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Stillquest

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Everything posted by Stillquest

  1. No problem, happy to help. https://www.dropbox.com/s/u4h1ypp8yetijj6/98ebf92072014035a0fd141b0c1d708e%2016217523%20DracogenInn.savegame?dl=0
  2. Here. BTW: You're officially the proud owner of the most mixed up save I've look at so far. You had 4 characters with speed problems, and one of them (Aloth) was the first I've seen with a non-integer speed value. That means the bug is more general than I initially assumed. https://www.dropbox.com/s/f1nyk3dh9gsnpdl/9429edfc41904885afcda2f05c91e65e%2013157461%20Brighthollow.savegame?dl=0
  3. There you go: https://www.dropbox.com/s/n0ikqi3bjoaqdlf/bd4e6b38-75a3-4e90-a10c-8718217ccc60%20autosave.savegame?dl=0
  4. Oops. Sent you the right one by private message.
  5. Enjoy https://www.dropbox.com/s/gb84qo57guoy0vx/884ba31d88124f5f80cacfa2a021e3ed%2015357979%20CaedNua.savegame?dl=0
  6. Ok, I've just got another idea. I noticed a few people mentioned fights that included their characters being dominated happening just before the speed problems started. Perhaps the bug appears when a character gets a speed debuff, then gets dominated, and the debuff wears off while he's still dominated?
  7. There you go: https://www.dropbox.com/s/h8853bk3x1yrem1/57cd6ffa5b804829862f839a6a5286f4%2012981037%20Elmshore.savegame?dl=0
  8. I suspect the problem is caused by a bugged de-buff attack on one of your characters. When a character gets hit by such an attack, their speed is reduced by a certain amount. When the de-buff ends, the game is supposed to add to lost speed back, but it seems to give it to the wrong character. Thus one will be slowed, the other accesalarated. It'll be great if someone manages to find out which attack we're dealing with. If you want me to fix Durance as well, send me your current save file (with Durance in the party)
  9. There you go: https://www.dropbox.com/s/vwfofnge1yiomg8/670a14c7-1f20-4ad3-8400-28f091dc39a8%20quicksave.savegame?dl=0 A question, if you will - did you notice any other character (perhaps you've taken them out of the party) that started moving extremely fast at the same time Itumaak slowed down?
  10. I think I've got it. If anyone wants me to try and fix their saves, post them here. Please specify which of your characters have speed problems, and if they're not one of the default companions (main character or hired adventurers) make sure you use the exact name - including spaces and capitalization.
  11. I'm trying to find an easier way to deal with this problem. Vinni, I fixed your save as a start. https://www.dropbox.com/s/h8853bk3x1yrem1/57cd6ffa5b804829862f839a6a5286f4%2012981037%20Elmshore.savegame?dl=0
  12. Possibly this is a separate issue from the one the rest of us are having - ours seems to manifest as characters moving at different speeds, some lagging behind when you move your party, some shooting forward. In my case, at least, Fast Mode still worked.
  13. Well, I'll try: For starters, the way float variables work means you often don't get round numbers. 3.2 would appear as 3.20000014, or something like it. The speed variables should be stable, though, so the ones you found aren't them. Let's try doing this the long way, which I'm sure will work: Start the game. Make sure you backup your savegame. Now start Cheat Engine. Click the blinking button on the top left corner, and select the game's executable from the list. On the right side of the screen, set Variable Type to "float", Scan Type to "unknown initial value". Then click "First Scan". Wait for the green bar on top of the screen to fill-up. At the top left you can see the number of variables found, should be a few hundred millions at this point. Go into the game. Find a nice spot with relatively weak enemies. Set Kana to chant something that uses "Blessed Was Wengridh, Quickest of His Tribe" as the first verse, and a random second verse. Now, send Kana and the characters having speed problems into combat. You should keep the other characters away, no reason to add noise to the system. Now: The moment you enter combat, Kana should start chanting BWWQHT, which will cause the speed of nearby characters to rise by 1.2. You'll notice the small winged boot icon appear on affected characters. Pause the game, alt-tab back to Cheat Engine, change the Scan Type to "increased value" and click "Next Scan". What we're trying to do here is locate all the variables that increased in value between the initial scan and this one, as you've just raised your characters' speed using Kana's chant. The second scan should take considerably longer time than the first, don't worry. You'll notice the number of variables found decreased dramatically. Now, go back into the game, and wait for Kana to start his second, non BWWQHT verse. The moment the winged boot icon disappears from your characters' portraits, pause the game and go back into CE. The speed values should be back to non-buffed level, so now you need to change Scan Type to "decreased value" and click "Next Scan". Again, you'll notice the number of found variables significantly decreased. Rinse, repeat. That is, go back to the game, wait for speed buff, scan for "increased value", back to the game, wait for the buff to wear off, scan for "decreased value". And so on. A bit tedious, but after a few scans you'll narrow the list down to a couple hundred variables or so. In order for the next bit to have the correct numbers, you should stop when your characters are NOT buffed. * I must mention that it would be FAR quicker to choose "increased/decreased value by" and, say, a range between 1.1 to 1.3, but I'm trying to keep things simple, not efficient. At this point you can skim the list. If you got hit by exactly the same bug that I did, you have one character which is too slow, another one that is too fast, the first had their speed values reduced by 1 and the second had them increased by 1. If you took just Kana and the two problem characters to combat, you're looking for 3 sets of two consecutive variables each, which should be "4,2" for Kana, "3,1" for the slow character, and "5,3" for the sped up character. As float variables are 4 bytes in size, consecutive addresses would be, for example, 5C9C1A44 and 5C9C1A48. However... You might NOT have exactly the same bug. Perhaps your numbers will be different. What we can be reasonably sure about is that the run/walk values for each character differ by 2, and that they're in the, say, 1-8 range. * A handy trick to make sure you got the pairs you want is to add "C0" to the larger address - in my previous example, it will mean 5C9C1B08. It should contain a number that should be equel to the larger speed value of the pair. You can use an online hex calculator, just google for it. Double click the addresses you've located. That should add them to a list in the bottom of the screen. I suggest you double click the "no description" next to each added address and choose descriptive names ("Probable Kana Running Speed", etc) so you won't get mixed up later. Now, by double clicking the values of the variables in the list you can change them. Change the 5,3 couple to 4,2. Same with the 3,1. Go back into the game. Test the characters' speed. If all went well... Congrats! Save your game, and hope the bug doesn't strike again. Let me know how you managed, or if you have any questions.
  14. I provided a workaround/temporary fix in a different thread, should appear there once my post gets approved.
  15. Well, I encountered the same problem - one character slowed down, another sped up. I have a solution, of sorts, but it requires some hex editing. The following might not make much sense if you've never done it before. Use at your own risk, you can bork your saves, etc, etc: I used Cheat Engine, it's free and relatively simple to use. It seems each character has 3 variables that determine his/her movement rate. One seems to determine walking/sneaking speed, one is used for running/combat speed, the third one is derived from the other two - I'm not 100% sure as to the mechanics, but it's the first two you need to worry about anyway. The default movement speeds of each of your characters is 2 & 4, respectively. Animal companions seem to have higher running speed but the same walking speed. In my case, Aloth was sped up (values 3 & 5) and Itumaak was slowed down (Values 1 & 5.5). I suspect some speed debuff was used against Itumaak, which was supposed to reduce both speed values by 1 temporarily. However, when the debuff expires the lost speed was added to the wrong character. BTW: I think this problem was introduced with the last patch, as all the complaints about it seem to be from the last couple of days. How to locate your characters' speed values: Search for float variables: The running/walking speeds for each character are located one right after the other, so they should be offset by 4 bytes. The derived speed value is offset a further C0 bytes down the line from the second variable, useful to make sure you got the right addresses. I used Kana's "Blessed Was Wengridh, Quickest of His Tribe", which increases all speed values by 1.2. Then, by alternately looking for variables that increased/decreased as the speed buff kicks in and runs out, I located the relevant variables. I assume we all suffer from the same bug, so you can also simply look for the exact values, which might be quicker (1 -> 2.2, 3 -> 4.2, etc). Simply set everyone's speed back to 2 & 4 (except animal companions, I assume original speeds of 2 and 6.5 for Itumaak), save, and you should be OK.
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