DA Version PC 1.03 / Console 1.02 Bug/Error Reporting Thread *unofficial*
#201
Posté 20 juillet 2011 - 05:51
One edit.
You have the following listed under Xbox specific, but I have it occurring (for Merrill) on my PS3:
"Questioning Beliefs - Act 3 - Fenris' & Merrill's quests do not activate even though they appear in journal."
I've saved and reloaded, added and dropped her, talked to her during day and night; nada
#202
Posté 20 juillet 2011 - 01:25
eno detah wrote...
Suicidal, thanks for compiling this.
One edit.
You have the following listed under Xbox specific, but I have it occurring (for Merrill) on my PS3:
"Questioning Beliefs - Act 3 - Fenris' & Merrill's quests do not activate even though they appear in journal."
I've saved and reloaded, added and dropped her, talked to her during day and night; nada
PC too.
#203
Posté 22 juillet 2011 - 02:59
So far it only happened to me twice and both times in Lowtown during Qunari invasion - some qunari were stuck under the stairs that leads to the Docks.
Screensots: one, two.
There was also a report of Isabela being stuck in the lower level of DuPuis mansion, it's probably the same engine bug.
#204
Posté 25 juillet 2011 - 06:25
-The Fixer quest cannot be completed, if you decide to kill the assassins instead of helping them dispose of the bodies.
#205
Posté 26 juillet 2011 - 10:46
#206
Posté 26 juillet 2011 - 11:25
devSin wrote...
Will we get a new patch, ever?
Well, since you said 'ever' I can definitely say yes. When that occurs will largely be based on how smoothly the DLC launch goes. Unfortunately, due to the way patches work on consoles we can't just release fixes to small issues whenever we want (which is why our first two patches were so large).
Modifié par Xalen, 26 juillet 2011 - 11:25 .
#207
Posté 26 juillet 2011 - 11:27
#208
Posté 28 juillet 2011 - 12:41
#209
Posté 03 août 2011 - 10:02
This is PC, 1.03. I realize as I type this that I do have a modded ABI gda in my Override, but if that's the problem I'll eat my hat.
Also, while I'm here, story-wise: Hubert, in Act 3 after you kill the High Dragon, will always respond to you as though he asked you to help him out as a stranger and the Champion of Kirkwall, even if you've been his partner in the mine for six years and done the Brekker quest.
Also also, Anders has banter with Merrill and Isabela that I suspect is bugged: it really seems like the "you're not as selfish as you claim/how can you live the way you do" and "i just got a taste of your future/there are no good spirits" banters should be mutually exclusive and based on your F/R scores with the women in question, since the relationships they establish are incompatible with each other. Though that's only a bug report if we can get one of the writers to come in and tell us whether or not it's intended behavior.
Modifié par Quething, 03 août 2011 - 10:09 .
#210
Posté 03 août 2011 - 01:39
-Changing your bow during a fight. There is also a slight pause, before you can attack again (also somewhat annoying).
-Changing areas with your bow drawn.
The quiver will reappear, if you re-equip or change your bow.
Another issue, Sebastian's sprinting speed (his bow drawn) is slower than with his normal running speed (bow on his back).
plaform: Xbox 360
Modifié par Relix28, 03 août 2011 - 01:43 .
#211
Posté 06 août 2011 - 09:12
Assail skill (when in use) might cause Warriors to damage party (Friendly Fire) with skills/basic attacks on casual/normal/hard.
It is funny to see hawke 1 shot anders sometimes but it gets irritating
#212
Posté 06 août 2011 - 09:16
SuicidialBaby wrote...
Luke, should I begin a section for any reported DLC Legacy bugs that may pop up or would you suggest those stay to their on unique thread?
Sorry I didn't see that until today. We'll leave all the Legacy issues in the tech forums for now.
#213
Posté 07 août 2011 - 03:47
#214
Posté 07 août 2011 - 09:28
- Duty - Accepting Duty before killing the very first group of spiders during your very first trip to Sundermount will remove that group of spiders permanently. Unlike the group of spiders in the Wounded Coast that returns once the quest has been completed, this group does not return ever and that experience is unobtainable.
#215
Posté 09 août 2011 - 12:14
Yeah, he always responds like he's the sole owner (both in the reward dialogue and in his bark).Quething wrote...
Also, while I'm here, story-wise: Hubert, in Act 3 after you kill the High Dragon, will always respond to you as though he asked you to help him out as a stranger and the Champion of Kirkwall, even if you've been his partner in the mine for six years and done the Brekker quest.
During the Birthright quest in the Amell estate cellars (Act 1), when you pick up the Tobrius' Documents item, Carver is supposed to bark something, but he just ends up giving one of his generic lines (this happens as soon as you acquire the item and escape from the loot picker window).
At the end of the Family History quest (Act 1), Tobrius hands you the family letters near the weapon/armor stalls in the Gallows courtyard and escapes the area. If you later return to the Gallows, Tobrius will again be visible near the same stalls and has nothing to say (you can right-click him, but nothing happens).
PC v1.03
Yeah, although I got Fenris' fine, Merrill (non-romance) did nothing for me after A New Path (not her Questioning Beliefs nor her Friend or Foe quests ever triggered, and she had nothing else to say at her home).Mr_Raider wrote...
PC too.eno detah wrote...
"Questioning Beliefs - Act 3 - Fenris' & Merrill's quests do not activate even though they appear in journal."
I've saved and reloaded, added and dropped her, talked to her during day and night; nada
Modifié par devSin, 09 août 2011 - 12:20 .
#216
Posté 10 août 2011 - 04:11
#217
Posté 11 août 2011 - 12:28
devSin wrote...
During the Birthright quest in the Amell estate cellars (Act 1), when you pick up the Tobrius' Documents item, Carver is supposed to bark something, but he just ends up giving one of his generic lines (this happens as soon as you acquire the item and escape from the loot picker window).
At the end of the Family History quest (Act 1), Tobrius hands you the family letters near the weapon/armor stalls in the Gallows courtyard and escapes the area. If you later return to the Gallows, Tobrius will again be visible near the same stalls and has nothing to say (you can right-click him, but nothing happens).
PC v1.03
Yeah, I get those two also. I think Carver's missing bark is related to the Amell crest trigger, which doesn't always seem to fire.
Additionally, this completely gamebreaking bug remains extant and unadressed. I just picked it up out of nowhere three days ago, after playing perfectly cleanly since launch.
#218
Posté 11 août 2011 - 01:28
I also had a 100% reproducible bug with the Isabela / Aveline cutscene at the Hawke estate before the climax of Act 2 - Isabela was invisible. The lines played, but she wasn;t there. All mods and no mods. I uninstalled (keeping saves), reinstalled, patched to 1.02 and fine. Then patched to 1.03, and back to invisible Isabela. I installed the patch about halfway through Act 2 the first time, so I'm wondering if that may have somehting to do with it. Haven't got there yet on my new game with patch installed, hoping the bug won't trigger on a new game.
#219
Posté 11 août 2011 - 01:42
If you happen to find anything else, don't hesitate to post it.
As this may not be an official list of what they will fix, I can assure everyone that it is being read by the team at Bioware. So everything you are contributing is being digested by those that can and most likely will fix a good portion of the issues posted here. The time to fix and release of those fixes is not entirely clear to anyone right now for a number of uncontrollable reasons.
Modifié par SuicidialBaby, 11 août 2011 - 01:43 .
#220
Posté 12 août 2011 - 06:02
When rearranging abilities in the quick bar, it can often trigger a non-combat ability. Taking a default (auto-level) L7 Fenris, the bar is Control, Mighty Blow, Rally, Scythe, and Whirlwind. In the game view (it's slightly different in the abilities window only because the game is paused), if you try to shift everything to the right (so click and drag the Control button to the Mighty Blow button, which "picks it up", then click the Rally button, and so on) the Rally talent will activate when you try to replace that button slot with Mighty Blow (basically, if the currently "grabbed" talent icon was selected by replacing it with another talent, as in the case of replacing Fenris' Mighty Blow with Control, then it will act both as a re-order and as a mouse-click when you use it to replace another button on the quick bar). If you directly replace Control by dragging the Mighty Blow button to its slot (just swapping the two), then the ability doesn't activate.
When a character is running (you're holding down the W key, and probably S, Q, or E, too), if there is a manipulatable object on-screen (a container, mostly) and you press R, the character draws their weapon for no reason (and they won't put it away until you stop moving). (If you're at a standstill, pressing R will make you run to and use the object, but if you're already moving, you whip out your sword; show that barrel who's boss, Hawke!)
In the video settings screen, if you bring up the pull-down Resolution menu, when the cursor is hovering over the available resolutions menu, scrolling with the mouse scroll wheel scrolls both the menu and the whole settings screen (you can only get so far before the menu has scrolled almost entirely offscreen). When the menu has focus in this way, the scroll wheel should scroll only the menu.
If you press the Restore Defaults button in the video settings screen, the "Use enhanced targeting" option is toggled on even though it's located in the gameplay settings (Restore Defaults in the gameplay settings screen doesn't affect this option at all).
In the config utility, the "Upload character profile" option is hooked up to some ini setting that I don't think does anything anymore (it's not related to the in-game option of the same name, which I guess stores something in the profile or something because it doesn't alter the ini). Owen to the rescue!
The frost trail left by staves that deal cold damage (the trail drawn between the source and target when shooting) is casting some pretty obscene shadows at most angles; this can't be the intended behavior? The other damage types don't cast shadows that I could see. (Radeon 5870; Catalyst 11.7; DX11 Very High (max settings))
When traveling away from the Gallows Courtyard in Act II (to anywhere else on the map), there's some rockin' track that gets played during the loading screen. I usually say things like "Break it down!" and such when this music starts up for no reason (I'm guessing it's a combat track, although I don't know which one, that was hopefully incorrectly set for this transition). Rock out!
Modifié par devSin, 13 août 2011 - 07:17 .
#221
Posté 13 août 2011 - 02:17
devSin wrote...
Some minor annoyances (PC v1.03):
When rearranging abilities in the quick bar, it can often trigger a non-combat ability. Taking a default (auto-level) L7 Fenris, the bar is Control, Mighty Blow, Rally, Scythe, and Whirlwind. In the game view (it's slightly different in the abilities window only because the game is paused), if you try to shift everything to the right (so click and drag the Control button to the Mighty Blow button, which "picks it up", then click the Rally button, and so on) the Rally talent will activate when you try to replace that button slot with Mighty Blow (basically, if the currently "grabbed" talent icon was selected by replacing it with another talent, as in the case of replacing Fenris' Mighty Blow with Control, then it will act both as a re-order and as a mouse-click when you use it to replace another button on the quick bar). If you directly replace Control by dragging the Mighty Blow button to its slot (just swapping the two), then the ability doesn't activate.
When a character is running (you're holding down the W key, and probably S, Q, or E, too), if there is a manipulatable object on-screen (a container, mostly) and you press R, the character draws their weapon for no reason (and they won't put it away until you stop moving). (If you're at a standstill, pressing R will make you run to and use the object, but if you're already moving, you whip out your sword; show that barrel who's boss, Hawke!)
Can confirm both of these, though I actually don't oppose the second one, since there's no draw/sheathe keybind in this game for whatever reason.
When traveling away from the Gallows Courtyard in Act II (to anywhere else on the map), there's some rockin' track that gets played during the loading screen. I usually say things like "Break it down!" and such when this music starts up for no reason (I'm guessing it's a combat track, although I don't know which one, that was hopefully incorrectly set for this transition). Rock out!
Yeah, it's very dramatic. Do you also get the music bug where combat music continues to play during Leandra's dialog at the end of All That Remains? Every bit as awful and mood-killing as the combat music during Benezia's death in ME1.
#222
Posté 13 août 2011 - 07:29
I think it bugs me only because the first time I heard it I thought there was going to be like an ambush or something. But no, it's just the exit area track.Quething wrote...
Yeah, it's very dramatic.
It sounds familiar, but that sort of thing doesn't really bother me. Maybe the skeleton they have you throw your secret dagger at is keeping the game in combat mode or something? I doubt it's something they'd change now, at any rate.Quething wrote...
Do you also get the music bug where combat music continues to play during Leandra's dialog at the end of All That Remains? Every bit as awful and mood-killing as the combat music during Benezia's death in ME1.
#224
Posté 17 août 2011 - 10:58
So if you go to the end fight (for example), and you bring in new characters in one of the billion instances where the annoying party screen gets thrown up, those characters won't appear to be affected by any active aura talent (a character who was already affected by the aura remains affected; it's only characters who weren't in the party and are then added).
Just to prove that no issue is too small: When the correspondence interface is brought up, the Read or Accept button will be active even if the selected entry has already been marked as read (the first letter in the list is selected when the interface is brought up, and most of the letters remain in the last two acts, so it's common for that initial letter to be marked as read). You can click the Read button multiple times, to no effect (since the selected letter is already marked read, it doesn't do anything and the button is never disabled). If you select any other entry in the list, the button will be enabled or disabled as appropriate. (I got all excited that there was a new letter, but then I saw the checkmark, and I was like, "Damn".)
Modifié par devSin, 17 août 2011 - 11:17 .
#225
Posté 27 août 2011 - 07:53
When you open the tactics interface, switching to a character who has different options than the character that was selected when the interface was brought up causes the presets list to skip some of the normal options. If I bring up the tactics interface while my mage Hawke (with the Damager preset) is selected, for example, and then I switch to warrior Carver (with the Scrapper preset), the presets menu will only allow me to cycle to the Defender and Scrapper presets (the Custom preset cannot be reached).
If I select Carver first and then bring up the tactics interface, all his presets will be available (but if I switch to my mage Hawke, some of those presets will now be inaccessible).
I always select the character I want to change tactics for first (and never switch between characters from within the tactics interface) because of this annoying issue. A real time-waster.
PC v1.03
Modifié par devSin, 27 août 2011 - 07:56 .





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