Skip to content

List of Known Issues (READ THIS FIRST)

13

Comments

  • CerevantCerevant Member Posts: 2,314
    [11105] TBP ending chapter text should not scroll too fast to be read

    Description
    1. Start a new game with Abdel
    2. C:Eval("IncrementChapter(\"BPEND\")")

    Observed
    Chapter text scrolls more quickly than other chapter text

    Expected
    Chapter text scrolls at the same speed as other chapter text
  • CerevantCerevant Member Posts: 2,314
    [11108] [Linux] The game should not hang when casting a spell sequencer

    Description
    1. Load attached save game
    2. Press Minor Spell Sequencer (F10).

    Observed:
    The game hangs as soon as the character casts the spell (when the sequencer menu should be displayed).

    Expected:
    The game should not hang when casting a spell sequencer.

    Notes:
    - Fixed in IWD and BG2, needs to be confirmed for BG
    - From http://forum.baldursgate.com/discussion/36693/10526-linux-iwdee-crashes-when-casting-sequencers: "Not only Minor Sequenser, any of 5 sequensers (minor sequencer, contingency, spell sequencer, spell trigger, chain contingency) do the same."
  • CerevantCerevant Member Posts: 2,314
    [11109] Wild surge polymorph should not result in a blank paper doll

    Description
    1. Ensure that baldur.ini contains
    'Game Options', 'Wild Surge Keys', '1',
    2. Start a new game with Adelia
    3. Press Ctrl+H until "Surge Number 47" appear in the dialogue window. 4. Cast Magic Missile at the Tutor
    5. Press I

    Observed
    Adelia's paper doll is blank

    Expected:
    Adele's paper doll should be a wolf as per the Polymorph Self spell
  • CerevantCerevant Member Posts: 2,314
    [11111] Force-talk of Safana should not cause Dorn-Safana banter to repeat

    Description
    1. Load Attached Save
    2. Force-talk Safana
    3. Complete Dorn-Safana banter 4. Force-talk Safana

    Observed
    The Safana-Dorn banter repeats.

    Expected
    Banter should not repeat.

    Notes
    - This is Safana's last dialog, so this only impacts mods that want to add banters to Safana
    - Solution proposed in ticket notes (from thread)
  • CerevantCerevant Member Posts: 2,314
    [11112] The Captive Audience behavior should match description

    Description
    1. Load attached save
    2. Select Garrick
    3. Choose The Captive Audience (F9) and target the innkeeper

    Observed
    The effect is listed as "Dire Charmed"

    Expected
    The effect is listed as Domination per the description (Strref 23985)

    Notes
    - It does not list a number of charges prior to use
    - It is consumed after a single use
  • CerevantCerevant Member Posts: 2,314
    edited July 2015
    11114 Changing a map not should not reposition it

    Description
    1. Start a new game with Abdel
    2. Open the map screen (m)
    3. Note that the map note icon for Candlekeep (the castle) is below the battlements 4. Right-click on the top point of the map note icon for Candlekeep
    5. Add a Z to the name and click done

    Observed
    The map note icon has shifted upward, covering the battlements

    Expected
    The map note icon does not move

    Notes
    It appears that the map note is moved to center on the location where you right click, so it will shift in any direction.
    Post edited by Gate70 on
  • CerevantCerevant Member Posts: 2,314
    edited July 2015
    11132 Weapons created for shapeshift forms should not wear off before returning to natural form

    Description
    1. Create new game with Shapeshifter PC
    2. Select PC and shapeshift to werewolf
    3. Go into inn and rest twice as a wolf.

    Observed
    Notice that after the second rest the wolf paw weapon has disappeared and PC can now attack with the weapons in their quick slot while in werewolf form.

    Expected
    Wolf paws should still be present

    Notes
    - This affects all shapeshifter form weapons
    - Notes: Can be fixed by setting the timing mode of the Create weapon effect on the shapeshift spells to "instant/permanent until death" instead of "instant/limited".
    Post edited by Gate70 on
  • CerevantCerevant Member Posts: 2,314
    [11154] Quick Loot bar should not jump to the last items when earlier items are selected

    Description
    1. Load the attached save.
    2. Open the Quickloot bar (red button to the left of bottom toolbar).
    3. Click on the right Quickloot arrow to reposition to the 2nd set of items. 4. Click on one of the pelts to select it.

    Observed
    The Quickloot bar jumps to the final set of items. (you can see the quarterstaff)

    Expected
    The Quickloot bar should remain on the current set of items. (only pelts visible)

    Note
    The first and last set of items work OK, any sets between these two reposition to the last set.
  • CerevantCerevant Member Posts: 2,314
    [11156] There should be some visible indication of Marek's poisoning

    Description
    1. Load Attached save
    2. Move south and west, and speak to Lothander 3. Choose dialog option 1.
    4. Press Ctrl-T 24 times

    Observed
    A message "You feel very ill..." appears, but there is on indication of poisoning or curse on the character record

    Expected
    There is some positive indication that something is wrong on the character sheet

    Notes
    - An portrait icon like that is used for Ployer's curse in BG2 is what I have in mind.
    - Note that the poisoning affects all party members (according to the text)
    - This is a fairly frequent FAQ on the forums. In spite of the warning after one day, it is easy to believe that you are just being scammed, especially after no further warnings.
  • CerevantCerevant Member Posts: 2,314
    [11519] Ranger Charm Animal ability does not match its description

    Description
    Note: this issue cannot be observed from the game interface
    1. Start NI and open BG:EE
    2. Select SPCL311
    3. Note that description states "The animal is allowed a Saving Throw vs. Spell with a +3 bonus to negate the effect"
    4. Choose Edit Tab
    5. Double-Click on Spell ability (0)
    6. Click on Effect 0
    7. Scroll text pane down to the bottom of the list

    Observed
    Save Bonus is zero

    Expected
    Either Save Bonus is 3, or description does not contain "with a +3 bonus"
  • CerevantCerevant Member Posts: 2,314
    [11521] Inquisitor's Dispel Magic should have level appropriate effects at character level 1-5
    Description
    Note: this issue is difficult to observe from the game interface
    1. Start NI and open BG:EE
    2. Select SPCL231.SPL
    3. Choose Edit Tab
    4. Double-Click on Spell ability (0)
    5. Note that the minimum level is 1
    6. Click on Effect 2

    Observed:
    Level is 12

    Expected:
    Level is 1

    Note:
    - It looks like this was ported from BG2, where no characters are < level 6. Therefore the base value (level 1) for this spell is 12
    (twice caster level).
    - Spell ability 0 is for level 1, and spell ability 1 is for level 7. Note that there are no corresponding abilities for level 2-6
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    [11738] [Linux] dialogF.tlk should be dialogf.tlk
    1. Launch the game, select Baldur's Gate, go to Options ⇒ Language, select Español, and press Done.
    2. Exit the game and relaunch. It should now be in Spanish.
    3. Load attached save game.
    4. Wait for Kolssed to speak to the player.
    5. Note the text (copied below).
    Observed:
    Text says:
    Bien, ha sido un día muy ajetreado. Extraños ruidos durante la noche y ahora una plétora de gente deambulando por el bosque. Parecéis más hospitalario que los dos últimos con los que me encontré. Bienhallado, forastero. Me llaman Kolssed.
    Expected:
    Text should be read from dialogf.tlk; it cannot read dialogF.tlk. Text should say:
    Bien, ha sido un día muy ajetreado. Extraños ruidos durante la noche y ahora una plétora de gente deambulando por el bosque. Parecéis más hospitalaria que los dos últimos con los que me encontré. Bienhallada, forastera. Me llaman Kolssed.
  • Sphen0Sphen0 Member Posts: 11
    [11798] Minsc's Berserk ability should protect against stun and the related cosmetic effects

    1.) Load the attached save.
    2.) Cast Berserk with Minsc (2 > F12 > F1)
    3.) Select Abdel and attack Minsc with Darts of Stunning (1 > F3 > 2)

    Observed:
    On a failed saving throw, Minsc is stunned.

    Expected:
    Minsc is immune to stun while he is Berserk
  • Sphen0Sphen0 Member Posts: 11
    [11797] Dark Moon Monk's Detect Illusion bonus should be 10%

    1.) Start a New Game and Create a new character
    2.) Select Male > Human > Monk > Dark Moon Monk > finish the rest however you choose.
    3.) Go to the Character Record (R).
    4.) Scroll down a little.

    Observed:
    Detect Illusion is 24, but the kit description says +10% Detect Illusion.

    Expected:
    Detect Illusion is 10.

    Note:
    SPDM104.spl has its value set to 24.
  • Sphen0Sphen0 Member Posts: 11
    [11799] Safana's Kiss should not use the description of the Charm Person spell

    1.) Load the attached save.
    2.) Select Safana's innate Charm Person ability (F12 > F1).
    3.) Observe how Safana walks towards the tutor and kisses him.
    4.) Reload the save.
    5.) Right-click the ability to display its description.

    Observed:
    You see the description of the Charm Person wizard spell.

    Expected:
    You see a unique description that describes Safana's Kiss ability.
    Range is touch, Duration is 100 seconds, and saving throw is made with a +2 bonus.
  • Sphen0Sphen0 Member Posts: 11
    [11801] Reopening the spell list should not allow you to create infinite Enchanted Weapons
    1. Load the attached save.
    2. Select Adelia and cast Enchanted Weapon (F7 > F2)
    3. While Adelia is still casting, reopen the memorized spell bar (F7)
    4. Once the Enchanted Weapon selection appears, choose any weapon.
    5. Click to move Adelia.
    Observed:
    The Enchanted Weapon selection reappears and you can create as many Enchanted Weapons that you want.

    Expected:
    The regular Action Bar should reappear.
  • Sphen0Sphen0 Member Posts: 11
    [11802] Rasaad_Plot Global should be set to 1 even if Rasaad initiates his first dialog
    1. Load the attached save game.
    2. Send "Elasia" into the Nashkel Inn.
    3. Let Neira (the bounty hunter) approach and engage you in dialog. Choose any options.
    4. Once Neira is hostile, wait for her to start casting a spell and then tell Elasia to leave the Nashkel Inn.
    5. Wait for Rasaad to start attacking Neira after she follows you outside.
    6. Ctrl+Y Neira.
    7. Chose any dialog options with Rasaad.
    8. C:GetGlobal("RASAAD_PLOT","GLOBAL")
    Observed:
    The Rasaad_Plot global variable does not exist.

    Expected:
    The Rasaad_Plot global variable should be set to "1" after dialoging with Rasaad for the first time.
  • Sphen0Sphen0 Member Posts: 11
    [11803] Auto-pause should not prevent Shapeshift Natural Form from equipping the correct weapon
    1. Load the attached save.
    2. Select the Imp and cast Polymorph Self (F7 > F1).
    3. Select the Imp and cast Shapeshift Mustard Jelly (F12 > F5).
    4. Ensure that either Auto-pause Spell Cast or Auto-pause End of Round, or both, are enabled (O > Gameplay > Auto-pause).
    5. Select the Imp and cast Shapeshift Natural Form (F12 > F4).
    6. Un-pause (spacebar).
    7. Ctrl+M the Imp.
    Observed:
    The Imp has no weapon slot selected.

    Expected:
    The Imp should have Weapon4: S1-6 Selected.
  • IllydthIllydth Member, Developer Posts: 1,641
    [9318] Combat Music Does Not End

    Start a new character and:
    1) Talk to Firebead to get his quest about getting the Identify scroll from Tethtoril
    2) Talk to Winthrop and buy some crossbow bolts
    3) Go to the guard shack and talk to Fuller to get his quest to get some crossbow bolts
    4) Give Fuller the crossbow bolts
    5) Pick up Hull's sword and antidote
    6) Go to the barracks and kill Carbos (or Shank, whichever one's there)
    7) Talk to the Gatewarden about mass combat practice
    8) Do the mass combat practice once (I usually just clear the fog of war and let the temporary NPC's kill the illusions)
    9) Talk to Hull and get his quest to get his sword
    10) Give Hull his sword
    11) Talk to Reevor and get his quest to kill the rats
    12) Kill the rats
    13) Talk to Reevor and get the quest reward
    14) Talk to Jondalar and do his combat practice.

    *Observed:*
    Combat music continues playing after combat is over.

    *Expected:*
    Combat music stops after Jondalar's Combat Practice Completes.
  • IllydthIllydth Member, Developer Posts: 1,641
    edited June 2015
    [14283] UNDEDDAM.eff effect is bugged.

    1. Go to Options -> Gameplay, make sure the difficulty is set to core rules (middle)
    2. Start a new BG:EE game with the Abdel pregen
    3. C:SetCurrentXP(161000)
    4. Open the record screen (R), click Level Up
    5. Put one point in Club proficiency and distribute the remaining point elsewhere, close the screen
    6. C:CreateItem("blun10")
    7. Open the inventory (I), equip the Root of the Problem, close the screen
    8. C:CreateCreature("skelet")
    9. Attack the skeleton using the Root of the Problem

    Observed
    You do 3 to 8 points of regular damage (1d6+1 from the club and +1 strength bonus). No additional line with any extra damage is displayed. There is no extra damage vs. undead done to the skeleton.

    Expected
    Apart from the regular damage, the club should do +2 additional damage vs. undead to the skeleton. This should be applied by the melee ability, which would produce an extra line in the combat log saying that 2 additional points of damge have been dealt.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730
    [15962] Kivan should not have a 1st-level spell slot at level 4 and level 6

    1. Start a new game with Abdel
    2. Spawn either of the following incarnations of Kivan:
    - Kivan at level 4: C:CreateCreature("kivan4")
    - Kivan at level 6: C:CreateCreature("kivan6")
    3. Ctrl-Q on Kivan
    4. Open Kivan's priest spell book
    5. Look at his 1st-level spell page

    Observed
    Kivan has one 1st-level spell slot available. See screenshot.

    Expected
    Rangers do not have any spell slots until character level 8.

    Notes
    In KIVAN4.cre and KIVAN6.cre, the number of memorizable 1st-level priest spells is set to 1. It should be 0.
  • elminsterelminster Member, Developer Posts: 16,317
    [15973] [All] Ground Icon for Robe of Cold Resistance should not appear detached after killing Arkion

    1) Create a new game with Abdel pregen
    2) Console in C:MoveToArea("AR0805")
    3) Save the game
    4) Kill Arkion
    5) Reload the game
    6) Console in C:CreateItem("MISC80")
    7) Talk to Arkion (e)
    8) Kill Arkion

    Observed

    When you initially killed Arkion there were no glitches with the ground icon animation for the Robe of Cold Resistance. After killing Arkion (after he has accepted the corpse from you) there is a corner of the robes ground icon that is missing. When you walk around this corner will appear near you. See screenshot.

    Expected

    The robes ground icon should appear complete and its corner should not move when your character moves.
  • hook71hook71 Member, Developer Posts: 582

    [15975] Kivan should interject the correct line in dialogue with Dorn and not leave the party

    Link

    1. Load the attached save game in BG:EE.
    2. Advance time ( Ctrl-T ) until Dorn initiates dialogue with "Let me guess: You have been wondering what the smiles of my former companions meant after the massacre at Barrow." (string 28504)
    3. Select ( 1 > 1 > 3xContinue )

    *Observed*

    Kivan says "I fear that I must take my leave. I have urgent matters that must be attended to, and I cannot wait for you any longer. Farewell." (string 17226), and then leaves the party.

    *Expected*

    Kivan says "Vengeance is a powerful motivator. We are not so different, Dorn. I do not like your methods, but perhaps it is not wrong to help you gain your revenge." (string 28336), and stays in the party.

    *Notes*

    DORNJ state 56 should jump to KIVANJ state 7 instead of state 5.
  • hook71hook71 Member, Developer Posts: 582

    [15976] Info text should appear above sign-stone and not far to the left of it

    Link

    1. Start a new game in BG:EE with the Abdel pre-gen.
    2. Move to the Beregost Temple area: C:MoveToArea("AR3400")
    3. Explore the area: C:ExploreArea()
    4. Jump ( Ctrl-J ) to [4843.2194]
    5. Click on the sign-stone.

    *Observed*

    The info text "Beregost to the West" (string 14960) appears far to the left of the sign-stone.

    *Expected*

    The info text "Beregost to the West" (string 14960) appears above the sign-stone.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2015

    [15984] Watching a movie should not cause background music to revert to main menu music

    Link

    1) Open the game
    2) Click "Baldur's Gate"
    3) Click Options
    4) Click Movies
    5) Play the "Rest Outside" movie and skip it.

    Observed

    Prior to you playing the movie the background music that played was OLDTHM.MUS. After playing the movie the background music is now THEME.MUS

    Expected

    After playing a movie the background music should remain OLDTHM.MUS
  • elminsterelminster Member, Developer Posts: 16,317

    [15985] You should not be able to acquire two copies of Gorion's scroll

    Link

    Description

    1) Create a new game with pregen Halen
    2) Console in C:SetCurrentXP("5000") and increase pick pocket to 50
    3) Ctrl+J to 2690.1760
    4) Save the game
    5) Pick pocket Gorion until you are successful
    6) Talk to Gorion (1)
    7) Talk to Gorion/Sarevok (e,e,e)
    8) Ctrl+J to 2940.1480
    9) Loot Gorion's corpse

    Observed

    A second copy of Gorion's scroll is found on the corpse

    Expected

    If you pickpocketed the scroll from Gorion in Candlekeep it should not appear on his corpse.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [15996] Beast Master's Animal Summoning I should last 3 turns

    Link

    1. Start a new game with a Beast Master
    2. C:SetCurrentXP(161000)
    3. Open the character record and level up the character
    4. Open the priest spell book, add Animal Summoning I to the list of memorized spells, close the spell book
    5. Enter the Candlekeep Inn, talk to Winthrop (2 > 2), rest
    6. Cast Animal Summoning I, then wait for the spell to expire

    Observed
    The summoned animals are unsummoned after 200 seconds.

    Expected
    The animals should be unsummoned after 180 seconds (3 turns), as per the spell's description.

    Notes
    Spell SPRA304.spl has an incorrect duration of 200 seconds. It should be 180 seconds.
    The priest version of the spell (SPPR402.spl) has the correct duration of 180 seconds.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [16024] Branwen's Spiritual Hammer should not be +2 at level 6

    Link

    1. Start a new game with Abdel
    2. Add Branwen's innate Spiritual Hammer ability to Abdel using C:AddSpell("spin113")
    3. C:SetCurrentXP(32000)
    4. Open Abdel's character record, do the level up to level 6, close the character record
    5. Let Abdel cast the innate Spiritual Hammer (1 > F12 > F1)
    6. Create a fire elemental using C:CreateCreature("elfirsu2")
    7. Ctrl+Q the fire elemental into the party
    8. Make Abdel attack the fire elemental with the spiritual hammer until he makes a successful hit

    Observed
    Abdel is able to injure the fire elemental. The hammer is a magical weapon +2.

    Expected
    Abdel should not be able to harm the fire elemental. The hammer should be a magical weapon +1.

    Notes
    The correct progression of Spiritual Hammer is this:
    • +1 at level 1
    • +2 at level 7
    • +3 at level 13
    The Cleric spell (SPPR213.spl) correctly follows this progression, but Branwen's ability creates the +2 version of the hammer one level too early, at a minimum casting level of 6. It should be level 7.
  • elminsterelminster Member, Developer Posts: 16,317
    edited August 2015

    [16025] Druids in Cloakwood Forest (AR1600 and AR2200) should only cast spells accessible to druids

    Link

    1) Open Near Infinity
    2) Open the creature files Seniya.cre, Laskal.cre, Izefia.cre, Takiyah.cre, and Amaran.cre
    3) Open the script files Seniyad.bcs, Priest3.bcs, and Priest4.bcs.

    Observed

    Seniyad.BCS causes Seniyad to cast Flame Strike and Spiritual Hammer, even though these spells aren't accessible to druids.

    Priest3.bcs causes Amarande to cast Hold Person

    Priest4.bcs causes Laskal to cast Hold Person and Glyph of Warding

    Priest4.bcs causes Izefia, and Takiyah to cast Hold Person.


    Expected

    Druids in Cloakwood Forest should only cast spells accessible to druids.
  • HurricaneHurricane Member, Translator (NDA) Posts: 730

    [16033] Yeslick's Dispel Magic ability should use the icons of the priest spell

    Link

    1. Start a new game with Abdel
    2. C:CreateCreature("yeslic5")
    3. Ctrl+Q on Yeslick
    4. Enter the Candlekeep Inn, talk to Winthrop (2 > 2), rest
    5. Select Yeslick
    6. Open his Special Abilities menu (F12)
    7. Look at the casting icon of his innate Dispel Magic ability
    8. Right-click the ability and look at the spell icon atop the description

    Observed
    Both the casting icon and the spell icon are that of the wizard spell, even though Yeslick is a cleric, not a wizard.

    Expected
    The ability should use the casting icon and the spell icon of the priest spell.

    Notes
    The ability is SPIN112.spl. It uses SPWI302B.bam as casting icon and SPWI302B.bam as spell icon. This should be SPPR303B.bam and SPPR303C.bam, respectively.
This discussion has been closed.