A. Fixes to things currently included:
A1. Faldorn's DV
There are a few dialogues around Trademeet that checks for the "FALDORN" DV. Fixpack changes these to instead check for the "CEFALDOR" DV. However, "CEFALD01" is the correct DV to check for. FALDORN and CEFALOR are equivalent, equally redundant and are both only set by Verthan (cechalle) if you challenge Faldorn (and there are additional conditions which may be non-true for some). CEFALD01 is set by the one you kill in the pit and the one you kill if you poison the grove. Neither FALDORN nor CEFALDOR are set if you poison the grove. This is in compile/soa-dlg.d.
A2. Teleport Field
The spell description of Teleport Field says the spell should allow for a save, but the spell doesn't. Fixpack aims to change this by changing the description to remove the mention of a save. However, the string Fixpack uses to replace the standard description (@156) is actually identical to the standard description (viz., it still mentions the save).
A3. Charm effect batch patch
Immunity to string #8364 (Dominated) is missing.
A4. Azuredge fix
Fixpack fixes the issue of the unreferenced extended effect in Azuredge by overwriting the file with a fixed copy. Two problems, however. First, Fixpack creates the supporting eff ax1h10 but has the (non-existent) eff unddam4 assigned to the item. The fixed copy also comes with completely spurious bonuses to hit and damage (there are none in the description). I posted some code intended for replacing the current Azuredge fix here. Note that this code uses unddam4 and consequently does not fix the eff mismatch.
A5. Item usability
The current item usability stuff could use an overhaul. Coincidentally, Nythrun posted such an overhaul. Thread.
A6. Slayer change
Fixpack replaces an entire state in player1.dlg merely to fix a string reference. This can be fixed in a less destructive manner (e.g. REPLACE_TEXTUALLY). Changing this also has the happy effect of not disabling Ascension's Slayer stuff when Ascension is installed before Fixpack. This is in compile/soa-dlg.d.
The fix to make Flydian disappear after Trademeet's done makes SoA-only games crash (on DestroySelf() or EscapeArea()). It's pretty weird and I guess it's some sort of engine bug. He can Deactive() just fine, however, so maybe it'd be nice to change the script, at least if Fixpack is installed on a non-ToB game.
A8. Beta Core doesn't install on SoA-only
If we're still using ALLOW_MISSING, boot12.itm is missing from that list and some of the fixes need to be wrapped in ACTION_IF GAME_IS tob. I posted a diff on that here.
A9. Duplicated bags
Fixpack tries to un-duplicate the wrong bag. Thread.
A fix to the Brynnlaw vampire attack is bugged if you sided with Bodhi. The fix is only intended for the case where the player sided with Aran, but the fix alters some conditions so they are also true if you got there by Bodhi. Thread.
A11. Mucking about with the Rift Device
Fixpack changes Gaal to take a part of the Rift Device from the party, hijinks ensue. Thread. This is in compile/soa-dlg.d.
A12. Reflecting projectiles
The protection provided by the Shield of Reflection or the spell Physical Mirror is spotty. So are the fixes contained within the Fixpack. I posted more comprehensive fixes here but they were apparently overlooked.
A13. Resisting poison
On the topic of crummier solutions being replaced by better ones, there's also the fix for the issue of disease immunity granting poison immunity, via poison resistance. The current fix works, but it could be cleaner. Currently the disease batch grants poison resistance and the fix filters out two resources which only grant disease immunity. Since poison resistance grants immunity to both disease damage and poison damage, it should be removed from the disease batch and be in a batch of its own. The cleaner fix can be had from the link in A12.
B. New fixes:
B1. Hendak's up and vanishing (sort of)
Hendak gets around inside the Copper Coronet through a combination of regular MoveToPointNoInterrupt and, if you went ahead and killed Lehtinan without him, JumpToPoint. However, he doesn't properly use SetHomeLocation before his JumpToPoint and JumpToPoint doesn't itself set the home location. Consequently, if he jumps, his home location can end up being pretty much anywhere inside the CC (depending on which point he was moving towards before the jump, which is not necessarily limited to points along his scheduled route). When the engine then does its periodic reset of inactive actors, Hendak is moved to his home location and seemingly "vanishes" (in such cases he is usually found again somewhere in the back of the CC).
B2. Surfacer elves at the Underdark exit
As you exit the Underdark you encounter packs of surfacer elves fighting drow. They are evidently supposed to stay and fight the drow. Instead they most commonly leave a few seconds after the party comes within sight. The reason for this would appear to be that they use CombatCounter to check if the fight's over, but CombatCounter isn't started until the PC starts fighting. Files concerned are udelf[1-3].bcs.
B3. Drow guarding the Underdark exit
The drow party guarding the gates leading to the surface has a script intended to make them hostile if you've set off the drow city. However, the particulars of the script messes things up if one of them should get charmed (or if one of the skeletons should be controlled), since the charm effect ends up fighting the script. File concerned is dwgates1.bcs.
B4. Tabitha versus charm
Tabitha the animal companion has a script seemingly intended to prevent her from being charmed. However, if you charm her, the effect is that Tabitha starts stuttering, for the same reason as in B3. Adding some effects to provide her with immunity to charm fixes the issue.
B5. Pixie Prick
Pixie Prick has an undocumented +6 save bonus on its on-hit effects.
B6. Planar Prison guard and shout scripts
One of the guards in the Planar Prison uses the same shout script (shout.bcs) as the imprisoned actors. Consequently, if he should shout in vicinity of the actors, the actors go hostile and, following that, Haer'Dalis goes hostile. He is also the only one to use this shout script. One other (the wyvern, at that) uses gensht01.bcs. File concerned is pcapt03.cre.
B7. Dreams from Ellesime
The post-Underdark dreams about Ellesime and Suldanessellar can occur after you have entered Suldanessellar, or even in hell.
B8. ITM vs description
Some items are inconsistent with their descriptions, notably when it comes to minor things like weight or speed factor. Fixpack currently has a few fixes for issues like these, but sometimes it changes the description to match the item and sometimes it changes the item to match the description. As it happens, I'm back to square one on this issue. So between altering the item file and altering the description (e.g. in the GTUL), which is the preferred solution?
Following the link in A8 (click here) yields two small fixes. One's a fix for reddeath.bcs (it needs to use ReallyForceSpellDead) and is only relevant for a handful of Grimwarders in BG2. But it's still a bug. The other is a fix for Kruin endlessly appearing, if, say, you trigger him with an invisible thief and, knowing that he's one of them stinkin' giths, you unceremoniously backstab him to death without letting him talk. Rinse and repeat.
B10. Sound-set corrections (wow, digging through the forums produces all sorts of things I had completely forgotten about)
Lotsa people are males with female sound sets or vice versa. Thread.
B11. Creeping Doom
Due to the engine bug with repeating effs and similar, Creeping Doom doesn't work as advertised (the repeating damage effect suppresses the repeating fear effect). All the insect spells are easily weaned off repeating effs by having them use effects with delayed timing modes instead. Thread.
B12. Asp's Nest darts
The Asp's Nest darts do not match their description. The description says 1hp/3sec until 40 damage has been dealt (i.e., for 120 sec), while they do 1hp/sec for 40 seconds. The thread's the same as for B13.
B13. Magical bows and THAC0
Some longbows don't have the THAC0 bonuses they should have. Nythrun posted a fix to the issue here, but note that this fix conflicts with the GTUL since it changes string references to unpredictable values.
B14. Roger and the gong quest
You can talk to Roger about gong-related matters even after the quest's been completed. In this case the problem is that Roger only checks for DennisJob=1 but DennisJob is never advanced past 1.
Jaraxle doesn't pay the party for the gems, because he is broke. Thread.
B16. Too many Keldorn variable bugs
Keldorn sets the wrong variable if he gets impatient and leaves at a certain point. Thread.
B17. Aerie and PartyRested
Aerie has a PartyRested() trigger in one of her banters, which keeps the banter from firing. Thread.
B18. Globes and Summoning
Globes of Invulnerability make you immune to casting summoning spells. Thread.
You promise Faraji 10 gp in return for some info, but he never collects.
B20. Looping in the House of Talos
If you go around killing his priestesses Talos punishes you with a looping area script. This one's also from Nythun's big thread.
B21. Flasher Master Bruiser Mates
They have an undocumented -1 penalty on saves. They are also lacking their advertised +1 to hit.
Disclaimer: Since I can barely keep tabs on my own stuff you'll have to excuse me if I've overlooked something.
Edited by Wisp, 06 February 2011 - 08:16 AM.