Bug Reports

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I'm not sure why, but when I followed the directions to download and install, there were missing features ... notably some of the recently added options.  The instructions say to download and install in this order: 0.5, 0.6, and 0.6.2.  I went back and downloaded v0.5.2 and performed a new installation in this order: 0.5, 0.5.2, 0.6, and 0.6.2.  All new options then appeared.  In short, installation instructions may be missing this intermediary step.

Also, in addition to the 2nd bug that Joelnh listed (i.e., unable to find mesh horse_c), I encountered a similar error with a shield mesh (i.e., unable to find xenoargh_[somthing I can't recall off the top of my head]).

I was tournament gifted the horse_c so it appeared in my inventory but it didn't have graphics.  I could hover over the inventory space where it was located and the horse information would display.  I could also equip it, and my character would appear in scenes to be riding an invisible horse.

The shield was found as randomly available in shops (it seemed like a run-of-the-mill "wooden" shield variant - nothing special) and I haven't purchased it or tested it yet.  It too had stat information that could be displayed but just no graphics.

 
To follow up on my last reply:
"Unable to find mesh xenoargh_round_shield02" - Vaegir arms shop in Reyvadin, also Rhodok arms shop in Veluca
 
when you form your own kingdom, I noticed that the option to choose which faction I want my troops to follow is missing.
is this intentional ?
 
harlehus said:
Joelnh said:
when you form your own kingdom, I noticed that the option to choose which faction I want my troops to follow is missing.
is this intentional ?

Go to your chancellor and choose your kingdom culture.

I already checked there and with the 2 other staff, there's no option.
if you have it, then I must have something wrong with my install.
 
You have to select the option 'Let's talk about domestic policy'. I haven't tested it out on the newest version so it might just be a bug eventhough i doubt that.
 
are minor faction armies supposed to raid my villages even when on good terms with them ?
they don't have a town or castle yet.

and i just checked and there is no option to talk about domestic policy.
can anyone confirm if they see the same thing or not?

some towns (like sargoth) have problems with sieges.... the attackers dont know how to go up the ladders on the second wall when set to charge. they usually stand next to the wall or run against the wall.
if you set a marker inside the wall they will usually make their way in.

when moving residence through queen, she wants 1 tool and 2 bolts of wool. but when at town it is 1 tool and 1 velvet.... is this by design ? she wants an wool to make new dresses maybe ?
 
the quest to recover the daughter who eloped.
I went to the town mentioned and since I didn't meet elder yet, only options I was given was attack guests or leave.
can another option be added to go to village center.
 
I've had this minor problem happen a couple times ... it doesn't negatively affect game play, but it does point to a logic sequence error:

I joined a combat between a patrol and Foreign fighters; I sided with the patrol.  Upon victory and after grabbing the spoils (i.e., prisoners and loot), the conversation screen pops up with the patrol leader (as it should) but with the Foreigner confrontation text (i.e., message in the foreign language and choices to "attack them" or "leave them alone").

 
Anyone having issues with party speed?

I have a companion with pathfinding 6, 6 horses in my inventory and a party of about 1/2 cavalry (50/100) and I'm still traveling at 4.2 pace and getting caught by everyone, including Nord parties with no cav.  Curious if anyone else is having this issue or if I'm overlooking something obvious. 
 
hargulf said:
Anyone having issues with party speed?

I have a companion with pathfinding 6, 6 horses in my inventory and a party of about 1/2 cavalry (50/100) and I'm still traveling at 4.2 pace and getting caught by everyone, including Nord parties with no cav.  Curious if anyone else is having this issue or if I'm overlooking something obvious. 

Do you have a lot of stuff in your inventory?

Additionally, check your companions inventory. If they automatically loot after a battle, there's a good chance that they have a ton of junk in their inventory that you'll want to get rid of.
 
Hey, excellent work on the mod, by far my favourite for MB:W so far!

I have to reiterate what some other users are saying though, the siege scenes are really annoying with the way the troops never seem to actually assault.

The infantry tends to go just fine, but the skirmishers and archer units tend to mess around at the base of the main gate or jam themselves up underneath the ladders going up to the walls, and I find myself having to cheat my way through the rest of the siege, really sucking the fun out of it. Only once have I had a proper siege that worked flawlessly and it was brilliant, but it's been incredibly rare to have a siege work properly from start to finish.

Any ideas from deathwhisper or any other players who have mentioned this previously? Really need to find a workaround.
 
ojr666 said:
Hey, excellent work on the mod, by far my favourite for MB:W so far!

I have to reiterate what some other users are saying though, the siege scenes are really annoying with the way the troops never seem to actually assault.

The infantry tends to go just fine, but the skirmishers and archer units tend to mess around at the base of the main gate or jam themselves up underneath the ladders going up to the walls, and I find myself having to cheat my way through the rest of the siege, really sucking the fun out of it. Only once have I had a proper siege that worked flawlessly and it was brilliant, but it's been incredibly rare to have a siege work properly from start to finish.

Any ideas from deathwhisper or any other players who have mentioned this previously? Really need to find a workaround.

Which castle scene didn't have that issue?

There isn't much that can be done regarding the agents' AI, but if sieges work fine with some scenes I could modify the problematic ones to match the fine ones.
 
Nice mod, here's the bugs I have encountered so far.

unrecognized opcode 2099.; line no: 34 at script 773 init_agent_modifiers.
location - first fight in the alley twice at start of fight and once at end of fight.


I turned blood loss off and I still have my health declining, but no blood loss message
 
Deathwhisper said:
ojr666 said:
Hey, excellent work on the mod, by far my favourite for MB:W so far!

I have to reiterate what some other users are saying though, the siege scenes are really annoying with the way the troops never seem to actually assault.

The infantry tends to go just fine, but the skirmishers and archer units tend to mess around at the base of the main gate or jam themselves up underneath the ladders going up to the walls, and I find myself having to cheat my way through the rest of the siege, really sucking the fun out of it. Only once have I had a proper siege that worked flawlessly and it was brilliant, but it's been incredibly rare to have a siege work properly from start to finish.

Any ideas from deathwhisper or any other players who have mentioned this previously? Really need to find a workaround.

Which castle scene didn't have that issue?

There isn't much that can be done regarding the agents' AI, but if sieges work fine with some scenes I could modify the problematic ones to match the fine ones.

It was Rivacheg, assaulting with Nords. I think it works best with the Nords, given that their troop tree leans heavily upon infantry. More infantry = better sieges, as there is less dilly dallying from the archer/skirmisher units.
 
I think someone mentioned it before, but you have to tell your archers to hold position inside the keep. I think some of the skirmisher units are tagged as infantry, change those to archers. There probably still will be some units stuck at the ladders. To solve this issue use the command 'nearby units hear me' and then the commmand 'follow me' on all of them and they follow you up the stairs instead of idling beneath them. Hopes this helps  :grin:
 
harlehus said:
I think someone mentioned it before, but you have to tell your archers to hold position inside the keep. I think some of the skirmisher units are tagged as infantry, change those to archers. There probably still will be some units stuck at the ladders. To solve this issue use the command 'nearby units hear me' and then the commmand 'follow me' on all of them and they follow you up the stairs instead of idling beneath them. Hopes this helps  :grin:

Fair call if you're leading the sieges as a commander, but what about when you sign up to one of the factions armies and you have no command input? Can't do anything there.
 
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