-
Posts
34 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Everything posted by EvilVik
-
Berkana's Folly quest bugg
EvilVik replied to vanpaladin's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Just to share it with everyone else - there is a way to fix this with console commands, but you need to enable cheats so you will lose out on achievements. Be outside of Arkemyrs mansion SetTeamRelationship TEA_05_Arkemyr_Manor Player Friendly SetGlobalValue b_Arkemyr_Alarm_Sounded 0 Now you should be able to head in and go downstairs and finish the quest. -
Just to share it with everyone else - there is a way to fix this with console commands, but you need to enable cheats so you will lose out on achievements. Be outside of Arkemyrs mansion SetTeamRelationship TEA_05_Arkemyr_Manor Player Friendly SetGlobalValue b_Arkemyr_Alarm_Sounded 0 Now you should be able to head in and go downstairs and finish the quest.
-
Okey, so both of those won't work. I just got error message that they didn't exist- I did try SetGlobalValue b_Arkemyr_Alarm_Sounded 0 and it didn't give an error message. The second one is misspelled but even though I change it to SetGlobalValue b_Arkemyr_Hostilities_Fix 1 it just gives me an error message it doesn't exist, so probably another typo or mistake in there that I can't guess.
-
I will check in with the devs for a console command fix on Monday. Would you mind pinging me with a reminder PM then to look into the matter? Have it in my schedule but it is quickly getting huge. Best, -Caleb Will try to remember it as well! Would be awesome if it's possible to just do a console command. Thanks!
-
Berkana's Folly quest bugg
EvilVik replied to vanpaladin's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
If I recall correctly, there is an alarm that can be disarmed with a mechanic check when breaking the wall. Might be, but I for sure set it off anyway xD -
Berkana's Folly quest bugg
EvilVik replied to vanpaladin's question in Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
Did any of you by any chance crack open the wall from the bath house basement? This is what bugged it for me. Everything is hostile but I do know that I took the backdoor in long before finishing Bekarna's Folly. I think breaking the wall triggers some sort of alarm that turns everything hostile -
I just made the same mistake and triggered the bug. Is there any fix for this? Like setting a flag or a console line? Just came back to hand in Bekarna's Folly and everything is hostile. I had used the bath house wall to enter long after I accepted Bekarna's Folly quest thinking it was safe. Is there a fix planned or something that can be done with the console?
-
Usually you can kill the mobs with aoe abilities such as fireball. This happened a lot to me when approaching from stealth
- 25 replies
-
- untargetable
- stuck
-
(and 2 more)
Tagged with:
-
I do have a save right outside the Engwithan Saints room as I reloaded several times as the bug happened to some extent every time I entered the room while stealthed. Only way to not bug the room was to enter it outside of stealth. I can upload it when I'm at home. Was there a quick path to the save game folder? I haven't really searched for it yet.
-
Don't know if this is considered a bug or not, but if you collect all the items required for the quest and THEN go to speak to Rosenella she has nothing to say about it. Of course this requires metagame knowledge or "luck". Just because you got the stuff doesn't mean you know which ingredients are needed. Expected behavior: She tells you the recipe and that you're good to go and sends you back to Pietro.
-
Issue description: When starting some fights from stealth where not all enemies are active from start the "inactive" ones bug out and are un-targetable by the party. My party does not react to them being there, even though they keep on killing you, and the only way to fight them is with AOE-abilities that doesn't require a target. I have encountered this issue a few times now, but nowhere as obvious as in the Poko Kohara ruins. So far I've only seen this happen when enemies needs to "activate" in order to join the fight, such as skeletons crawling out of the ground or "waking up" from being statues. In this case, the Adra Animats waking up from their sleep. I could repeat this several times in the room with the two Engwithan Saints that has a bunch of Animats that activates and joins the fray. If you enter the room fully visible it activates the way it should and all mobs are targetable.
-
Patch 1.1.0 Updates Thread
EvilVik replied to David Benefield's question in Patch Beta Bugs and Support
I'm currently on the road traveling so can't play the game. Should be easy enough to start a new game, skip to character creation screens and just observe the crazy CPU usage. -
Patch 1.1.0 Updates Thread
EvilVik replied to David Benefield's question in Patch Beta Bugs and Support
I've seen quite the improvement in CPU usage in the game with one major exception: The character creation screens make my CPU and fans spike at 100%. Even if I tab out of the game it's still going full throttle, so there is something fishy with character creation. -
I couldn't find another post mentioning this, so here goes: Leveling up several levels for a character is quite the tedious task. Let's say you want to respec Aloth to optimize his spell selection at lvl 18 because you got just the right grimoire for the job. That's screen after screen after screen after screen of clicking through the same pages for every level. I would much prefer to have all abilities/talents/choices pooled up, smartly "locked" to the minimum tier you need to place them (so you don't go all in on high level abilities), but handle it all on one screen for abilities/spells and then one screen for the skills. My 2 cents
-
Suggestions to improve load times
EvilVik replied to EvilVik's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
They should be able to do it by putting it all on the same map/area. So going into buldings would be more like teleporting between two areas on the same map. Of course they would have to hide areas on the map screen so it still looks "right". -
I know a lot of people are suffering from long loading times, and even on a good system this can be annoying. Most of the time you spend a lot of time on a map, so it's not a big thing, but after playing the White March and running around in Stalwart this actually became really annoying. With all the running in and out of buildings, you spent more time watching the load screen than actually playing the game. I don't know if it's technically feasable, but my suggestion would be that in areas like Stalwart, Defiance Bay and similar the full map including it's buildings are loaded, so transitions in and out of buildings are done without a loading screen. This might make the load times for the initial entry slightly longer, but you would skip the following transitions which I'd prefer any day of the week. Love the game, and can't wait for the part of the White March!