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Everything posted by Hassat Hunter
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A savegame would be difficult (the drake doesn't persist on a loadgame, and it requires a specific action during any combat to work so all saves should work provided a Chanter is present with the ability), but here's the output_log (of the gamesession which involved making above YouTube vid): https://www.dropbox.com/s/j89qbrw9pyy0k62/output_log.txt?dl=0 Pretty sure it's this section: (Filename: Line: 70) NullReferenceException: Object reference not set to an instance of an object at UILockedDoorOption.Load (.CharacterStats character, .OCL container) [0x00000] in <filename unknown>:0 at UILockedDoorTooltip.Reload () [0x00000] in <filename unknown>:0 at UILockedDoorTooltip.OnSelectionChanged (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) 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(object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) 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delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at PartyMemberAI.OnSubSelectionChanged (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at PartyMemberAI.set_Selected (Boolean value) [0x00000] in <filename unknown>:0 at PartyMemberAI.RemoveFromActiveParty (.PartyMemberAI partyMemberAI, Boolean purgePersistencePacket) [0x00000] in <filename unknown>:0 at Summon.DestroyAllSummoned () [0x00000] in <filename unknown>:0 at Summon.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)
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Seems I can't do it, making one topic for many small issues... here's a collection of inside Durgans Battery: http://forums.obsidian.net/topic/81819-several-minor-issues-inside-durgans-battery/ Also another noticed issue (too small to warrant a thread): * Hamke's opening VO is cut short as 'How goes' instead of "How goes it." Well, almost done with the expansion now
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2.01 patch UI bugs
Hassat Hunter replied to lameover's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
I've seen the 'no buttons' once so far, and that was when floating text was present at the time I wanted to lockpick. Is that the case too for when you notice missing buttons? -
Collection, since they are all too minor for their own thread. All happen within the Durgan Battery maps. Great Hall: * Using a torch on door or the frozen dwarf doesn't remove a Torch from your inventory. * First spirit sequence inside the Dwarves had green selection circles - character is busy upon select. None of the other spirits have this, and all other cutscenes with this droids are actual cutscenes (with the dialogue box) rather than overhead dialogue. * Button to open frozen dwarf door remains after use, hovering over it looks like a container, but you cannot interact with it. * 'hie back' should be 'hike back' in letter to Zoltun (Great Hall) * Badgradr's Barricade has 13/12 enchantments Mines: * Upon taking Nightshroud and returning to the spirits, a line is spoken before they attack. There's no overhead text though and it's also not logged into the conversation log. Considering I had around 10 very loud traps going off at the moment I have no idea what they said. * Long opening animation for doors in the Mines - you can walk through the door long before it appears open (the wheelspinning animation still runs). Forge: * You can read the instructions for the world map on the other side of the wall from wence the plaque is located. * Fragment of Marunn's "Body Control", "Mental Fortress" and "Unstoppable" lack icons (pure white blocks)
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Bug: Might bonus
Hassat Hunter replied to Mathuzzz's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
It's a rather stupid order if you ask me, but yes, like Torm51 said... it's not a bug. -
Low, based on Steam stats anyway. Of course "boot the game" is like 60% on avarage for games, so... it might just be really disproporiate numbers all by itself. Any VET know if BG also got this ****storm in 1999? And personally I think ToB just absolutely sucks, TotSC was much much better. Atleast it's not like The Witcher II that added DLC to act I while there are 3 acts and you can't get back once you finish one. Must have been hell for our current forum members...
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No, I just rant on "don't wanna load, waaaaah" people. People who genuinly have "lost" the savegame is another matter. But yes, it still depends on how they 'lost' an automatically created unavoidable savegame that just *happens* to be infront of the point of no return. That's like winning the lottery, *knowing* you won it, having the ticket in your hand... then shred it for an unexplainable reason. But do tell the stories of how they got 'lost', maybe someone actually has a genuine issue rather than all this vague muck I've heard so far... Cause yeah, I do kinda concern myself about the plotline of a plot-driven RPG that's really good on it's plot... not just to throw it out of the window with a 'lol, oh well... you just magically appeared in lala-land after potentially DYING. :/'
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Painful forum situation
Hassat Hunter replied to Oralaina's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Tip; go to subforum (like General here) then search. It'll only search that forum, not all forums of the entire game. Shouldn't have any beta-hit from that either, and should relative be spoiler free... -
Massive KotOR II Steam Edition Update
Hassat Hunter replied to Blarghagh's topic in Star Wars: General Discussion
Interview with Aspyr: http://www.redbull.com/en/games/stories/1331743650089/knights-of-the-old-republic-2-on-mac-interview -
Steam achievements not unlocked
Hassat Hunter replied to wuthering20's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Most Steam achievement related "incidents" are caused by 3rd party software blocking the upload to the Steam Server. For instance, I lack several of Saint's Row critical mission achievements towards completion, of which I have the achiev from. Reason; My firewall suddenly decided to block Steam achievements. As soon as I whitelisted it, achievements worked fine again. -
Pet stops moving in stealth mode
Hassat Hunter replied to sanicek's question in Pillars of Eternity: Technical Support (Spoiler Warning!)
Definitely something wonky with the Metzla fight, since I got the same movement dibilitation on my Barbarian (of course, no Pet). Saving/loading fixed that however. -
Noted. Thus I've made 11 new threads (:/) about the issues I've experienced my last game, rather than just keeping them all centralised :/ I did search and made new posts if I didn't find any reports. Drake: 100% reproducable way to get a permanent* Drake and some other Drake-related issues http://forums.obsidian.net/topic/81799-100-reproducable-way-to-get-a-permanent-drake-and-some-other-drake-related-issues/ Large issues: Cannot select NPC if magnifier glass is under HUD http://forums.obsidian.net/topic/81800-cannot-select-npc-if-magnifier-glass-is-under-hud/ Blank attack for PC and Grieving Mother http://forums.obsidian.net/topic/81801-blank-attack-for-pc-and-grieving-mother/ Reported before issue, posted in their thread: Possible Bug outside of Durgan's Battery http://forums.obsidian.net/topic/81587-possible-bug-outside-of-durgans-battery Calling the World's Maw's description is wrong. http://forums.obsidian.net/topic/81803-calling-the-worlds-maws-description-is-wrong/ Meztla quest doesn't give monetary reward http://forums.obsidian.net/topic/81804-meztla-quest-doesnt-give-monetary-reward/ Minor issues: * Pearlescent Orb icon is oversized (not worth it's own thread) * Zahua runs normal without Boots of Speed, haven't tried it on other teammates yet. I'm fine he doesn't walk at the time like an idiot anymore (not worth it's own thread) * Talking to Alpine Dragon Zahua interferes, and it looks like the PC adresses him rather than the Dragon (not worth it's own thread) * Can combat log list all damage. Seeing "12" and 10 crush damage is in log is not incorrect (since the 2 burn isn't shown) but it's rather obnoxious and hiding how I fare, what a combat log should do (more suggestion than bug, still...) * Locked crate (near Caravan) takes neariest NPC rather than most mechanics NPC as every other lock/trap ingame (too minor an issue for it's own thread imo) * Graphical glitch near Durgan Battery caravan (from above issue), going down the path north. (again, very minor so I do dump it here) * Zahua: "The Ixamitl the Tacan know... and it is good to us." some text the VO says is left out in the text. (again, don't think that warants a topic) * Thyrs has a mind read session about his son even if he is there, there's an entirely different mindread on the second attempt. I'm pretty sure it's not supposed to give 2 different responses like that. Okay, even if it's so minor, let's make a minor error a thread too for a change (even if it makes me feel a bit uneasy making new threads for such small stuff) Unstable construct: Self-destruct combatlog issues http://forums.obsidian.net/topic/81805-unstable-construct-self-destruct-combatlog-issues/ <1 damage popups with non-Chanter skeleton summoning http://forums.obsidian.net/topic/81806-1-damage-popups-with-non-chanter-skeleton-summoning/ Enemy waypoint issue in Durgan's Battery http://forums.obsidian.net/topic/81807-enemy-waypoint-issue-in-durgans-battery/ Slowmotion action after the Meztla fight. Had to reload to restore my speed. Might be related to the same issue that gives permanent drakes? http://youtu.be/s8TpPgY6gpk
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I have no idea why these things are even available. A class is a class, why add their unique stuff to everyone to work with. Aside from the "WHY? Whyyyyyyyy?" here's the bug: 0.4 or similar damage values can appear floating above a enemy if skeleton summons attack opponents in the expansion area (in my case Zahua spawns) Never seens digit floats in the game before, so this is definitely a new thing.
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So continued on with 2.00 (and now 2.01) after completing the main game on the first patch. Notice I have 3 weird, unnamed or oddly named and blank iconned attacks in my team. Might be leftovers from using older saves, still probably shouldn't be there. There's 2 for my PC (Barbarian): <NAME> Attack. One's +0.5 to Crit Damage multipliers against targets with low Endurance Second is +20% of Hits converted to Crits against targets with low Endurance Didn't note down Grieving Mother's but I could easily look it up if deemed necessary.
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Area in question where I noticed this issue. See the magnifying glass from the waterfall underneath Hiravias? It dissalows Kala or Hiravias from being selected by clicking the portrait there. Considering it's the topmost left location of the map (1920x1080) I needed to manually select them or move the camera south-west to be able to select them again.
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It's actually deceptively simply to keep him around... hurt your opponent till they are near dead, then use a special power (doesn't matter which of the 2). If the enemy dies before the Drake's attack/animation are over, combat ends and he'll stick around to fight for you. You can even trigger a next fight and at the end of that he will still float about. Also see the screenshots at the bottom. The other minor Drake-related issues: * Knockout desc. wrong. It uses the same as the players version, even if this knockout works entirely different. * Drake can trigger ground-traps (while airborne) * Drake fear aura spams "immunity" messages and combat log entries inside the Workshop and other areas enemies are resistent. Same can also happen for say, Threatening Presence upon immunities. * NOTE: Permanent Drake still complies to Health and Endurance rules. Permanent Drake may not pass Area triggers. Permanent Drake will be removed if loading a savegame made with him. And may dissapear if you summon a new Drake (haven't tried that) Screenshots of Permanent Drake in action: