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  1. Doing the quest I noticed some inconsistencies in the dialogues: https://www.dropbox.com/s/pf3j3up6sm9ufkx/Crookspur.zip?dl=0 https://www.dropbox.com/s/x1wy5zukaz8vggl/GlowingOutcrop.zip?dl=0
  2. 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
  3. whenever i put anyone that has their default position(e.g. tekehu or mirke) in my party at the back to the front(vanguard) will revert back to it whenever i go to any loading screen
  4. I'm nearing the endgame, following the Principi quest: https://www.dropbox.com/s/n27v9qhp07nxwn5/No%20Guardian.zip?dl=0
  5. As you can see on screenshot party is affected by 2 paladin auras with only 1 paladin in the group, when i remove hired paladin his Exalted Endurance stays active on protagonist (also stays active on Pallegina that wasnt part of the party the moment 1st screenshot was taken, but she was affected by Exalted Endurance of the same mercenary previously). Note that aura dissappeared from companions (but not Watcher) and stayed on Pallegina. If i remove Pallegina then Watcher, Aloth and Eder (but not Tekehu) will still have Exalted Focus active. Save link below. Edit : Also Watcher has Grave Calling effect in UI and in character sheet active effects list even with the sabre being in the stash (not even inventory) just like Eccea's arcane blaster that stays active and doubles any projectiles affected character launches. https://drive.google.com/open?id=1JWgTX6U8W5BR4A4vs-hIrtjoVfWNUuoX
  6. 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
  7. 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
  8. 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
  9. In 2.0 beta i faced with a bug not allowing me to steal stuff from containers. Both dragging to characters inventory or stash and collect all button. For instanse i found it when Spindle Man in Gullet was killed and i coudn't "take" his wares from store. Did anyone faced with it ?
  10. 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
  11. Hi, as you can see the bounty ship is stuck on the island. Any suggestions how can I finish the quest somehow? My savegame is too big to upload. Thanks!
  12. I remember fighting her in the cave and I've got her the grimoire, but I never got the pistol. I've returned there to see if I did miss something, but I didn't find the weapon anywhere.
  13. 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.
  14. I've noticed that enemy ships in naval combat never seems to decrease or increase their distance from my Watcher's ship during the combat, as they did before the beta patch. Even when using the "full sail" option they remain still. https://www.dropbox.com/s/14vunvmw7w9q8do/Naval%20combat.zip?dl=0
  15. I am having a problem when I cast Citzal's Spirit Lance that the lance itself does not appear but only, what looks like, an area where someone has taken a brush or eraser to the screen. https://imgur.com/gtQfnhh https://imgur.com/pUKaEEt DxDiag.txt
  16. 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.
  17. I am unable to load my current playthrough. I'm 16 hours in currently on the worldmap and just did the Aloth Questline "The Painted Masks" so I'm near Ori o Koīki. The weird thing is that, when i go to load the save Aloth is displayed twice in the party. I only added 1 item via Unity Console(mod) but it`s been saving and loading after that no problem for hours. I`d rather not have to start all over, so i would really like to know what i can do. Thankful for any help.
  18. After loading a save in Bentbranch Bog, I noticed that the game re-applied the fog of war in areas that I explored few moments before. I loaded other saves in the bog and noticed the same issue. https://www.dropbox.com/s/pa1kx6ge38gr3i5/Bentbranch%20Bog.zip?dl=0
  19. From time to time Amira's wing stops working. The attack animation goes on without problem, "projectile" launches but it never reaches the enemy. In combat log there is no entry for those attacks at all, as if Aloth did nothing that whole time (unless he casts spell, then corresponding entry appears in log). Bug occurs randomly, after some period of time (or after some action performed) it fixes itself. It appears that it fixes after you board your ship and land somewhere (but simply leaving and re-entering location won't help, neither will switching location, because on screenshot you can see that bug is still there despite it first (not the very first time, it happened to me on 2 walkthroughs, this being the second) showed up on the upper level of the location Poko Kohara) Also on second screenshot in combat log you may see my rogue hitting Desert Imp twice with 1 attack using Scordeo's Reward, and damage dealt differs between those 2 hits. The second issue occured after i switched weapon (not set of weapon but replaced 1 pistol with another) from Eccea's Arcane pistol to Scordeo's reward.
  20. If I first choose a page of creature with rather full description (Young Drake, for example) and then switch to the page with only partial description available, then resistances and abilities of the previous creature are shown. Screenshot of a page with wrong display attached. Have latest patch 1.2.2.0033.
  21. During 2 of my latest walkthrough i've noticed that there are moments when FPS drops from the cliff in combat. Luckily the reason was easy to spot : for some reason every now and then Serafen's shots cause FPS drops. I've encountered this bug in The Hanging Sepulchers, and just a minute ago i got that bug again. The moment Serafen pulls the trigger (doesn't matter what weapon he has arquebus/pistols/blunderbuss) and the hammer hits the primer (or whatever that part is called on that flintlock firearms) and the sparks show up the fps drops (simultaniosly with the sparks appearance) and stays low for uncertain amount of time. Switching weapons back and forth didn't help (perhaps because i switched from firearm to firearm). Yet this bug does not appear EVERY time Serafen fires. Save file link https://drive.google.com/open?id=1BQW4MyLnKaIR1Fl54Hwm-fm8AFajg8mZ
  22. I updated my game to the patch 1.2.2 but now missions , dialogue , ''adventure'' text box , quests ,etc , etc texts in general are all missing ( Missing string some random number ) in my game and i can't continue to play. Please help. And before someone ask , yes, i already verified my game and reinstalled, nothing changed.
  23. Hi! I followed the Vailian Trading Company questline and blew up the powderhouse at the Brass Citadel. I went to the trial in the palace afterwards, where I lied about not seeing anything. After the scene I wanted to turn in a quest with the Queen so I went to the rooftop. In dialouge with the queen the Huana questline regarding blowing up the powderhouse triggered, and as I blew up the powderhouse in the Vailian questline the Huana quest automatically completed and made some ripples in the other factions including Maia leaving. This is very weird.
  24. I've noticed that, in some cases, the shipwrecks don't award properly a cannon when one is discovered aboard. I can't say whose, but sometimes it is added to the inventory, some others no. https://www.dropbox.com/s/qaqy8wzlgyo8lc9/Cannon.zip?dl=0
  25. Xoti's statement gives Pelllegina both positive and negative relationship. Screenshot attached. I would love to attach savegame too, but it seems I'm allowed to upload up to 1 MB of files, and savegame is over 1 MB already
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