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This won't help if you don't control the units sadly, but I think if you are the commander, ordering them to 'Hold Fire' allows them to climb up ladders before you tell them to open fire again (in case ordering them to hold position doesn't work).
 
You know?  I know I suck at archery, but this is ridiculous.  My archery is so bad ... (how bad is it?) ... My archery is so bad, the aiming reticule is inside out.  When I look at my character sheet, it tells me my Archery Proficiency is -2147483648.  (ouch!)

More seriously, I don't know what caused this bug but it is pretty egregious and a game stopper.  I'm going to have to guess what my archery proficiency score was before it bugged out and restore it via character export/import.

Other clues to maybe why it happened ...

I entered combat with not quite 200 troops against 1700+ barbarians.  Fortunately my 80 Juggernauts make fairly quick work of the horde of low/mid level enemies, so survival was never in question.  The combat started off with both teams crammed into one corner of the battlefield that was densely wooded (sucks for cavalry).  There were lots of scrolling red error text messages (sorry I didn't screenshot it) about unrecognized troop types ... same at the end of combat during the prisoner capture screen, but that came later.  Being crammed in the corner, most of the enemies routed.  During round 2 of combat, many of the enemies spawned outside of playable territory (but this time each in their own separate starting areas), so I whipped out my bow and started plunking away at them ... plug a couple shots into one and the screen goes into ultra slow freeze frame action (count to 20 or more before the next slide), and then the enemy I just shot was teleported to my team's starting area.  I did this to a second enemy to confirm with the same game behavior.  Afterward, I switched to sword to run down the teleported enemies that were running toward me from my team's starting area.  Having dispatched them, I again switched to bow (against new enemy horse archers) but the reticule wouldn't sight down and it was inverted (imagine each piece of the reticule pie pointing outward instead of inward).

There you have it.  Ugly bug or compounding of several.

 
Pathfinding says party skill in the character sheet, but when you give your companions more pathfinding it does not contribute to the parties total pathfinding for some reason. I have 29 guys atm and im only moving 4.7 on the map with 4 pathfinding. A party of 91 guys moves faster than me......
 
Firestorm said:
Pathfinding says party skill in the character sheet, but when you give your companions more pathfinding it does not contribute to the parties total pathfinding for some reason. I have 29 guys atm and im only moving 4.7 on the map with 4 pathfinding. A party of 91 guys moves faster than me......

Pathfinding is unchanged from native. There are a few reasons that could explain why you're moving much slower than that party :

1. Your companion with pathfinding skill is wounded and therefore doesn't provide any bonus.
2. Pretty much every party in the mod has got some pathfinding skill (unlike native). Some (for example black khergits or desert nomads) have got a pretty higher value. Lords have a personal value as well, which can in some cases go all the way up to 10 (which is very rare).
3. Your party is slowed down by either low morale or your inventory.

If your companions aren't wounded it's probably due to a combination of 2 and 3. Pathfinding is even more important than in other mods.
 
New to this mod, and i must say I'm very, very impressed! You have re-ignited my joy of when i first installed and experienced Warband. Thank you!
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There is two little points that really bug me about this mod though, I was wondering if you could check and let me know if its a problem on my end or the mod itself.

1. Odd looking trees? In certain battle fields and also in some random placements during sieges i.e. through a stairwell and in the castle courtyard. There will be a bunch of very poor textured trees! very strange looking and almost like a 3 year old has painted them :sad: I can not pass through them either, I have to go around and it completely ruins some battles as its impossible to see through. (I have screen shots but wont attache)

2. Riding skill vs actual skill? So I currently have a horse that requires a riding skill of 5. which i upgraded to after about 2 hours of play. However the agility score has kept high, but the riding score has reduced to 1, and turned red. When i step off my horse, during battle, I can not get back on because i dont have the required skill level. But back on inventory, map and fresh battles I'm still on skill 5 horse?

All in all these two points are tiny compared to the brilliance of this mod, but if you could please help at all to fix, It would very much improve my gaming experience. :smile:
 
Magicman743 said:
New to this mod, and i must say I'm very, very impressed! You have re-ignited my joy of when i first installed and experienced Warband. Thank you!
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There is two little points that really bug me about this mod though, I was wondering if you could check and let me know if its a problem on my end or the mod itself.

1. Odd looking trees? In certain battle fields and also in some random placements during sieges i.e. through a stairwell and in the castle courtyard. There will be a bunch of very poor textured trees! very strange looking and almost like a 3 year old has painted them :sad: I can not pass through them either, I have to go around and it completely ruins some battles as its impossible to see through. (I have screen shots but wont attache)

2. Riding skill vs actual skill? So I currently have a horse that requires a riding skill of 5. which i upgraded to after about 2 hours of play. However the agility score has kept high, but the riding score has reduced to 1, and turned red. When i step off my horse, during battle, I can not get back on because i dont have the required skill level. But back on inventory, map and fresh battles I'm still on skill 5 horse?

All in all these two points are tiny compared to the brilliance of this mod, but if you could please help at all to fix, It would very much improve my gaming experience. :smile:

I'm not sure what to say about the tree thing. As for the horses though, your riding skill will drop if your armor is too heavy. When you take off your armor it will return to 5.

There's a way to turn this off though - I think it's in the camp menu, under mod options or something like that. There's a box that says something along the lines of "reduce riding skill with encumbrance". Uncheck that and you'll be good. 
 
Thank you for the help :smile: Egg on my face for the horse vs skill problem lol its how I'm used too now (fixed)

Can you explain how how i can attache a screen shot and ill show what the tree issue is :smile:

Thanks again 
 
Found an exploitative bug that trivializes food purchases and really should be looked at.

If you take a partially eaten stack of food (e.g., eaten down to 1/50) and place it in your companion's inventory (through the manage companions inventory camp menu), then if you close that screen and re-open the companion's inventory again, the food stack is magically replenished back to full (e.g., 50/50).

In this mod, food purchases are a trivial drain on finances (i.e., spend a few hundred but earn multiple tens of thousands between purchases), but it is a persistent annoyance to constantly find and repurchase the right kind of food so your inventory doesn't get weighted down (hence, it becomes an inventory management and encumbrance problem for the player to balance).  With the above mentioned exploit, one merely needs enough food stacks so as not to be completely eaten at a mealtime, then magically replenish and you're good until next meal time; no more food purchases needed.

 
Using the latest version of this great mod I find I am having a strange bug.

I have dyeworks in most towns. Every so often they will stop selling and revert to holding the items in inventory. I find out when I see a -3500 in the weekly budget. I have to go to the town where it bugs out and reset it. Then, soon after it will happen in another town, and so on.

Anyway, thanks for this great mod!
 
Having an issue with Pre-battle deployment.  I entered  a battle that would have taken me over my custom limit of 650 units, and so i chose the units I wanted to take into battle (I was capped at 351).

The problem is, moving forward now I always enter with the same units capped at 351, even if i am fighting a tiny force of 30-50 units.  I only see the option to change the units I take into battle if I try to attack a stack that would take me over my limit again.

Shouldn't it only use those units if the combined total is over my limit of units?  Or at the very least give me an option to always to chose which units to take into battle?

I do have the Mod Options setup with the correct force limit for the Pre-battle deployment (matches what is showing under Video Options for battle size).  I used the latest battle sizer to change it.

Am I missing a setting somewhere maybe?
 
Somehow, my new run as a Vaegir horse archer went strange really soon. At the start of the game, there were absolutely no wars! :confused:(Barely got myself a merc contract because of that) Everyone was at peace and that hindered my troop upgrades early-game. Then, around a month has passed, and I saw (via Ctrl+T) only 1 or 2 caravans were on the whole map.

Problem: Every port city started spamming them ships. Now the exits are overcrowded with Royal Traders travelling to wherever, who cannot reach the city and stand around. So, land trade is no more (Khergits as the only exception, since they have no ports :wink:) and I cannot attack a ship to do the "Provoke war against X" quest. The run has almost frozen right now, I only hope that Crusaders or Loktin grab some land so a war could take place.

Please, fix this behaviour or at least put a limit on sea caravans avalible to a faction.

P.S. Vaegir just made a trade agreement with Khergit. Yep, considering all your caravans are stuck outside Rivacheg. Brilliant.

P.P.S. I attacked a city patrol to cause provocation, but after Surrender or die! the pre-battle interface only showed me the "Change commander" and "Leave" options. I couldn't pick up a fight with these guys, the quest considered itself completed, though.
 
A bug where while you are enlisted in another army and press camp and then press to set up camp and wait (not the entrenched camp which requires tools).

The leader of the army will keep moving, but when battles begins it will be in the camp.

And when all the enemies have fled or are dead or whatever, you wont win until all the reinforcements have been fielded (may be very laggy and take a long time and should depend you your max-army-in-the-field-at-the-same-time setting).
 
When I have 'entrenched siege camp' and then attacked by a much greater force i.e 1000 troops. Upon the first enemy reinforcement wave, the battle size limit seems to be obsolete! The full enemy army enters the battlefield crashing my pc :sad:
 
Amongst the book merchants i've seen that several books do not mention anything when i highlight them (only name and selling price), where usually it should mention name, selling price, bonus, and the companions and their completion percentages and intelligence requirement if applicable. I bought Primo Auxilium (nothing except selling price and name was shown) and i placed it in inventory, i should get a +1 first aid bonus according to the floris wiki here http://floris.wikia.com/wiki/Books but i didnt. It might be that some of the books added by floris, but not in native do not work in your mod, or is it my side?

Some more books which have nothing(except name and selling price) mentioned are: scienti servandi, necrononomicon, ramun's note, holy bible.
 
Deathwhisper said:
This is the thread where bugs that you have found must be reported.

Note that any crash at game launch must be discussed here and not on this thread.

If you want the bug to be fixed, you must be as precise as possible. For example, if you get an error message, you must say what the exact message is or, even better, take a screenshot of it. If possible, you should also say under what circumstances this bug occurs so that it is easier to reproduce. A bug that I can't reproduce myself is likely to be very hard to get rid of.

I'll also create a list of known and fixed bugs later on.

There are few bugs.

- My riding skill is for example 7 and ina  character skills menu i see 0 also when i dismount immediately i see information that i cant mount again cuz i dont have riding skill high enought... Its another playthrough so it must be something wrong with game.

- Clokar Clan and Order of the Sun are overpowered big time to a point where i would call it a bug, they need to be serioulsy weaker and fast.

- Many citiest like Uxkhal ar built in a way that  many units  get stuck under the walls and they try to attack the walls or stay there indefinitely so something must be done with walls so units wont stay at the walls base but go up the ladders and start to fight.

- many times i get information like unable to find mesh round shield 02 or something....

thx for your hard work.
 
Sylfa said:
- My riding skill is for example 7 and ina  character skills menu i see 0 also when i dismount immediately i see information that i cant mount again cuz i dont have riding skill high enought... Its another playthrough so it must be something wrong with game.

You can disable this in the Floris menu, riding skill drops with your armor encumberance.

For the rest, you can just edit the files yourself and make it so Kolkar Clan and Order of the Sun aren't so powerful.
 
Service_Disconnect said:
Sylfa said:
- My riding skill is for example 7 and ina  character skills menu i see 0 also when i dismount immediately i see information that i cant mount again cuz i dont have riding skill high enought... Its another playthrough so it must be something wrong with game.

You can disable this in the Floris menu, riding skill drops with your armor encumberance.

For the rest, you can just edit the files yourself and make it so Kolkar Clan and Order of the Sun aren't so powerful.

Thx for info about riding skill (historically even heaviest of knights  were able to ride normally on heavy war horses so this thing with riding skill dropping down the more you are  heavier is  abit stupid)

about manually editing the flies i dont know a thing about this  and i think this should be  done by mod maker dont you think? ;P
 
Minor issue here, but if a lord attacks you while you're leading a Claimant rebellion and you convince the lord to defect to your side, you still have to either surrender or fight the lord that you just brought over.
 
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