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Logram Eyegouger bug *solved*


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#1
Winter90

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An all my playthroughs I have come across this bug when I encounter Logram Eyegouger: He is not wielding any weapon.. Or using any armor.. In the cutscenes he is wielding two swords.. And when he is killed he drops the mace of ardulia or something... But he is not using any armor or weapon in the fight..

So how can I fix this? Its become increasingly annoying as the bug is present every time I get to that point of the game..

Modifié par Winter90, 11 octobre 2013 - 07:40 .


#2
Arkalezth

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This post I'm writing is totally useless cause I can't help you, and it's of course better if you manage to fix it (so good luck to you), but I have to ask, as I've seen you mention this in more than one thread: Is it really that important? The guy must last like two rounds before dropping dead, armed or not.

#3
manageri

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I doubt it's a bug as it's probably harder than the alternative not to have him use a weapon when he's got one in his inventory. I'm guessing he was probably just deemed too OP by the QA team (which means a tester monkey only had a 90% chance of beating him when bashing another monkey with his keyboard) and for some reason that's how they nerfed him.

In any case, I agree with Arkie. It's really not the worth the trouble to upgrade him from a bug in the windshield to a small patch of bird poo.

#4
I_Raps

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I've not seen this problem - or at least I've not noticed it.*   Do you have any mods installed that address AI? That may be causing him to unequip. I have been using Tony K's AI for quite some time now; you are too, at least some of it. A portion of it was adopted as part of the base game in one of the expansions/updates. Maybe what you're seeing is the half-TonyK AI trying to change equipment and not being able to complete the task because not all of the code functionality is there. If you haven't installed the whole thing, maybe you should try that.

I've noticed a number of things are different since that change in the AI. For one, both Callum and Nasher seem to equip their shields or not unpredictably for their fights. Another, Trent Vendall - the drinker in the Docks whom you can chase back inside for a handful of XP - now spawns inside the City Watch post AND outside in his normal spot as well. And when I first meet Shandra, she stays behind her house (right next to the two lizardmen with torches) throughout the whole cutscene (that one might be a graphics driver issue with her "feet" getting tangled up using the highest textures, though it never happened earlier and I've always used the highest textures).  These things are very obvious;  I'm sure there are many other little changes as well.  It's clear that the designers never tested the OC thoroughly with the updated versions, possibly relying (unsuccessfully) on user input to track down any newly introduced bugs.

Another possibility - I made Flail an exotic weapon, and later when playing the Icewind Dale mod I noticed several priests of Talona were unarmed. It took a while for it to dawn on me that they no longer had the proficiency to use their flails, so I had to change things (flail is now both; exotic for my characters, martial for DM characters).

And yet one more possibility - are you sure he's not equipped with darts? - and when you melee him, he dies before he ever gets a chance to change weapons?


*  Emphasis on not noticed it.  I wouldn't swear he's not been unarmed for me as well.  

Modifié par I_Raps, 10 octobre 2013 - 05:32 .


#5
I_Raps

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If you really want to try out some nifty scripting:

- Launch Toolset.
- DISABLE AUTOSAVE IN VIEW/OPTIONS/GENERAL!  CANNOT EMPHASIZE THIS ENOUGH.
- Close/dock all the windows until you have an open usable space for script editing.
- On the menu bar, click File, then Open. Browse over to C:\\Program Files\\Atari\\Neverwinter Nights 2\\Modules and open 1300_Old_Owl_Well.mod
- Click on the Scripts button and open 13a_Logram_atk
- In Case 50 before "oYaisog = " add the following lines:

FeatAdd( oLogram, 45);
FeatAdd( oLogram, 1105);
AssignCommand( oLogram, ActionEquipMostDamagingMelee(OBJECT_INVALID, TRUE));
AssignCommand( oLogram, ActionEquipMostEffectiveArmor());

- Hit Save and Compile. There in the Results window it will tell you that it compiled successfully and where it was saved. GO THERE IMMEDIATELY IN MYCOMPUTER BEFORE CLOSING THE TOOLSET.
- There you will see your new 13a_logram_atk.nss and 13a_logram_atk.ncs files. Copy them to your Override folder.
- You may now close the Toolset.


I have made the changes above and it compiles fine. I don't have a handy saved game to test it, though (I may be able to scrape something together using debug commands later) so in the meantime, you can try it out. It MAY work right out of the hat, but you MAY have to load a game that you haven't yet gone to Old Owl Well.

(NOTE - edited to reflect later post)

Modifié par I_Raps, 10 octobre 2013 - 10:02 .


#6
I_Raps

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p.s. You might also try it with FALSE instead of TRUE. He might then equip the warmace. In fact, trying to equip his "most damaging melee" (the warmace) and an offhand weapon may be what's causing the problem in the first place.

#7
Winter90

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Well yes.. Hell be dead in two rounds or something.. But if I fix it now it wont annoy me on any subsequent playthroughs..

Its weird that you have never seen this bug, because I have had the game installed on two computers and played the game more than once on both computers.. And the bug was present on both computers..

Reloading a game to before I get to old owl well is out of the question hahaha..Thats too far back... But I will try your method.. In the cutscenes where logram is present he has gear equipped suggesting that the gear was somehow "removed later". So maybe Im lucky and can just use my newest save..

I have not installed any mods that should be the cause of this problem.. I dont think he is equipped with darts.. I vaguely remember him "club attacking" me with his huge arms..

*Anyway he does not wear any armor either.. How do I make him equip that? Because he drops a +1 chainmail or something.. Its weird he is not using it..*

Modifié par Winter90, 10 octobre 2013 - 09:21 .


#8
I_Raps

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The command for equipping his armor is the second line above. When he equips it, don't expect it to look like actual chainmail - it will look like some sort of hide armor on him.

#9
Winter90

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On this playthrough I was thinking if I fix all the annoying bugs they wouldnt annoy me later..

#10
Winter90

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I_Raps wrote...

The command for equipping his armor is the second line above. When he equips it, don't expect it to look like actual chainmail - it will look like some sort of hide armor on him.


Okay thanks.. Will test now.. Ill let you know if it works out

#11
I_Raps

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As I said, I never noticed - but I'm now wondering if he hasn't been unarmed for a very long time. Looking at his utc blueprint, he doesn't have the proficiencies to equip either the two swords (monkeygrip) or the warmace (weapon proficiency martial). Perhaps in the original, the game didn't check for proficiencies and it worked out, but now the updated AI does look.

While you have that module open in the toolset, open the Blueprints and Properties windows, load up Logram Eyegouger, edit his Feats to give him those two, save him and copy the 13logram.utc file to override (note that it will probably be saved in a different folder than the script).     - NEVERMIND

You should also add the following two lines to the script file above (in Case 50 before the other two lines)

FeatAdd( oLogram, 45);
FeatAdd( oLogram, 1105);


This is because I don't know if Logram is placed or spawned in that area; if he's spawned, changing the utc will work, but if he's placed the script will be needed to alter him.  And in your current case loading a save where you've already seen his cutscene with Lorne, he's already spawned and you will definitely need the script commands.

(edit)  I changed the post above to show all the new script lines for clarity

Modifié par I_Raps, 11 octobre 2013 - 12:16 .


#12
Winter90

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Okay it didnt work.. He is definetly fighting unarmed, I saw it just now.. Will try to add the two feats now.

*Edit* Does he have armor proficiency?

Modifié par Winter90, 10 octobre 2013 - 10:18 .


#13
I_Raps

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He supposedly does have light and medium armor prof, which should cover the chainmail. You could add FeatAdd( oLogram, 2) to the script (heavy prof) just to be sure, but I can't see any reason his armor shouldn't stay on in any case.  I might have run into something similar sometime back.  Something to try (though it shouldn't affect your current playthrough) is to make the armor he's wearing undroppable(maybe even cursed) and give him a droppable version in his inventory in his utc.

A possible problem with the script lines could be timing - you can't equip armor in combat. Maybe delay the actual attack command a second or so and see what happens.

Modifié par I_Raps, 10 octobre 2013 - 10:31 .


#14
Winter90

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I cant get it to work. Ive tried all the ways you described.. Except the part with the blueprints and properties.. I didnt quite understand what I was supposed to do with that tried clicking where it said blueprints and properties while the script was open but nothing came up..

Looking at the script though.. I see that Yaisog is spawned in the area. Maybe Logram is as well.. But another thing.. I think I have fought Logram with gear on once.. I think before all the patches had come out.. Or maybe the cause of this problem is in fact Yaisog.. If you kill Yaisog before the eyegouger lair maybe the LOgram bug doesnt occur.. Seeing as he is equipped in the cutscenes before you meet him. In the script there is a line that says "fixed some tag problems with Yaisog".. Dunno what to make of it though..

Any ideas? MAybe it is as you said and I have to reload to before the module.. I did try to reload on the upper level though, seeing is how the logram level is wuite short. The bug was still there..

Maybe he was nerfed as others has pointed out, he does have a attack bonus of 21 I noticed. Very high seeing as how my party is level 10 right now.

#15
I_Raps

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I don't think the script fix can truly be tested without a fresh load of module, i.e. a save before Old Owl Well is first loaded. I might try starting a new game with a high level character and see if I can't jump into the area and try some things out.

I doubt it will work, though, because you need Casavir with you for the conversation.

I am sure he wasn't intentionally nerfed, though.  It has to be a result of one or more updates because this would have certainly been reported back when the designers were addressing bugs.

Modifié par I_Raps, 10 octobre 2013 - 11:38 .


#16
Winter90

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Yea I dont think so either.. Its a shame though. Considering he is the only one up to this point who would actually have posed a threat. Well, for the two or three rounds he would be alive that is.. I guess this is one of the areas where the "unfinishedness" of the game really sticks out..

Any idea why he appears equipped in the cutscenes but not in the actual encounter? Or why Yaisog is fully equipped but Logram is not?

Any other things I can try? What is the source of the problem? Right now Im watching hockey so if you have other ideas I can try in the intermissions itd be great.

Thanks

Modifié par Winter90, 11 octobre 2013 - 12:05 .


#17
I_Raps

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I think he's equipped in the cutscenes because it doesn't bother checking proficiencies at that point. And the check for proficiencies after the cutscenes (probably when you actually enter the area) is something new that the Tony K's (full or light) added.

I have found another problem - Logram is carrying an important plot item, the orcish medallion, which he has to drop. Unfortunately, its tag is too long and will not save properly (a problem I've run into before and never found a good solution for). So, jettison the whole new utc concept, it won't work; we're stuck with scripts, and I'm afraid there is no way to really test it without playing through a new game and saving probably before the cutscene where you first see Logram, then fighting through two huge areas to see if it worked. It MIGHT be possible to force the issue by going through and saving before entering that final area, then deleting the Old Owl Well .z file from the saved game folder and reloading the save.

I've now changed my script so that it adds the medium armor proficiency feat as well;  it also gives him two different bastard swords (since the ones he has in the toolset have the same tag/resref, when you unequip one the other disappears;  this may be happening in the game, too), gives him a chainmail, and delays the attack to give him a chance to equip.  Don't know if/when I'll ever try it out, though.

The entire new, improved Case 50:

FeatAdd( oLogram, 45);
FeatAdd( oLogram, 1105);
FeatAdd( oLogram, 2);
FeatAdd( oLogram, 4);
CreateItemOnObject( "nw_wswbs001", oLogram, 1, "NW_WSWBS0010", 0);
CreateItemOnObject( "nw_wswbs002", oLogram, 1, "NW_WSWBS0020", 0);
CreateItemOnObject( "nw_aarcl004", oLogram, 1, "NW_AARCL0040", 0);
AssignCommand( oLogram, ActionEquipMostDamagingMelee(OBJECT_INVALID, TRUE));
AssignCommand( oLogram, ActionEquipMostEffectiveArmor());

oYaisog = GetObjectByTag(sYaisogTag);
DelayCommand( 0.5, GoHostileAndAttackAnything(oOrc1));
DelayCommand( 0.5, GoHostileAndAttackAnything(oOrc2));
DelayCommand( 0.5, GoHostileAndAttackAnything(oOrc3));
DelayCommand( 0.5, GoHostileAndAttackAnything(oOrc4));
DelayCommand( 0.5, GoHostileAndAttackAnything(oYaisog));

DelayCommand( 0.5, GoHostileAndAttackAnything(oLogram));

Modifié par I_Raps, 11 octobre 2013 - 12:43 .


#18
Winter90

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You mean reload on the upper level(the level above logram)? If I delete the old owl well file do I run the risk of losing that save?

#19
I_Raps

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BACK UP EVERYTHING.

But yes, use that save on the upper level and delete the .z file.

This has been the solution put forward many times in the past for various fubars (including by the devs back when they were on the forums) and is a proven workaround; I'm not sure about deleting the .z for the area you are currently in, though (tremble).

In case it's not clear, you delete the file before you launch the game.

Modifié par I_Raps, 11 octobre 2013 - 12:25 .


#20
Winter90

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Yes got that. Its not really a problem to lose the save on the upper level anyway. I will try this approach.

#21
Dann-J

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Perhaps he thinks he's too tough to need weapons or armour - the orc equivalent of Chuck Norris, if you will.

#22
Winter90

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uh, I cant find any .z file. But I do have a .sav file. I am supposed to look in the saves folder right?

#23
I_Raps

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It should be 1300_Old_Owl_Well.Z. And it is in the same folder.  And it should be about 4mb, unlike the 1kb .sav file.  Maybe it's a hidden file (my system is set to show those).

Modifié par I_Raps, 11 octobre 2013 - 01:01 .


#24
Winter90

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I have one 1kb file, the .sav file. And I have one 5344 kb file, which is a winrar archive file(extractable). Maybe its that one?

There is no .z extension on that file though..

Modifié par Winter90, 11 octobre 2013 - 01:06 .


#25
Tchos

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When it comes to scripts, you shouldn't need to restart the game. Just put the script in your override folder, and when the game goes to fire the script, it'll use that one.