a look at this.

I edited JELLSPA.BCS as you suggested then retested as above and killing the fission slime without using fire now makes it split into two (both new slimes appear on top of each other and get stuck).

If you then do any fire damage to the slimes you get tansported to the chess board, not sure if thats exactly how its supposed to work but at least you don't get stuck.

The first time i tested this only the character that did the fire damage got transported to the chessboard, Imoen was still fighting the fission slimes but I've tested that again several times and can't reporduce so i think it was a fluke.

@skellytz or @Salk is this little edit of JELLSPA.BCS something thats worth adding to BGT-WeiDU or BG fixpack?

Thanks for the help everyone

 

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The return of the fission slime bug. This has already been reported. I need to test this myself, take a look at some previous discussions where Ascension64 claims it had been fixed, recheck why there were issues with ReallyForceSpellDead in this script, e.g., in TuTu, and what IESDP means by "unreliable action." The script might need to be rewritten (like in BGEE.)

https://forums.pocketplane.net/index.php?topic=23933.0

http://www.shsforums.net/topic/50499-potential-bug-in-durlag-tower/

http://www.shsforums.net/topic/47817-bug-in-durlags-tower/

http://www.shsforums.net/topic/55670-no-transfer-after-killing-fission-slime/

http://www.shsforums.net/topic/54703-very-minor-bugs/

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Well, the two new slimes shouldn't obviously spawn on top of each other so the suggested workaround needs some work there. 🙂

But since BG:EE has gone through the trouble of rewriting this process I guess the best bet would be to mimic their solution.

Edited by Salk
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On 4/27/2024 at 7:59 PM, skellytz said:

The return of the fission slime bug

Holy, It is a damn old bug.

The fix above, won't fix any vanilla bugs, it only let SCS do the trick with fire. If you want to fix all this, there does not seem to be an easy solution; you will have to rework the area script, the creature script and the spell. Don't know how EE fixed it but it could be a good start obviously.

11 hours ago, Salk said:

Well, the two new slimes shouldn't obviously spawn on top of each other

It is easily fixed by replacing Op151 in SPWI951 by a clone of Op67.

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