Area "refreshing" problem/bug (spoilers) and question
lujo
Member Posts: 236
I just had a bug of some sort "refresh" Ragpicker's Square for me!
See post just below, I went and tested things and figured out what happenes and how. I think.
Also, related important question for modders:
I've been meaning to ask about this for ages. Is it possible to make a mod which would reset only the "blackness" in Undersigil? The reason is that it's kind of a pain to keep track of where you've been and where you haven't been yet on the map in runs after he first one, as everything has been explored.
It would be a big QoL if the blackness would just restore itself
See post just below, I went and tested things and figured out what happenes and how. I think.
Also, related important question for modders:
I've been meaning to ask about this for ages. Is it possible to make a mod which would reset only the "blackness" in Undersigil? The reason is that it's kind of a pain to keep track of where you've been and where you haven't been yet on the map in runs after he first one, as everything has been explored.
It would be a big QoL if the blackness would just restore itself
Post edited by lujo on
0
Comments
The bug seems to be this:
When you refresh the Modron Maze (resetting it by talking to the Modron Engineer), it also seems to "refresh" the exteriors of places on the world map where you can't travel using Portal Lens. Refreshing the maze seems to be what's doing it.
It doesn't seem to refresh Trash Warrens or the Undersigil, Dead Nations, Drowned Nations and Warrens of Thought or any "interiors" on the maps which it does reset.
So seems to be just the things which have a world map entry but can't be accessed by Portal Lens from the Maze. I can't check for things beyond Sigil right now.
This is a pretty big bug. I really hope it's not caused by the vanilla game, but as far as I know none of the mods I've got fiddle with the Modron Maze. (I got the portraits in dialogue mod, the UB mod pack, the biffing thing that's supposed to prevent something from happening and that's it I think).
There's a development, though:
I'm not sure it's related to the whole Modron thing.
Anyway, here's the save to play around with, when you load it you should be able to see:
Then go to the Modron Maze by using the Modron Toy in the inventory. Then go SW, talk to the Engineer and reset the maze. Then use the Portal Lens and go to the Flophouse, and from there to the Buried Village. You can experiment with other areas, what it did for me was what I wrote up there.
But if someone cracks down on the back end of what's causing this - please, for the love of god don't patch yet as I've dug up a bunch of bugs I've been meaning to report (or mentioned in passing in other places).
So if this is helpful, please let me know here and I'll list all the stuff for you guys. There's some serious things I have to properly test to see if it's bugged - I think the Spell Elysium's Tears and its Ignus variant Rain of Fire (think that's what it's called) are actually bugged and don't play their animation, among other things.
If it's not helpful due to mods I'll certainly do a clean bughunting-only install at one point and turn every rock over.
-edit-: @lujo, I tested the save with your instructions. I think Marrow-Fiend is supposed to stick around.
Going to the Buried Village, I was able to do Ku'u Yin's quest (but perhaps you did not complete it?), but for example Barr and Uhir respond to me like I've been here before (Uhir says "thanks again for helping out). Furthermore, the Court door is opened (Pharod dead inside). Going to Alley of Dangerous Angles allows to me to talk to Krystal, who thanks me once again (so no reset).
If I recall correctly, the generalized biffing mod was necessary to prevent the reset @argent77's Bag mod when entering (or generating?) the Modron Maze. It could be that generalized biffing has other unintended consequences as well with resetting whole areas. But I'm not seeing it on a clean install.
AFAIK Argent77 said this about generalized biffing
Which I took to mean that it was mant to prevent areas refreshing.
--
So, on a clean install, you go into the maze, talk to the engineer in the engine room, reset the maze, use the lens (in your inventory) to get out, and Ragpickers doesn't become unexplored?
Also @argent77 , while you're here, do you think a mod which would "unexplore" the map on Undersigil every time you exit (but just the exploration, not containers) be possible?
There is an 'UndoExplore()' script command that could be used to reset the exploration state of a map. But I don't think it works without unwanted side effects.
Using the Modron cube refreshed
- Ragpicker's Square (AR0101.ARE)
- Lower Ward (AR0500.ARE)
- Southwestern Hive (AR0400.ARE)
- Alley of Lingering Sighs (AR0401.ARE ? )
- Weeping Stone Catacombs
- Buried Village (AR0109.ARE)
And I haven't checked Dead Nations, Warrens of Thought, Drowned Nations and the big trapped Tomb.
The only mod I had installed was Unfinshed Bussiness. I didn't apply generalized biffing this time to rule that out. This thing is either a vanilla install bug (rather major one) or somehow an Unfinished Bussiness bug.
I'm not sure if all areas can be refreshed, but Ragpicker's Square seems to be consistently refreshed both this time and the previous time, and so is the Lower Ward.
--
The two saves are just before using the cube, and just before resetting the maze for the first time. I can't remember the console command for changing location, so I'd appreciate 2 things from any hepful soul:
1) Take the second save and console yourself out to Ragpicker's Square and see if it's fog got refreshed if you just entered the cube but didn't reset the maze
2) Take the second save and refresh the maze on a clean install, see if this refreshes exploration in any of these areas
Ragpicker's Square got Ratbone added to it,
Lower Ward had multiple people added if I'm not mistaken
Southwestern Hive has Elyce and Rake & Rake-Chaser
Weeping Stone Catacombs has the new tomb
Buried village has Ulthera
And idk if anything was done to the Alley of Lingering Sighs.
Do you think UB could have caused this?
Biffing or no biffing this seems to happen, but last time people couldn't reproduce it on a clean install. This time I have only UB installed, specifically to narrow down what might be causing this, and it is happening.
1. UB+Biffing:
- Before resetting dungeon: Ragpicker's Square has NOT been reset.
- After resetting dungeon: Ragpicker's Square has NOT been reset.
2. UB only:
- Before resetting dungeon: Ragpicker's Square has NOT been reset.
- After resetting dungeon: Ragpicker's Square has been reset.
3. Clean installation:
- Before resetting dungeon: Ragpicker's Square has NOT been reset.
- After resetting dungeon: Ragpicker's Square has NOT been reset.
The test confirms my assumption that only resources found in any of the game's override folders will reset resources from the save.
Note: Several areas (e.g. AR0109, AR0400, AR0500 or AR1400) were not present in your saved game anymore. This might have happened when you entered the Modron Maze for the first time with UB installed but not biffed.
Just a question, if I now apply the biffing, then according to your assessment, I could enter the cube and things should be fine? Is it possible to biff mid-playthrough, do you by chance know?
I really hope they get that bug out of the game, though. It makes EE almot unmoddable. Do you maybe know anything else that triggers it? I haven't seen anything so far (this time I did everything in pre-Ravel game before touching the cube to see if anything triggers that bug).
It would be great if you could integrate this as an UB install option, for convenience sake.