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#1 coaster

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Posted 28 September 2008 - 12:21 PM

Hi David,

One of the dialogue options with Carras in the smuggler's cave seems to be misfiring - when you ask him "What can you tell me about Balthazar and his followers", his reply is OK but the option for the player is then given as "NO VALID REPLIES OR LINKS".

Will post any more bugs in this thread (nice work so far though :) )

cheers

coaster

Edited by coaster, 29 September 2008 - 06:43 AM.


#2 coaster

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Posted 28 September 2008 - 01:52 PM

Ok. Leaving Balthazar's place by the front door (after tackling him first out of the last three of the Five), the monks by the gate are still saying "The monastery gate is sealed except to those who have business within. So move on." Even though the gate is wide open! The mercenaries are also still hanging around.

I suggest that either:

1/ the monks/mercenaries go hostile as I think they do originally (although I believe they respawn infinitely in the vanilla game - given there is still a fair bit of the game to play, with trips back to Amkethran to sell goods, finish quests etc, I'd suggest avoiding the infinite respawn and make it possible for the player to simply clear out the remaining monks/mercenaries in Amkethran once and for all, perhaps adapting the remaining residents dialogue afterwards so that they thank the party);

2/ change their dialogue, so they say something like "Balthazar is dead? Then our purpose here is ended, blah blah";

3/ or go for the Yaga-Shura solution of the "dissolving army", simply remove the monks/mercenaries from the map with some text like "With Balthazar's death and your triumphant emergence from his monastery, the remainder of his supporters flee Amkethran."

#3 coaster

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Posted 29 September 2008 - 04:08 AM

Typo: first dialogue with Sendai, option 2 ("Helplessly sounds about right"...) there is a stray set of quote marks at the end of the sentence.

#4 coaster

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Posted 29 September 2008 - 04:34 AM

After killing Sendai, and having a chat with resurrected Yaga-Shura in the pocket plane, I have been told "your journal has been updated: SOLVED_JOURNAL @1020". Oddly, I've also been teleported to Balthazar's monastery instead of back to Sendai's enclave (I assume this is not intentional - it means a slightly annoying trip back to Sendai's enclave to recover her dropped gear).

#5 coaster

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Posted 29 September 2008 - 04:39 AM

Oops - I now am back in Sendai's throne room to get her stuff, but the exit back (to where the mindflayer ambush occurs) is sealed and the teleport back to the entrance of the enclave has not appeared (which happens in the vanilla game). The magical power of CLUAConsole must be used to make my escape.

#6 coaster

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Posted 29 September 2008 - 06:18 AM

I think there may be an incompatibility between SCSII's Improved Abazigal's Lair and Wheels of Prophecy. I have travelled back to Amkethran to get the rope, but Abazigal's army has invaded and the inkeeper has no dialogue options about rope, nor is he carrying any in his store (his opening dialogue has changed to refer to the death of Balthazar so I assume this has something to do with it).

Solution - CLUAConsole in the rope using: CLUAConsole:CreateItem("BAZPLO05",1)

On returning to Abazigal's lair I've been apprehended by a couple of black dragons so I assume SCSII just checks for the rope in your inventory (not whether you got it from the inkeeper or not).

Posted in SCSII forum also for information.

#7 coaster

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Posted 29 September 2008 - 12:55 PM

Problem: all the Five are now dead - or so I thought.

I killed Abazigal and returned to the grove. Killed all the baddies there, talked to the heads...and after the Melissan cutscene in the pocket plane, Balthazar popped up and starts talking to me as if I'd never killed him. Attacking him was fruitless, he was unkillable. Am going to try simply avoiding talking to him (he gates in, so you can run away before the dialogue triggers and return to the pocket plane). From there I can return to Amkethran and prepare for the final showdown.

#8 DavidW

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Posted 30 September 2008 - 12:02 PM

Thanks for all that - I don't know whether to be grateful for the reports or embarrassed you've had so much trouble. Both, I guess. This sort of mod is a bugger to test, unfortunately, because there are so many ways through it - inevitably the bugs turn up in routes I happened not to test myself.

I'll try to get a new version out shortly.

#9 coaster

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Posted 30 September 2008 - 12:54 PM

Hey, it was worth it - the non-linearity was great and the writing was very good quality and looked pretty seamlessly integrated to me (a lot of the time I kept wondering "was that dialogue line in the original?" which is perhaps the best compliment I can pay :) ).

Am taking a pause from BG for a short while (just finished Ascension and the Witcher Enhanced Edition is calling...) but will no doubt be back sooner than I think!

cheers

coaster

#10 Salk

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Posted 07 October 2008 - 10:26 PM

I am about to start my BGT campaign and I wanted Wheels of Prophecy to be part of it.

But I guess I'd better wait for the next release?

#11 DavidW

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Posted 08 October 2008 - 12:02 AM

I am about to start my BGT campaign and I wanted Wheels of Prophecy to be part of it.

But I guess I'd better wait for the next release?


If you want a seamless experience, yes: that's what the beta label means. There are lots of ways through WoP; the ones I tested pre-release work but post-release some problems have shown up with other ones. Hoped-for ETA for a rerelease: a couple of weeks. No promises.

#12 Leomar

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Posted 08 October 2008 - 08:13 PM

I am about to start my BGT campaign and I wanted Wheels of Prophecy to be part of it.

But I guess I'd better wait for the next release?

Like as I understand the installation process you can start your BGT game. Before you reach ToB you can install the newest available version of WoP then and all should be fine after the transition to ToB.
Is that right, David?

Greetings Leomar

Edited by Leomar, 08 October 2008 - 08:14 PM.


#13 Salk

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Posted 08 October 2008 - 09:33 PM

Theoretically, it might be right but I do use Mods that should be installed at certain moments in the installation order so it won't do.

Edited by Salk, 08 October 2008 - 09:34 PM.


#14 Leomar

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Posted 09 October 2008 - 06:54 PM

That's very good. Additional David recommend to install WoP before SCSII. :)

Greetings Leomar

#15 Raj

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Posted 17 October 2008 - 11:45 PM

What paths have been tested and are bug-free atm? Might have to play through tob before a v2 comes out :)



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