Great idea, it can really be! Probably the Nobleman run away when I killed the gnome that has problems with spiders, the Ulgoth's Boy when I attacked Shandalar, the Halfling Man when I fought vs the halfling cleric!
I accidentally killed Black Lily when I originally went into the thieves guild a little head-strong. And since then she's been popping as an enemy in Baldur's Gate (the city within the game), originally just one or two of her would appear, but every time I kill her/them she just returns in exponentially increasing numbers each time I rest or change map. It's now at the point that I can no longer move my party without killing hundreds of Black Lilys, and although this is good for raising my XP, it's quite a showstopper as far as gameplay goes, walking down a corridor now takes 20-30 minutes, and I can no longer play the game.
I tried to enable the de-bug mode and respawn Black Lily using the CLUA command, which worked in that it created a Black Lily that I could buy/sell from, but it didn't stop the explosion of enemy Black Lilys that I'm facing.
Any help on this matter would be appreciated. Let me know if you'd like me to send any screenshots or save files your way to help troubleshoot.
@Avenger_teambg I think a light bulb just went off in my head! This may also be related to the random commoners that were spawning everywhere. All these cases involve characters running from a combat in one way or another and moving into a new area! Then things go haywire for some reason and they start spawning everywhere. In the noober report Madhax said that all the noobers were "equally damaged" which makes perfect sense since they should be for transitioning from one area to another. The problem is the reproduction of the characters can't stop for some reason and they become a literal cancer. I think the area transition of NPCs is the cause of the problem here but as to why it doesn't ALWAYS happen when they do so is beyond me. Perhaps to recreate this try going into a commoner infested city area and start a fight. Surely at least ONE of them will start this bug...
I have a plan. I will create some rat2.cre to scare Taris and the Rasaad hecklers in and out of nashkel inn. I will let it sit over night and see if I'm swimming in them come morning.
You know, I could have sworn I posted in this thread last night to say I had the same problem, but I must not have actually hit 'Post Comment'. Thanks, @Tresset, for making the connection for me.
I theorized in my own bug report that it's a legacy bug from BG2, in which you could sometimes multiply an NPC by getting them to chase you out of a room. People would draw Kangaxx out, kill him, then go back inside the tomb and kill him again for two of his rings, for example. I'm pretty sure the official patch fixed it in BG2, but if the problem exists in BG1 and is coupled with NPCs' tendencies to run away, it could prove cancerous.
I had the commoners problem on all areas of the game. usually only one or two commoners will show up on random areas of the game, but it wasnt an issue until I got to ulgoth's beard, now I cant do anything. I cant enter the building. I was playing multiplayer with my brother the entire time. (win 7 and win 8 on latest version of the game)
the workaround for now is to cast "doom" on a commoner, that wont kill them and will scare them and only they will turn hostile. or you can hit them with your mage with no weapon.
as mentioned before, sleeping increases the number of commoners on the map.
This problem is caused by the commoners changing areas when they run from a fight. Try not to let them do that in future playthroughs to avoid this problem. So save before fights around commoners and reload if they run in a building. Also try to avoid allowing enemies to follow you if you change areas during a fight otherwise they will probably get cloned too. An easy way to "stun" commoners for a few seconds is to go to talk to them and then do something else. This causes them to stare at you blankly and makes them unable to move for a few seconds.
In a 2-player online game, I encountered multiple bugs last evening that are threatening to turn our epic quest into a bit of a farce.
- In an area just East of the Gnoll fortress we encountered multiple spawns of the NPC Taris, and two dwarves who were hostile to us despite having not met them before (our reputation is 5 and has been as low as 2). I can't remember their names, but they had just over 100 gold each on them.
- In the upper-left corner of the Gnoll Fortress there had spawned multiple Barkeeps, casually selling rooms and wares, and another few Tarises. The NPCs seemed to be acting normally, there were just tonnes of them.
- When one party member entered the Ender Sai tent in the bandit camp, they were almost instantly teleported to the far upper-left corner of the bandit camp map, where a constant stream of fat men in gaudily-coloured shirts were walking south from the top of the map. When I returned to the tent, I noticed commoners were racing about outside erratically, as though they were affected by fear.
I suppose the expected behaviour would be for this not to happen, unless it was a stroke of Monty Python silliness from the devs...?
The Thayan Wizard from Neera's inital encounter keeps respawning every time me and my friend change map in BG:EE multiplayer, along with two commoners. The commoners keep beating the Wizard unconscious, generating annoying yelling sounds and spam in the combat log.
Long version:
So me and a friend started playing through BG:EE in multiplayer recently and decided to pick up Neera as one of our mages. During the event that triggers when you first meet her, we killed all the lackeys, but the Thayan Wizard we only beat to 'near death', after which he panicked and ran away to God knows where. We couldn't bother to chase after him, so we grabbed Neera and went merrily on our way.
The thing is, now he keeps respawning (at near death) every time we go to a new map. For some unfathomable reason, he spawns, usually in the corner of the map, along with two commoners that keep beating him until he's unconscious. This means that the combat log keeps spamming messages like "Commoner hits Thayan Wizard for 2 damage" or whatever, and on top of that, my friend keeps hearing some annoying yell all the time, presumably from the commoners. Killing the Thayan Wizard has no effect; he just keeps respawning. We even went back to Beregost and killed him there, but no luck.
It's not really game-breaking, but annoying as all hell. Especially with the persistent yelling effect.
I would love to get a save game from the moment someone first encountered this bug.
Alright, so let's try and start trying to gather common elements from these bug reports. It looks like all of these:
either occurred on a multiplayer game, or a game that was bumped (even briefly) into multiplayer, possibly for party formation
had commoners or other characters flee from the party's area to somewhere else
the party visited one of the new areas
From the thread, I feel pretty solid about #1 and #2. #3 is a bit more speculative on my part.
For the folks who have experienced the bug, let me know if these three are correct or not. If you can think of anything else that might be relevant, please post. I've got one save game from soneone with the issue, and I'd love to get more.
Your first two points are accurate, I was playing multiplayer and Noober fled from the party into various houses in Nashkel. However, your third speculation isn't true for my game, unless the bandit ambush where you get Dorn counts as a new area.
I unfortunately don't have a save game at that moment for you to check out, but if it happens again I'll provide one.
Dorn's ambush area is new, actually. One of the items on my vague and woolly list of possible bug sources are the new areas not being master areas. In your Noober report, you left Nashkel and went to the Carnival, then back to Nashkel, right? Was this before or after you went to Dorn's area?
@CamDawg According to my brother, who I'm playing multiplayer with and who has an uncanny memory for this sort of thing, we aggro'd Noober, THEN went to the mines (Triggering the Dorn event), THEN we noticed the combat text from Noober fighting in Nashkel, and upon returning we found him multiplying. I personally don't remember, but I trust my brother's recollection of events.
So, that might support your third speculation that the new areas have something to do with this bug. Hostile commoners and everyone around them multiply when you enter an EE area? Might be worth testing out to see if you can replicate it.
Does anyone know if the new patch has sorted this out at all?
I'm playing with a newbie and it's been largely great, but I don't want to find a growing crowd of zombie-like bartenders and Tarises sorrounding us as we get further into the game, threatening to form an unbreakable line between us and Sarevok.
@CamDawg According to my brother, who I'm playing multiplayer with and who has an uncanny memory for this sort of thing, we aggro'd Noober, THEN went to the mines (Triggering the Dorn event), THEN we noticed the combat text from Noober fighting in Nashkel, and upon returning we found him multiplying. I personally don't remember, but I trust my brother's recollection of events.
So, that might support your third speculation that the new areas have something to do with this bug. Hostile commoners and everyone around them multiply when you enter an EE area? Might be worth testing out to see if you can replicate it.
Well, it seems like some weird confluence of these events--multiplayer, after a creature flees from an area, and the party travels through a non-master area.
Does anyone know if the new patch has sorted this out at all?
I'm playing with a newbie and it's been largely great, but I don't want to find a growing crowd of zombie-like bartenders and Tarises sorrounding us as we get further into the game, threatening to form an unbreakable line between us and Sarevok.
Yeah, unless they accidentally fixed it while cleaning up multiplayer, we have no indication that the duplicating npc bug has been fixed. To be honest, i've never seen it, so it requires some unique play style or special combination of settings. I've been trying to scare npc with fight, they passed through exits, in the top level of friendly arm inn. That covers all of @CamDawg's criteria, still i have not seen the bug occurring.
Comments
Probably the Nobleman run away when I killed the gnome that has problems with spiders, the Ulgoth's Boy when I attacked Shandalar, the Halfling Man when I fought vs the halfling cleric!
Running Windows 7, BGEE v1.0.2011.
I accidentally killed Black Lily when I originally went into the thieves guild a little head-strong. And since then she's been popping as an enemy in Baldur's Gate (the city within the game), originally just one or two of her would appear, but every time I kill her/them she just returns in exponentially increasing numbers each time I rest or change map. It's now at the point that I can no longer move my party without killing hundreds of Black Lilys, and although this is good for raising my XP, it's quite a showstopper as far as gameplay goes, walking down a corridor now takes 20-30 minutes, and I can no longer play the game.
I tried to enable the de-bug mode and respawn Black Lily using the CLUA command, which worked in that it created a Black Lily that I could buy/sell from, but it didn't stop the explosion of enemy Black Lilys that I'm facing.
Any help on this matter would be appreciated. Let me know if you'd like me to send any screenshots or save files your way to help troubleshoot.
M
Not because I don't believe you, but it would greatly amuse me.
http://forum.baldursgate.com/discussion/13195/multiplying-noobers-combat-text-from-different-areas#latest
Thank you.
I theorized in my own bug report that it's a legacy bug from BG2, in which you could sometimes multiply an NPC by getting them to chase you out of a room. People would draw Kangaxx out, kill him, then go back inside the tomb and kill him again for two of his rings, for example. I'm pretty sure the official patch fixed it in BG2, but if the problem exists in BG1 and is coupled with NPCs' tendencies to run away, it could prove cancerous.
the workaround for now is to cast "doom" on a commoner, that wont kill them and will scare them and only they will turn hostile. or you can hit them with your mage with no weapon.
as mentioned before, sleeping increases the number of commoners on the map.
- In an area just East of the Gnoll fortress we encountered multiple spawns of the NPC Taris, and two dwarves who were hostile to us despite having not met them before (our reputation is 5 and has been as low as 2). I can't remember their names, but they had just over 100 gold each on them.
- In the upper-left corner of the Gnoll Fortress there had spawned multiple Barkeeps, casually selling rooms and wares, and another few Tarises. The NPCs seemed to be acting normally, there were just tonnes of them.
- When one party member entered the Ender Sai tent in the bandit camp, they were almost instantly teleported to the far upper-left corner of the bandit camp map, where a constant stream of fat men in gaudily-coloured shirts were walking south from the top of the map. When I returned to the tent, I noticed commoners were racing about outside erratically, as though they were affected by fear.
I suppose the expected behaviour would be for this not to happen, unless it was a stroke of Monty Python silliness from the devs...?
http://forum.baldursgate.com/discussion/10389/bug-random-commoners-appear-final-fight-thief-maze-werewolf-island
The Thayan Wizard from Neera's inital encounter keeps respawning every time me and my friend change map in BG:EE multiplayer, along with two commoners. The commoners keep beating the Wizard unconscious, generating annoying yelling sounds and spam in the combat log.
Long version:
So me and a friend started playing through BG:EE in multiplayer recently and decided to pick up Neera as one of our mages. During the event that triggers when you first meet her, we killed all the lackeys, but the Thayan Wizard we only beat to 'near death', after which he panicked and ran away to God knows where. We couldn't bother to chase after him, so we grabbed Neera and went merrily on our way.
The thing is, now he keeps respawning (at near death) every time we go to a new map. For some unfathomable reason, he spawns, usually in the corner of the map, along with two commoners that keep beating him until he's unconscious. This means that the combat log keeps spamming messages like "Commoner hits Thayan Wizard for 2 damage" or whatever, and on top of that, my friend keeps hearing some annoying yell all the time, presumably from the commoners. Killing the Thayan Wizard has no effect; he just keeps respawning. We even went back to Beregost and killed him there, but no luck.
It's not really game-breaking, but annoying as all hell. Especially with the persistent yelling effect.
This thread should probably be merged with:
http://forum.baldursgate.com/discussion/10389/bug-random-commoners-appear-final-fight-thief-maze-werewolf-island#latest
P.S. RAAUUUGGHHHH HEEEELLLLP!!!!!!
Alright, so let's try and start trying to gather common elements from these bug reports. It looks like all of these:
- either occurred on a multiplayer game, or a game that was bumped (even briefly) into multiplayer, possibly for party formation
- had commoners or other characters flee from the party's area to somewhere else
- the party visited one of the new areas
From the thread, I feel pretty solid about #1 and #2. #3 is a bit more speculative on my part.For the folks who have experienced the bug, let me know if these three are correct or not. If you can think of anything else that might be relevant, please post. I've got one save game from soneone with the issue, and I'd love to get more.
I believe I encountered a similar bug, as detailed here: http://forum.baldursgate.com/discussion/comment/214979/#Comment_214979
Your first two points are accurate, I was playing multiplayer and Noober fled from the party into various houses in Nashkel. However, your third speculation isn't true for my game, unless the bandit ambush where you get Dorn counts as a new area.
I unfortunately don't have a save game at that moment for you to check out, but if it happens again I'll provide one.
So, that might support your third speculation that the new areas have something to do with this bug. Hostile commoners and everyone around them multiply when you enter an EE area? Might be worth testing out to see if you can replicate it.
I'm playing with a newbie and it's been largely great, but I don't want to find a growing crowd of zombie-like bartenders and Tarises sorrounding us as we get further into the game, threatening to form an unbreakable line between us and Sarevok.