Description of the bug :
http://gibberlings3.net/forums/index.php?showtopic=17367
The weird part is that very few people experienced this with the original bg2 engine and could work around it by just reloading the latest auto save. The majority never saw this in bg2, me includded. With gemrb it happens all the time, the mod is simply unusable.
I actually experienced this myself. I don't remember why I just hacked around it and continued though. Clearly seems like a mod bug. Which mods do you have installed (weidu.log)? I noticed all the reports mentioned Kelsey, who I also had (and dbg), though he obviously wasn't part of the party yet.
the fixed links:
http://gibberlings3.net/forums/index.php?showtopic=10884&start=40&page=4
http://gibberlings3.net/forums/index.php?showtopic=6156 (uneducated guess is false)
Interesting thanks, I'll double check the posts later but apparently these
are very old posts, the mod was updated since then and the problem is with
the latest version which is a few years more recent than these... !
Anyway since you are talking about Kelsey I had also an interesting problem
with Kelsey : when he joins the party he arrives with a few of his hp
missing. So I heal him, no problem, then save the game, and when I reload
the health points are gone again !
And I'd say the top most annoying bugs in gemrb right now are :
1) the fact that the formation seems to be randomly aligned when you click
somewhere to move the group, in the base game it's aligned so that where
you click is the direction for the front ranks, the back ranks being in the
direction where the party was, not sure it's very clear to say it like that
it's easier to see it ingame but it makes party movement very awkward
anyway...
2) the fact that you can't see during a fight which target is selected by a
given party member (the selection circle doesn't change to show if it's
selected or not).
2016-07-25 20:25 GMT+02:00 Jaka Kranjc lynxlupodian@users.sf.net:
Related
Bugs:
#276ps : it was while using the 10pp mod to have 8 members in the group, maybe
it's the cause of the bug with Kelsey, which would be a pity, but I must
say I didn't try without 10pp yet...
2016-07-25 20:41 GMT+02:00 Emmanuel Anne emmanuel.anne@gmail.com:
Related
Bugs:
#276For other things, please use separate reports. I did also use 10pp on one run with Kivan, but I'm not completely sure it was this one as the problematic one. Anyway, 10pp produces nice debugging diffs of its changes, so if it caused problems due to weird scripting, that could be detected relatively easily.
But many people had the same problem in the original, so I doubt 10pp is involved. However, I went and checked and it looks fine too. It does modify his dialog, but only some dead party member checks. The text around that is not the angry thing that happens. Bugs don't magically disappear with new versions.
Not magically for sure, but sometimes they are found and fixed, so it just
means it was never fixed. Here it was very hard to get it in the original
bg2, I played maybe twice with this mod in bg2 and never had this problem
and never heard about it, so it was very hard to fix in bg2. Now maybe
possible with gemrb, ironically.
Yeah I know I am supposed to fill plenty of bug reports, no promise here.
What this needs is a clean reproduction. No mods or fixpack only, plus Kivan obviously. It would narrow the search space quite a bit.
Since I was about to uninstall all this I could check that before that, so
I confirm with no mods installed except bg2fixpack and kivan the bug
happens a few seconds after exiting irenicus dungeon.
To be more precise if you try to go to his position asap, you can't reach
him before he teleports away.
I used a savegame done just after the irenicus movie after exiting his
dungeon, before the dialog between the npcs of the group.
I would suggest using dungeon be gone or maybe using the console to
teleport if you want to see this for yourself.
Anyway it happens all the time no matter what, you can reload a save or
anything, no way to work around it (except maybe using the console to
force-summon him).
2016-07-26 11:35 GMT+02:00 Jaka Kranjc lynxlupodian@users.sf.net:
Related
Bugs:
#276It's trivial to work around, just jump near him and talk to him (ctrl-j). I see the bug now. Him turning hostile depends on being hit, attacked or being damaged and apparently he starts with 40/44 hp. He has 14 Con, no special effects, so there's no bonus there. His CRE file has those values already! So another variant is to just fix the file with dltcep or ni.
Testing in gog tob shows that CreateCreature didn't heal, so I don't know how this could have ever worked in the original!? His scripts are plain and while his spawning is added at the end of the area script, the delay that that causes isn't enough for anything — something would still need to heal him right after spawning.
Ok, it worked by avoiding the issue. The code before it is blocking, so he starts the dialog before the hostility stuff can run. And all the dismissal options just make him quit the area, so it's not visible there (if you for some reason don't want him). So the bug this uncovers is that either we abandon the pathing too fast or something else is broken in the two preceding blocks (eg. maybe something isn't blocking).
I've ran out of steam on this p#kivan.bcs. Tried several different changes to ActionOverride handling and one even did cycle the MoveToObject a few times, getting him closer, but that in turn got somehow cleanly ended and the next action to execute was already from the second block. Maybe MoveToObject is erroneusly interruptible, but that's something for further poking later — I'll be gone during the weekend and must break the chain of thought.
try to have a look at the bug I posted about kelsey, "kelsey bugs", it
could very well be related (he looses his hp)
2016-07-29 22:56 GMT+02:00 Jaka Kranjc lynxlupodian@users.sf.net:
Related
Bugs:
#276The new Kivan release fixes this upstream and I've moved the MoveToObject note to the main todo tracker.