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Planescape: Torment - Profound changes

Kavax

Scholar
Joined
Apr 14, 2008
Messages
413
Location
The Canary Islands
It's been happening to me ever since I started playing Torment, sometimes the game just doesn't let you speak with a random NPC, but fortunately re-entering the area or reloading always fixes it.
 

t

Arcane
Patron
Joined
Aug 24, 2008
Messages
1,303
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Yup, save/load options fix many things.

I can still recall selling one of my companions to slavery, and after a save + a load he was still there, ready to join me once again. Weirdo.
 

Sodomy

Scholar
Joined
Jun 25, 2007
Messages
365
Another odd bug-
One time, in combat, I accidentally misclicked and cast "Submerge the Will" on an enemy. He got the halo around him... and then the game just stopped, and I had to ctrl+alt+del out.
 

scient

Augur
Joined
Oct 21, 2008
Messages
203
The only spell code that I've altered is horror/terror. Are you sure you've done a clean install? Back up your saved games, delete install dir and reinstall everything fresh. The saved games will work fine as long as you're using the same mod options. Also, do you have 2/4 CD version? And can you post your WeiDu log?
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
The crash on the spell sounds like the same old modern spell graphics bug that's always been around. I wouldn't necessarily blame a bad install on it.

And yes, as I said, the bug where you can't talk to NPC's is a very old one... however, I didn't encounter it once through my whole test run. If people could confirm one way or the other whether they're -still- getting it, and more or less than they used to, I'd appreciate it.

Qwinn
 

Sodomy

Scholar
Joined
Jun 25, 2007
Messages
365
I'm quite certain that I have NOT done a clean install; I'm way too lazy to do so.

4CD version. No idea what a WeiDu log even is, but this was tons of hours ago, so I doubt I could find the relevant info.

EDIT- I've only had the "can't talk to people" bug crop up once, and I'm fairly deep in (lvl 10 mage, just used the sensory stones and did the candy mage quest).
 

roshan

Arcane
Joined
Apr 7, 2004
Messages
2,440
Heres something from the official strategy guide by Chris etc. that supports the idea that monsters should be able to run:

"Third, you can run in Torment. Take advantage of this option: it lets you cover a lot of ground in a short period of time, and there are some monsters that can't run, so you can use it to keep a safe distance while you pelt them with missile weapons and spells."

It seems that only SOME monsters were meant to be unable to run, not all of them.

It would be great if anyone could dig up any more information for or against the running tweak. If monsters cant catch up to you even if youre walking though, then it does sound like a bug.
 

Kavax

Scholar
Joined
Apr 14, 2008
Messages
413
Location
The Canary Islands
I have found something that may be a bug, playing with the three patches. The Dustman entry in the journal has a weird description (It seems to be a part of Deionarra's dialogue)
 

Qwinn

Scholar
Joined
Dec 15, 2008
Messages
666
Good catch, Kavax. I actually inherited that bug from Cilantro's Restoration Pack. Fixed for the next version. (Will wait for another couple weeks for little things like that to shake out before doing a mini-update, less something really serious comes up)

And great find, Roshan. I'm going to have to pick up that strategy guide, would probably help me a lot in gleaning intent. And yes, post-fix, the strategy guide becomes correct... SOME creatures can't run. Most of the ones that can't are in the early game, where it makes more sense.

Qwinn
 

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