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nwn2fixes

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kamal
nwn2fixes

I've set up a "nwn2fixes" account. It's meant to be a shared account for making a "community patch". If you want the account password to include things, post the request below.

http://neverwintervault.org/project/nwn2/other/patch/nwn2-fixes

Here are the proposed rules.

  • You can only fix things that are in the stock game including the expansions:

For example, the plate mail 01 fix by drechner (fixes a base game bug), or golem fighting fix by Vandervecken (fixes a MotB bug). 2da issues, dialog conditionals issues, script issues, texture/model issues, blueprint issues are all valid things to fix. An example would be at the haven in the OC, there are skill/class checks that check a different skill/class than the dev comments in the dialog state should get checked.

  • You can't alter the plot or game balance the stock game:

No changing the romance options or allowing people to live when they should die for instance. No changing the uthraki in MotB to their official 3.5ed stats. If the devs had wanted those things, they would have done so. A specific example would be the devs made the githyanki in the OC various races under the hood, so a cleric can't banish them for insta-win. You could say their races are a bug, but fixing that drastically alters game balance and the devs apparently intentionally set the gith to a wide variety of races instead of just one wrong race (so you cant really argue they just mistakenly set them all to be halflings instead of outsiders or something).

  • If you are including other's content, it must be open for use:

That should be obvious. There will be a credits file, so make sure to credit other content if you include it.

  • Test the fix:

That should be obvious. Especially if you are fixing a base game issue.

  • Document the fix:

Make sure you add the fix you are including to the list, and clearly identify which file you are including fixes it.

  • You can fix as you find:

You don't need to systematically go through everything in the game and fix stuff. This is intended to be more of a "better than nothing"/incremental fixing, which will hopefully grow more comprehensive over time.

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kevL's

request pass.

What's the method, Kam? say I have a script (.nss/ncs) or group of files w/ fixes. Changes are made and tested, perhaps there's a ReadMe.txt ... what i do next?

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kamal

I'd say it scripts would need to be included in .nss and .ncs formats. .ncs for the game itself, and .nss because the idea is to keep things open.

 

I haven't figured out how to best organize things, but I was figuring a folder for base game fixes, and a folder each for OC/MotB/Soz, with a readme/credits for each one.

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rjshae

A few suggested additions:

There are also various replacement textures available, but I'm not sure how well those would work out.

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kevL's

"I haven't figured out how to best organize things, but I was figuring a folder for base game fixes, and a folder each for OC/MotB/Soz, with a readme/credits for each one."

- Community Fixes
-- base
-- OC
-- MotB
-- SoZ
-- Westgate

for example. Then perhaps subfolders of each, for specific fixes. But in "base" use subfolders by fix-type (eg, script-fixes, model-fixes, item-fixes, etc )

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kamal

I've created an initial project page: http://neverwintervault.org/project/nwn2/other/patch/nwn2-fixes

rjshae I didn't include the two below in it

Clangeddin's Fixes

InitializeItemSpells fix

Clangeddin's fix changes game balance by making improved uncanny dodge immune to sneak attacks. Whether that affects game balance too much I don't know, and I dont intend to look through the code to make that sort of change optional. The InitializeItemSpells fix isn't complete code, if you could provide the complete .nss / .ncs they could go in as is.

 

Mostly I didn't include these because it's not my intention to serve as a gatekeeper/maintainer and take care of integration of code snippets. I want to get this set up and allow people to contribute their own complete bits and pieces, this the shared nwn2fixes account.

 

Speaking of, rjshae did you want access to the nwn2fixes account ?

 

I haven't set up any sort of git style repository for this in order to keep things as simple as possible, and because it's a pretty minimal risk of multiple contributors uploading at the same time if a contributor downloads the pack right before adding their contribution, puts their contribution in, and then immediately uploads it. Right now I'm not sure there is even a master list of game bugs for someone to claim "I'm working on bug x".

 

kevL, if you can make sure you can sign into the nwn2fixes account since I've provided you the account info. I've already told a vault admin that this is a shared account, just want to make sure we don't trip over any type of signed in from too many ip addresses account security type stuff. Feel free to hack away at the folder structure or anything you think can be done better.

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kevL's

am i supposed to get a PM? nada so far

if it's auto, there's no Edit btn on the fixes' page. (I even re-logged.)

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kamal

I sent the first one via the "Contact" option in your account, I guess it probably went to whatever email account you use for the site. I've just PM'd you here.

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kevL's

oh email right. i uh neglect email

but PM worked, fixed a typo and added version #

 

edit: 60 mb already? o.O

I sense this violates the kiss principle

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kamal

Probably 99% of the size is due to the sound fixes from rjshae.

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rjshae

Speaking of, rjshae did you want access to the nwn2fixes account?

No thanks. My personal preference is to have as few people as necessary touching the bits. That will minimize the chance of things getting mucked up.

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rjshae

Probably 99% of the size is due to the sound fixes from rjshae.

In that case perhaps it would be better to use this:

 

 

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kamal

I've split the fixes into a pack for players, and a pack for builders. The builders pack contains things that will only be useful for builders, such as rjshae's soundset fix (currently the only thing in the pack), the players pack for things you need if you are just playing the game. Builders will probably also want to grab the players pack, for the base game fixes such as the plate armor texturing fix.

That should address the file size concerns. It makes sense to me as well since the soundset fix is only useful for builders, it doesn't affect anything if you just want to play the game, which is where we see most of the requests looking for a "community patch" type thing.

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kevL's

kamal wrote

  • I haven't set up any sort of git style repository for this in order to keep things as simple as possible, and because it's a pretty minimal risk of multiple contributors uploading at the same time if a contributor downloads the pack right before adding their contribution, puts their contribution in, and then immediately uploads it. Right now I'm not sure there is even a master list of game bugs for someone to claim "I'm working on bug x".


There's no master list. There are hundreds, I'd guess a thousand bugs in the OC alone.

I have a github account setup and use it regularly. That's really how this should be handled. But like yourself I have little motivation to maintain it.

There needs to be a maniac with some know-how ...

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kamal
Yes, that's why i proposed a fix as you find approach. No one wants to go line by line through everything. So the idea is to fix as they pop up. It seems you always have the answer when someone shows up and says they have a bug with x, i had figured you must have some fixes in your head. If only wrfan's stuff was divided into fixes and preferences.
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kevL's

I came up with those answers creatively: by loading up the toolset and learning the different ways things work. Now i know: it's a cookie cutter routine. I'd rather get eaten by sharks.


In fact I just made a script-fix for Tholapsyx, in that her tail-sweep reset counter has a typo. It's just an .Nss/.Ncs, but I went "oh crap, what if <alt.contributor> has the .zip". According to Murphy's Law SOMEBODY ELSE HAS THE ZIP. ... and no one would even know the difference,

so I went ahead and https://github.com/nwn2fixes


and contratz, PM'd you the password (so at least two people have it, if only to pass it on to its uh future)

 

edit: will get something going on GitHub in a day or so. (at least it captures my philosophical imagination)

If anyone doesn't know what git and GitHub are, suggest you become familiar if you're at all interested in anything open-source.

Once it's going properly, the .Zip can be downloaded directly from the Hub (and manually mirrored here if need be, but just a link on the Vault page would/should be sufficient).

not sure of the intricacies but seems reasonable atm

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kevL's

update: commit list

I changed the directory structure so that conflicts will show up automatically (by git). As long as the hierarchy is maintained properly.

note that the package on the Vault has *not* been updated to reflect changes.

 

edit: i can see things like the expanded .2da's making their way in, those that conform to reserved 2da lines at the Wiki. The stock 2da-rows are the same (or fixed) and whether player or builder, the extensions should be gtg.

/shrug
/would be convenient.

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Kaldor Silverwand

So I have a few things I think count as fixes, but maybe not. They are all uploaded mostly here and elsewhere. 

NWN2 OC Nasher Set Fix (fixes missing content that prevented Nasher's set from working)

Enhanced Dream Weapon (this fixes an MotB bug that prevents the sword from being changed, but it also adds additional forms for the weapon, so it is a combination of fix and enhancement)

NWN2-Blueprint-fixes (in Google drive here) - corrections to some of the item blueprints

Possibly also:

MotB Spirit Eater Autopause (fix or enhancement?)

I also developed script fixes for many of the bugs in the SoZ crafting system to workaround all of the 2da mistakes they made, but it would probably be better for an official fix to correct the 2da's.  All of my work is in my SOZ Crafting Plus system (Google drive), but it would take some work to make a set of files that just replaces the ones in SoZ. I don't really see the point in doing all of that work that myself.

Regards

Regards

--------------------------------------------

Blog: bbellina.blogspot.com

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kamal

I'd say the first three should be in, but I have to figure out how to use git. I am not a programmer.

:-)

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kevL's

let's turn this into a git tutorial ;)

git is stupidly complicated, until you realize there are four repeated commands that are stupidly simple.

git clone <repository> - clone a public repository to your own machine

git pull - skip this if you've just cloned, otherwise DO THIS TO SYNC REPOS before committing, see below; ideally the following sequence cycles over and over:
git add . - "stages" files that are on your machine but different than files in the corresponding "upstream" public repo
git commit -m "fix for bork" - the biggie, causes files that were added to become "tracked" files (keep the message short. If you need to say more use an additional -m "This bork fixes bork and borks the borked bork that was borked.")
git push - push those committed files upstream to their corresponding public repo
git pull - pull files (that you don't yet have) from the public repo to your personal repo "downstream"

oh right..
what i did above was with a command-line (git v2.6.3 or so) -- but for larger projects and/or a graphical interface, try GitExtensions, a GUI frontend for git. It gives a clickable graphic representation of what current-repo looks like on your "local" machine ( as against the upstream "remote" repo ).

note on GitExtensions: i pre-installed both Git and kDiff3 (you'd be asked if you want their pre-packaged versions when installing), and plugged them in manually via Options.

An alternate to GitExtensions is GitHub Desktop. (etc)


If in doubt, use defaults. There's a lot of jargon and I couldn't get anything done until I ignored it and did what I had to do.

DON'T TRUST ANYTHING i'VE SAID: git is stupidly complicated.

--
ps. The fix for everything, XOReos, also uses GitHub.

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kamal

Well, I've tried pulling, adding Kaldor's first three things, and synching, so you can tell me if that was successful.

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kevL's

nope. They'll show up on this page when it happens ...

( unless you created a "branch" -- but the "master" branch should be fine for this project )

the idea is: clone OR pull, add/commit, push.

"clone" is done only once -- it creates your local repo
"pull" then replaces cloning, and syncs your local repo

after adding and committing files to your local repo, "push" syncs the remote repo


I'm no git-pro, but it's most convenient for others if you do a pull right before a push. That way if there are any conflicts, you get to solve them before your push ... i think that's the way it works,

what interface are you using, Kam?

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kamal

Github desktop

It has a synch button that's supposed to push local changes (kaldor's fixed blueprints in this picture) up to the master according to the tooltip.

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kevL's

hm. ( haven't used Github Desktop )

but it might be a configuration mixup. It says

nwn2fixes/master

maybe should be

nwn2fixes/player/master

or similar -- "nwn2fixes" is the owner, "player" is the repo, and "master" is the branch.


( aside: find out where DeskTop has been writing those files on your hardrive. Keep an eye on it, you might end up having to manually delete them and then re-clone "player" )

HOWEVER. Other things i notice: on the left it says

GitHub
- player

I'd think it should be

GitHub
- nwn2fixes

if you get what i mean.

Also, in the upper right, the long gray bar ... the dots on the bar look like commit-tokens ... I count 8 of them, which is correct for "nwn2fixes/player/master"


What happens when you dropdown "nwn2fixes/master" at the top center ?


uh, I assume you're logged in as nwn2fixes -- a password is required to push upstream (not sure what DeskTop's authentication mechanism is) that might be it

Btw, don't be concerned about screwing up the repo. I have current copies of it both on GitHub and my hardrive.

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kamal

Well git desktop still confuses me, but I was able to figure out how to do the commits via the git website. Let me know if anything looks weird with what I did. I added the first three of Kaldor's suggestions.

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kevL's

y I haven't heard good things about DeskTop, but figured i'd let others give it a chance

GitExtensions has been good to me.

lots looks weird :) ideally each of Kaldor's packages would be its own commit, but no worries.


do you mind if I go through eventually and re-arrange things in a way i think they should be structured?

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kamal

go head and re-arrange

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Vandervecken

Please feel free to include my Golem Fighting Fix.

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kevL's

looks good, it's in


@kamal
here's what a commit should end up looking like :)
https://github.com/nwn2fixes/player/commit/3f4b0253e41c9500744e5ab3bb763...

I don't know about that DeskTop app ... it seems to have added each (previous) file as its own commit, and added several blank "main file" files to some folders ... but this project is so straightforward i'm just using git at a command-prompt

1. git pull
2. <make changes in the working directory>
3. git add .
4. git commit -m "brief desc"
5. git push

done.

ps. run git status for info.

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Axe_Edge

Howdy!

Is there a running list of the fixes?

I just made accessible Kevl's Caravan Fixes to help someone out:

https://neverwintervault.org/comment/20666#comment-20666

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kevL's

already in Axe :)

yeh i remembered that comment you'd made long, long ago in the orig. thread.

but a double-check would be good 'cause am always making stupid mistakes. Note that for nwn2fixes I'm going right to the originals, so formatting is more like the originals (ie, rushed..) which makes it easier to run a compare/diff against said originals ...


https://github.com/nwn2fixes/player/tree/master/SoZ/F_X2

ps. list(s) of fixes can be found in credits.txt at the top level of each Campaign and/or 'base'. At present there isn't a single file that lists all.

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Axe_Edge

Yep, I remember the comment/nudge ;)

 

Great work.  I was just about to start a "Axe Edge's list of must have files for NWN2" thread, but you guys have it going.

 

Don't forget your "Logram Yaisog fix" for the OC.

Also, would it be a mistake to place each fix within its own folder, to keep it tidy?  Such as a "Caravan Route Fix" folder (including its own readme) within the F_X2 directory.  If a bunch of files are within the F_X2 folder, people in the future may not know which files go with which fix.  Although, it would make it a little harder to locate conflicting files.

 

Cheers!

Axe

 

PS:  There should be a separate thread for fix suggestions.  I for one would love for a great scripter to come up with the fix for the final room in the "Temple of the Four Seasons" (game ending bug when companions enter the final room first).  This one has struck down countless games.  I know the trick, but most don't.

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kamal

You're welcome to suggest things that you think should be included, and fix things too. Community involvement is the idea here.

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kevL's
  • Don't forget your "Logram Yaisog fix" for the OC.

this one?
https://forum.bioware.com/topic/485973-logram-eyegouger-bug-solved/?p=15...
copied ...

  • Also, would it be a mistake to place each fix within its own folder,

yes.

  • to keep it tidy?  Such as a "Caravan Route Fix" folder (including its own readme) within the F_X2 directory.  If a bunch of files are within the F_X2 folder, people in the future may not know which files go with which fix.

It shouldn't matter, for gameplay, whether people know what files go with what fixes. If a bug turns up (in the fixes) it's likely to be noticed as a specific file rather than part of a general fix, imo.

Once a fixer knows where/how to look for stock files, I believe the current github structure is tidier than a bunch of pseudo-chaotic folders full of fixes. But as you see in each credits.txt, it takes a bit more care to document each fix, so that if someone really wants to know what file(s) go with what fixes, straightforward text and/or file searches will reveal things.

  • Although, it would make it a little harder to locate conflicting files.

That's why i went with the idea of mimicking the stock hierarchies. As long as the stock hierarchies are followed there *cannot be duplicates*. (at least it reduces the chance greatly)

  • There should be a separate thread for fix suggestions.  I for one would love for a great scripter to come up with the fix for the final room in the "Temple of the Four Seasons" (game ending bug when companions enter the final room first).  This one has struck down countless games.  I know the trick, but most don't.

This thread is as good as any .... i think i did that one too, btw, uh somewhere

 

 

edit: Logram & Yaisog fix
https://github.com/nwn2fixes/player/commit/484ef906d1024dc9767ed6d976796...

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kamal

http://nwn.wikia.com/wiki/Create_shadowfiend

according to this the spell ability fails because there are no creatures with the appropriate resrefs. The spell is available via the stock magic item properties (at least for necklaces). The nwn2 wiki doesn't list the spell, but if it wasn't fixed then it would just be a matter of including appropriate power creatures with the right resrefs

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kevL's

Summon Shadow ( #564 - Summon_Shadow_X2 - x2_s0_CrShadow ) as a spell appears to have been superceeded by child-spells of Shadow Conjuration and Greater Shadow Conjuration -- these use spellscript 'nw_s0_summshad'.

That script references these .Utc's
c_shadow.Utc
c_dogshado.Utc (casterlevel > 7)
c_shadow7.Utc (casterlevel > 10)
c_shadow9.Utc (casterlevel > 14)

note there's also:
c_greater_shadow.Utc


Then there's spell #383 Negative_Plane_Avatar that uses 'nw_s0_summshad02' ... which is a feat for Clerics w/ Death domain, but it's essentially the same spell as 'nw_s0_summshad'.

possibilities:
- mark it removed in Spells.2da and erase it from Iprp_Spells.2da

- copy the 'c_shadow7.Utc' twice and rename them 'x2shfiendfriend' and 'x2shfiendfoe'
- make the former Faction_Defender and the latter Faction_Hostile. (requires testing; a summoned creature might default to a member of PC party/faction in which case the script needs modification also)
- the reason i chose shadow7 is because the spell's innate level is 6, therefore it's considered castable by a level 11 caster (roughly speaking) and that's the level that shadow7 corresponds to for ShadowConjuration:SummonShadow.
- add them as "created" files in player/base/blueprints [edit*]


imo, it'd be a neat thing to have for Item activation ... eg, Book of Dark Secrets -- but atm I'm unsure/forget what happens to the faction-setting of an EffectSummonCreature() critter,

 

ps. Can't find their templates so yeah it looks broke.

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Axe_Edge

"edit: Logram & Yaisog fix ... (link is external)"

 

Perfect! :)

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kevL's

oops, almost perfect ... forgot to define oYaisog (re-fixed )

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kevL's

Axe_Edge said

  • I for one would love for a [mildly psychotic] scripter to come up with the fix for the final room in the "Temple of the Four Seasons" (game ending bug when companions enter the final room first).  This one has struck down countless games.  I know the trick, but most don't.


https://github.com/nwn2fixes/player/commit/b6d92631d44dc80f07fa0b66ae1dc...

- tentative, i don't have a save to test w/

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Axe_Edge
Cool! I'm sure I have several saves around here somewhere. Just for when I try it out (in a few days days), does this also address the extra door opening after completing the Winter Room? Iraps: "Posted 22 September 2011 - 11:26 PM Reading miklosselkirk's post, I think I know yet another problem here. When you complete that first room - the Winter room, it actually unlocks both doors - the one to Autumn AND the one to the statue. Now, when you proceed your companions will take the shortest path to catch up - which under the right circumstances may include going through that door and misfiring the statue trigger. I haven't tried this here (maybe next time if I remember), but I know you can blow up the Gith leader's speech in the Archives this way - it's quite easily reproducible, in fact. The answer is to watch your mini-map and make sure everyone is following the proper path." Edit: Never mind. I forgot I can just check the readme :)
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kevL's

if you can get me a save from maybe just outside the Temple (before 1st entry) I'll study this a bit harder.

I didn't address the possibility of the door to the statue room unlocking right after Winter ... all i did was try to make sure that only the PC can trigger the purification dialog. (and this all assumes that Zhaeve gets forced into the party for the Illefarn Ruins, or that would be another bug because she's required in the conversation)

will perhaps look into the Archives ... any idea where the trigger's located & what's the dialog about ?

 

edit: dug up an old save, am at the gates, so that's taken care of

edit2: holy cr*p, the door from Winter to the statue room has a DC of 18 Lol.

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kevL's

so what does anyone think - is DC 18 for the return door @ the statue room a bug or not? Note that its tag is even labelled "temple_return" .... but at DC 18 a party can simply waltz through Winter (no fight necessary), bypassing all the other seasons as well, grab the Ritual and head out again.

I'll set it to DC 99, the other doors are DC 100

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Axe_Edge

I think its a bug, not an intended option.  The door opening command should probably be moved to a successful battle in the final room.

Glad you found the save.  I was just getting ready to post one for ya.

Now for the most infamous bug!

 :)

 

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kamal
If the others are dc 100, then they forgot to set the dc of the dc18 door. 18's the default dc i think.
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kevL's

k, good enough fo me

git repo is updated.

 

--
Axe,
note that if you've previously entered the Temple in your current save, at all, the statue-fix (such as it is) won't work. It relies on the Temple's OnEnter script not being fired yet; same with the DC fix : one time only.

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kamal
Not a big thing, but I need to get around to fixing some of the class/skill checks with the steam vents outside AJ's Haven. The dialogs check the wrong ones, i remember confirming that after wrfan listed it as a bug. Should be really easy to fix. There was also one with the Collector not giving the player a 500 gold reward when they are supposed to.
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kevL's

i seem to also recall a bug in MotB, where PC can't craft some thingamadodad with the Mold/Malleate feat ... it's for the heart of the golem in the back of the Veil Theatre, iirc. The bug manifested for certain classes or something ... does anyone remember details (while i've got my head in crafting)?

 

EDIT: False Alert. Bug pertains to The Complete Craftsman

https://neverwintervault.org/comment/21258#comment-21258

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Axe_Edge

I'm not a google ninja.  I only found these two posts from about 2008, at gamefaqs.com:

"Hakinaro

I have the golem's heart or whatever it's called and the brilliant spirit essence in the bag then try mold spirit and it says its an invalid recipe. it also does it with an ujuk essence and an adamantine and these are both working recipes according to the crafting guide"

"andreiciu

I belive it's a bug. I put a spirit essence and the golem's heart in there and cast mold spirit; the result .... nothing! Some say that only a script, to make the golem's heart apear in inventory, will make the game move further, but where do I find this script? I really want to play this game because I like it very much so please help! Tnx"

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Axe_Edge

*Double post*

 

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Axe_Edge

Now, the Most Infamous Gamending Bug:  Black Garius at Crossroad Keep!

Black Garius' spell is interupted = game ending problem.  May be when Black Garius' spell being interupted when he walks out of protective sphere and his hit by warriors or arrows?

 

 

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 Snakybastard
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I'm at the second part of the keep battle (after you destroy the towers) and I fought the undeads. Got the cutscene with Garius but once the fight start, the nightwalker that he's supposed to summon is not there.

Since I can't beat the nightwalker the next cutscene never trigger so I'm stuck ther beating on an invincible Garius.

Is there a way to advance one step in the quest line or some way to spawn that missing monster?  
 

 

#4 icon_share.png

 Snowbug
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Digged this up from the old forums:

Posted by dboura

-------------------------

After a long hunt for a work around, I found something that may help other players if they come across this bug.

The Bug:
From
time to time, when in the final Crossroads Keep battle, during the 
cutscene when Black Garius summons the King of Shadows avatar (a 
Nightwalker), one of the greycloaks interrupts his summon, seems to keep
showing me the one by the left side of the gate as thats where he runs 
to and starts attacking. This interrupts BG's summon casting resulting 
in no KoS avatar spawning. This breaks the game which is a coin flip on 
whether or not the next reload will result in the same thing, or the 
summon takes hold. 

The Work Around:
During the fight everyone will be rushing to BG and attacking him. 

Hit the ~ button
Type: DebugMode 1 and hit enter
Type: rs 3541_death_nwalker and hit enter

That
will fast forward the game to the cutscene right after you kill the KoS
Avatar. BG will freak out at how the sword didn't shatter and either 
Ammon or Zhjeave will recite the BG's true name, you get to choose who.

After the cutscene be sure to type DebugMode 0 and then hit the ~ key again to get the debug mode and window turned off.

This
bug happened to me 3 times back to back today on a replay of the game 
and have seen other recent posts elsewhere saying it repeated upto 25 
times before they either started a new game or did a full reinstall. 
 

 

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 I_Raps
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Ah, this forum feels like home, now!





After answering this thing multiple times, I finally put together a test a couple weeks ago. I saved right on the wall as the last siege tower was about to go up in flames, and ran the courtyard battle over and over, with different combos.



This is my finding.



When Garius comes into the courtyard, he stands in a circular area where he is immune to physical attacks. He is not immune to magical attacks (you can see this in action when the fighting starts - if you target him with a physical attack, your character will walk up to the circle and stop). While he is in this circle, he ignores all the random arrows, bolts etc. flying around the courtyard. The problem is, he wanders out of the circle sometimes during his speech, and then he gets hit by the random attacks and his spell is interrupted.



The key here is to not let him wander out of the circle. After trying many different things, there's only one thing that works consistently - don't let him talk. Click your way through his speech - also Ammon Jerro's - as fast as you can. Garius is just a ramblin' dude. 

 

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 -Semper-
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Quote

The key here is to not let him wander out of the circle. After trying many different things, there's only one thing that works consistently - don't let him talk. Click your way through his speech - also Ammon Jerro's - as fast as you can. Garius is just a ramblin' dude.


the bug with the missing shadow is also caused due to fast clicking through the cutscenes beforehand. don't cancel anything and let those cuts move on their on. the creature will be summoned and you're good to go. at least that fixed it for me after reloading of course :D 

Edited by -Semper-, 21 October 2011 - 08:33 AM.

 

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 tcn-talon
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Yep. For storytelling purposes, those Greycloaks are not *supposed* to attack him. But they do. They started doing it after Storm of Zehir I think, something broke in the patching around that time. There's one in there who has just decided for himself, "Hey, he's blabbing, this would be a perfect time to put an arrow through his head!"

 

Which, you know, hey! Sound tactical thinking, man, and we salute you for it! That's one gutsy Greycloak. It's a real shame it breaks the cutscene when he manages to land a hit, really.

 

 

 

 

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kevL's

oh right, Garius by far !

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