Bubbles
I'm forever blowing
- Joined
- Aug 7, 2013
- Messages
- 7,817
Go back to a merchant and click on the category. It will unselect it and items will return to normal.I got a stupid bug and all my items in my inventory became hollow.
This happened after trading in the Gilded Vale smithy, and changing the item categories at the smithy side. Nothing game breaking, but this looks bad.
Thanks. It also got solved with just relaunching the game.Go back to a merchant and click on the category. It will unselect it and items will return to normal.I got a stupid bug and all my items in my inventory became hollow.
This happened after trading in the Gilded Vale smithy, and changing the item categories at the smithy side. Nothing game breaking, but this looks bad.
For the level 13 Od Nua issue, there's a certain main quest that will allow you to pass this point.
Unfortunately the Strategy Guide is missing that step and I don't want to post any spoilers.
Thanks for the feedback, saves, outputs, and all that stuff. I think we nailed down the steps and I've added the issue to the database and we will work towards a fix for an upcoming update. Until then avoid save loads on Companions home maps.
Advance Quest
First, you need to get the internal names of your active quests using ListActiveQuests
This will yield a bunch of lines such as data/quests/00_dyrford_ulterior_motives.quest -- sometimes you'll have to guess which quest is which, for instance this name is assigned to Dyrford's quest known to players as "Cat and Mouse".
Once you know the exact internal name, use ForceAdvanceQuest name
Example: ForceAdvanceQuest data/quests/00_dyrford_ulterior_motives.quest
Are these items working as intended?
I want to confirm something.
Intelligence may be counterproductive for the purposes of damage over time spells as it would lenghten the time needed to deal similar damage, instead of adding more ticks (as I would expect).
If true, this is kind of a deal breaker for me as I was planning to use an archetypical wizard as party member.
So in short the Chanter "Rime and Frost" chant creates traps when it is triggered and thoise traps get saved into mobileobjects.save file causing it to grow out of control. This in turn causes saves to take way longer than they should. Oddly the chant creating fire traps doesn't seem to be affected with this bug.
Here are the statistics in a nutshell:
Code:$ du -h MobileObjects.save 44M MobileObjects.save $ strings MobileObjects.save | grep Rime_and| wc -l 3232 $ strings MobileObjects.save | grep Root| wc -l 3308
Explanation for the commands: First one shows the size of the MobileObjects.save, secong extracts all strings (text fragments) from that binary file, selects all that match the "Rime_And" stringfragment and counts them, giving us the count of 3232 Rime and Frost traps stored, last one does the same for substring Root that seems the be the start of new saved object data, giving the total count of 3308 saved objects.
Looking into the amount of data tied into the Rime and Frost traps, one trap (everything between two Root strings) is about 26kb, meaning that the 1600ish traps in my 44Mb MobileObjects.save take up about 42Mb of it.
Workaround would be to avoid the rime and frost chant like plague, a fix would be to write a script to strip the saved traps from saves and to prevent new ones from getting saved at all.
I have a bug with the Stronghold quests. Sometimes assigning somebody to a mission won't update the mission status, still showing the button to "assign" somebody. If clicked, the quest just disappears. Opening a different panel and coming back to the missions panel also seems to remove the quest. However, I still get a number showing under the flag accounting for more missions than the ones displayed.
Also, sometimes all the message boxes start working all funky, as if PgUp or PgDn were stuck (even though I don't think these keys do anything on the message boxes), forcing a restart of the game.
I have this but on 2 guys, both wear +INT when above 50% endurance... So these items are confirmed to cause this.Some info on the stat stacking bug:
Thanks for the feedback, saves, outputs, and all that stuff. I think we nailed down the steps and I've added the issue to the database and we will work towards a fix for an upcoming update. Until then avoid save loads on Companions home maps.
Doesn't look like it will make it in time for this week's patch, but it is being fixed.
Getting more and more permanent debuffs lately, when is the patch coming out?
Tigranes said:I think the unofficial/tentative word was they were aiming for sometime this working week, but patch releases are always unpredictable