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Showing results for tags 'BUG'.
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I've been trying to get to the arena sub-level for ages now, but every time I do the game freezes and fails to load the area, crashing after a while. What should I do?
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- Bug
- Game breaking bug
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I wanted to change the specializations of my monk through the in-game respec on taverns. I realize now that We can't change attribute spread and specializations using the respec system, however something weird happened. Instead, my monk retained the unarmed and rapier specs I had... while gaining two new specializations (mace and battle axe) out of nowhere..
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Hey guys, I've been having a very specific bug since release (and up to the new DLC's release) and I think I've finally identified why it's happening. Sometimes, when fighting enemies with charm abilities (such as Fampyrs) I've noticed that Chanter summons sometimes appear under the influence of the enemy for no apparent reason. After some testing, I think this only happens when your main character is himself under enemy influence (charmed/dominated) even though your Chanter is not : As you can see on this screenshot, my Wurms are somehow fighting for the other side even though they were summoned by my Chanter (who wasn't charmed during the fight) because my main character (who isn't even a Chanter) is currently charmed. It seems to me like Chanter summons are automatically assigned to whatever "faction" the main character is currently serving, even if the main character is not a Chanter and not the character who summoned the creatures. I have replicated this bug many times, with different parties/saves and against different foes, so it seems to be fairly straightforward.
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As the title explains, male models (and only male models) are currently suffering from a slightly broken Watershaper's Robe model - the neck seam does not correctly match the head model's height, which results in a visible transparent seam - this is consistent in all races, although the issue is not readily apparent with Tekehu due to his skin being the same shade as the character screen paperdoll background. As follows: This issue has been verified on the live 2.0 patch
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I was going through another play through and got to the point where I was assaulting Arkemyr's Manor. I noticed that every fight I had with the Ironclad Constructs they would show the icon that they're going to cast their flame ability. And that's where they'd sit. They'd stop moving, stop attacking, and just stand there with the cast icon until I beat them down.
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- arkemyr
- constructs
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HAve a weird UI bug since DLC release. The modal options don't updates. I have 3 weapons set with different proficients. Dual pistols in set 1 show my pistol modal, I switch to a hatchet + dagger (proficient), it show the pistol modal + dagger modal, switch to 1 blunderbuss in main hand (proficient), show only the pistol modal. Look like modals from proficient in first set overlap the ones in other sets depending of main hand/off hand.
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So today, after having beaten the game once and taking a break from my second game, I decided to try and wrap up some loose ends I forgot about before Ukaizo. However, upon entering and leaving ANY area back out to the main map (I have tested this after the initial encounter, it is any area), the game takes a moment to freeze upon loading in. No matter if I leave out onto the boat or an island, I am immediately forced into the pre-Ukaizo ship battle text sequence between the other factions and the Guardian. Reloading the autosave made upon immediately entering into the main map doesn't fix the issue. I don't even have any option to leave back out of the text sequence. Also, the dialogue choices do not contain my crew member names during this, and instead are blank. Following this, I can however fight the Guardian and continue through Ukaizo without issue. I should probably also add that this only started to happen AFTER I downloaded the Rum Runners Pack and Beard and Hair Pack, and that I first encountered this bug after recruiting Mirke. Not that I could see any reason why they'd be causing this, just adding as many details as possible. To be more specific, about a month ago, I reloaded my pre-Endgame save on my first character in order to recruit Mirke. I then left said character at Fort Deadlight to wait for the first expansion, and continued playing on my second character. Multiple weeks later, I hopped on said character to change some of my party members hair styles to ones from the Beard and Hair Pack, and then quit out immediately without triggering any sort of area transition. At the time, I did not encounter the bug because I did not leave out to the main map during either session. Jump to now, where I come back to do some quests I didn't know about at the time. Reloading the pre-Endgame save before recruiting Mirke leads to the same result upon entering and leaving any area out to the main map. https://www.dropbox.com/sh/rfq3v0ygdeqtbha/AABU5jHDWoWlyxerkSKtntHya?dl=0 Here is the link to the Dropbox containing a save before the bug occurs, a save after, a completed game save before any of the packs were downloaded (just in case), my system specs, the output log, and a screenshot of the missing names. All in that order.
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So, just a couple minutes into Beast of Winter and it looks like you can keep modal abilities active even when weapon u're holding is not the weapon that can use that modal ability. Here i have the option to Rapid Shot (pistol modal ability) while having rapier and dagger. Aloth can use his scepter abilities even if he swithces to arbalest. BTW Eccea Arcane Blaster is still broken and doubles the amount of projectiles (which is the only reason i was able to kill that annoying new dragon in this comp). https://drive.google.com/open?id=1cgCechNlKBWK_4BeG41EvnafPSQLhlee
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- Bug
- Modal abilities
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When trying to create a new character, I get stuck at the "Sex & Race" screen. I can click on either male or female, however when I click "next", the camera zooms in, but does not advance to the next part of character creation. I have no mods installed, and this replicates every time I go into character creation. Changing my POE1 background doesn't have any effect. I have the game downloaded on Steam. System details: Windows 10 Intel Core i5-6300HQ. CPU @ 2.3 GHz (4 CPUs) 16384MB RAM 13238MB available DirectX Version 12 output_log.txt
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I'm stuck at the select gender stage of character creation on a new game. When I click the next button after a gender is selected, the button depresses and then the view zooms in but doesn't progress to the next stage. Output log below, I clicked the next button 6 times then exited the game. There looks to be a null reference exception triggered each time in the output. I've tried full re-install, and verified the files with steam. Steam overlay, and Geforce experience overlay disabled/enabled. Windowed/full-screen mode, different resolutions, no fix in any case. Nvidia GTX 970 driver 398.36, windows/steam version I played the game on launch patch with no issues. I tried again after the latest patch ahead of the the new content and the issue above rose up. My previous saves are also buggy (merchant buy/sell windows are not launching from dialogue) and character stats are odd (though the latter is probably from playing with the console to reset characters when the stat re-roll bug was around in an earlier patch) - not too worried about this bit though as looking to re-roll a new game anyways. Cheers Output log (failed character creation on new game - next button after gender hit 6 times) https://www.dropbox.com/s/hgj2lu3izik7h1u/output_log.txt?dl=0
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I have recently started playing Pillars of Eternity II: Deadfire and on the first day the game has crashed twice. The first time was as I was leacing Port Maje for the first time. I have reached the edge of the main location, selected that I want to leave the city on foot and then selected a location outside on the islan map and the game crashed. The second time was after my first naval battle. I have boraded the enemy ship, defeated its crew, then gave some of the loot to my crew to increase morale and the selected to go back to the sea map and the game crashed. Both times I loaded the last save game and repeated the previous actions without any issues. DxDiag.txt 2018-07-28_155008.zip 2018-07-28_191938.zip
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I'm nearing the endgame, following the Principi quest: https://www.dropbox.com/s/n27v9qhp07nxwn5/No%20Guardian.zip?dl=0
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I have encountered a strange bug that I really don't understand. In the proficient weapon special attacks it's show a third weapon, taken from another set. I'm not sure abut the nature of the problem, as I don't remember when it first appeared. I suppose that it could be related to "The Giftbearer's Cloth", a mantle that gives a weapon set over the maximum limit and I used on my Watcher, but I'm not sure. Using it and leaving the third slot empty seems to temporarily solve the problem, but it still present again in case equipped weapons are changed. https://www.dropbox.com/s/3ap8pb2slbdhz5q/WeaponModalBug.zip?dl=0
- 2 replies
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- Proficient weapon mode
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[2.0 beta] items can't be stolen from vendor containers
macmilanov posted a question in Patch Beta Bugs and Support
The problem occures throughout gameplay of 2.0 beta. It's impossible to STEAL items from merchant containers. 1. I can't drag items directly to stash or companions inventory. 2. I can't take items by pressing collect all button 3. One of the instanses is the store of Spindle Man in Gullet. I am not able to loot his shop after killing him. 4. Another example i can't steal The Red Hand rifle from Ernezzo in the Gullet aswell -
I let the Woedicans vigilantes kill Oswald, but returning to Kahn don't let the quest to be completed. The option to "lie", simply saying that Oswald was broke, concludes the quest, the "truth" option has Kahn going away without updating the journal or giving any experience. https://www.dropbox.com/s/fhapjh1fockgke3/Kahn.zip?dl=0
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the News interface is buggy if you change or run the game with a different language than english There is a weird question marker instead of the proper pictures?????
- 1 reply
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- Bug
- News Interface
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It appears 1.2007 broke one of our long-time mainstays for priests, perhaps as retribution for the time it was a nuke. The Priest level 2 spell "Iconic Projection" no longer does anything, it doesn't heal, it doesn't do damage, in fact, it doesn't even spawn a projectile anymore, graphical or mechanical. This bug is quite bizarre, might I add, because the spell was working absolutely fine on the beta patch. These screenies should help illustrate the issue. -Targeting, no problems thus far. -Casting, here's where the problems begins, since a projectile should have been spawned by now -Instead of hadoukening a bright blue glob of divine phlegm as a projectile my cast just... fizzles? What? And before anyone waves around the "just a graphical glitch" card, I've tested it on some live enemies too, because I'm nothing if not thorough. -"Earthlings, lend me your strength, clap your hands if you believe, moisturise me, yadda yadda so I can dump this log" -As you can see, nothing ever came out of this attempt at casting it, showing it was not just a graphical display glitch. This was tested on the live 1.2 patch, with and without mods, verifying the game installation showed no issues and my bandwidth data cap does not afford me the privilege of downloading and reinstalling the game the third time this week. Similar issues have been popping up with "progressing AoE" effects such as "Soul Shock" here in the forums, perhaps they are related?
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System specs: Debian Buster, upgraded from Stretch (so the fixes should work for that version too). Platform: intel amd64 i5-4460/16gb ram, ASUS H81M-K board, built-in HD Audio, running a daemonized pulseaudio under an xorg/xfce4 environment, up to date Steam installation with current game patches pre-August 2018 DLC/patches. Logs: There are no logs for this issue, none whatsoever, and I have never seen an output log from PillarsOfEternityII. Not once. I have seen logs in ~/.xsession-errors and I include a cut and paste example log for when it can't find a library, in this case libpulse-simple. I wasn't allowed to attach the log so here it is: Found path: /home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII Mono path[0] = '/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/Managed' Mono path[1] = '/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/Mono' Mono config path = '/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/Mono/etc' Preloaded 'libdiscord-rpc.so' Preloaded 'ScreenSelector.so' Preloaded 'libAkFlanger.so' Preloaded 'libAkHarmonizer.so' Preloaded 'libAkPitchShifter.so' Preloaded 'libAkSoundEngine.so' Preloaded 'libAkStereoDelay.so' Preloaded 'libAkTremolo.so' Preloaded 'libMcDSP.so' Preloaded 'libSDL2-2.0.so' Preloaded 'libsteam_api.so' Unable to preload the following plugins: libpulse-simple.so.0 Player data archive not found at `/home/SteamLibrary/steamapps/common/Pillars of Eternity II/PillarsOfEternityII_Data/data.unity3d`, using local filesystem Steps to reproduce: update steam. Links will disappear from the steam runtime and video and/or sound will again be broken. I also attempted to cut the runtime out, and it was still broken. This indicates to me that at least, the library preloading has no effect on the library path. Screenshots: screenshots are not useful for this bug. Savegames: also not useful for this bug. Discussion: There seem to be issues with the library path in PoE2 as already suggested. I don't understand why Obsidian didn't simply use SDL sound like everybody else does with Unity and threw FMOD into it which has also apparently has issues with later pulseaudio releases, including understanding what a library path is. In order to forestall issues with the 32bit side, the fix is copied to the 32bit runtime (this may seem unnecessary but it is harmless even if not, so do not neglect it), you should arrive at this: $ ls ~/.steam/ubuntu12_32/steam_runtime/pinned_libs_64/ has_pins libdbusmenu-glib.so.4@ libdbusmenu-gtk.so.4@ libGLU.so.1@ libpangox-1.0.so.0@ libpulsecommon-1.1.so@ libpulse-simple.so.0@ libpulse.so.0@ libSDL2-2.0.so.0@ system_libdbusmenu-glib.so.4 system_libdbusmenu-gtk.so.4 system_libGLU.so.1 system_libpangox-1.0.so.0 system_libpulsecommon-1.1.so system_libpulse-simple.so.0 system_libpulse.so.0 system_libSDL2-2.0.so.0 And the same should be true of pinned_libs_32/ . The directory by default does not include the SDL2 link or the pulse library links. All link back to the ../amd64/usr/lib/ versions of the libraries. The system_ versions link to the system libraries which will differ according to your distribution. Under Debian stretch/buster they will be found under /usr/lib/x86_64-linux-gnu/ and two of the pulse libraries are in a further subdirectory, /usr/lib/x86_64-linux-gnu/pulseaudio . All libraries are installed in Debian mutliarch for both i386 and amd64 versions. Be sure to check under /etc/ld.so.conf.d/ for each architecture and include the necessary subdirectory for pulseaudio and run ldconfig as root after you have edited. That is important, so read it again. In addition you may find that FMOD ex doesn't go with whatever output you select in pulseaudio. To make sure, run pavucontrol and run through the specific outputs of your output devices. For me it's Built-In Analog Audio/Line Out, it may well differ for you. As every update to Steam will wipe any changes to the pinned library directories, I strongly suggest you keep a copy somewhere to copy over to after an update/upgrade or PoE II will not work again. There are a lot of fixes that do not work for me. This idea doesn't work: LD_LIBRARY_PATH=.:$LD_LIBRARY_PATH %command% the idea is to add a link to /dev/null for pulseaudio in the executables directory so that FMOD isn't confused but that will mean it can't find pulseaudio which is what you actually want. nor does this: SDL_DYNAMIC_API=/usr/lib64/libSDL2.so LC_ALL=C %command% Similarly, any other "fixes" like running the executable from it's home directory do not work. Whatever the executable preloads, including SDL2, gets lost somewhere and it needs those libraries above, they may well work for FMOD to do it's job but FMOD is not connected to the SDL side of things. I hope that clears some things up about the sound issues under Debian and probably Ubuntu and related distros.
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I've noticed that there is an animation error with war bows. It happened to me equipping Saint Omaku's Mercy to Maia, as show in the pictures. After a combat end an arrow stays suspended in air.