Search found 337 matches

by R.D.
Thu Mar 21, 2019 2:53 pm
Forum: Help & Support
Topic: Issues seen during IndigoGaming streams
Replies: 22
Views: 528

Re: Issues seen during IndigoGaming streams

It's not absolutely required, but in classic there is a significant difference in how likely the chance to pacify is depending on if your weapon is drawn or not.
by R.D.
Thu Mar 21, 2019 12:57 pm
Forum: Bug Reports
Topic: v0.7.65 (Win7 x64) - Artifacts bugs report
Replies: 3
Views: 161

Re: v0.7.65 (Win7 x64) - Artifacts bugs report

The Oghma Infinium display is fixed in a PR.
What is this artefact?
The Masque of Clavicus.
Its missing ingame
It shows up correctly in DFU for me.
by R.D.
Thu Mar 21, 2019 8:20 am
Forum: Help & Support
Topic: Issues seen during IndigoGaming streams
Replies: 22
Views: 528

Re: Issues seen during IndigoGaming streams

Pacified the orc shaman that just told "prepare to die" using orcish skill https://www.youtube.com/watch?v=euZKkxBMuhg&t=10317 Either that skill is magical and anything is possible; Or it's some kind of social skill, and it should be more or less likely to succeed depending on context; And in some ...
by R.D.
Thu Mar 21, 2019 6:46 am
Forum: Help & Support
Topic: Isues seen during Calyptic G streams
Replies: 16
Views: 365

Re: Isues seen during Calyptic G streams

Cyndassa and Mynisera doors need to be opened twice? https://www.youtube.com/watch?v=B18JVhJOE3E&t=3824 First time you get a flavor message; the second time they open This is working as intended. Background: In classic these doors will only show the text if clicked on while in "Info" mode, and they...
by R.D.
Mon Mar 18, 2019 1:31 pm
Forum: Resolved
Topic: Null effectBundle added on first player death [CLOSED]
Replies: 5
Views: 106

Re: Null effectBundle added on first player death

Thanks for fixing the spell resistance messages. It doesn't appear to be null to me at the time it's being added by PassiveSpecialsCheck() I probably shouldn't have called it a "null effectBundle". I didn't mean there was a null reference exception or anything, but when I printed out the name of the...
by R.D.
Sun Mar 17, 2019 3:57 pm
Forum: Resolved
Topic: Null effectBundle added on first player death [CLOSED]
Replies: 5
Views: 106

Re: Null effectBundle added on first player death

Seems to also happen whenever you load a classic save, when the game loads, rather than when the player dies.
by R.D.
Sun Mar 17, 2019 12:39 pm
Forum: Resolved
Topic: NullException if you die in a dungeon, let video play, then load an exterior save [RESOLVED]
Replies: 1
Views: 33

NullException if you die in a dungeon, let video play, then load an exterior save [RESOLVED]

sing the latest code (commit 16b2a1e), if you die in a dungeon (probably also happens for any interior), let the death video play, then load a save in an exterior location, the following null exception happens, and the game screen is stuck black. NullReferenceException: Object reference not set to a...
by R.D.
Sun Mar 17, 2019 12:26 pm
Forum: Resolved
Topic: Null effectBundle added on first player death [CLOSED]
Replies: 5
Views: 106

Null effectBundle added on first player death [CLOSED]

Using the latest code (commit 16b2a1e), I noticed that an effectBundle is added to the player the first time they die after starting the program. It is not added on the 2nd second onwards, regardless of whether its the same character. The on-screen "save versus spell made" message can appear once or...
by R.D.
Sat Mar 16, 2019 3:56 pm
Forum: Resolved
Topic: 0.7.65: Enemy AI has new and old issues [RESOLVED/CLOSED]
Replies: 11
Views: 306

Re: 0.7.65: Enemy AI has new and old issues [RESOLVED/CLOSED]

Thanks both for the kind words. :D
by R.D.
Thu Mar 14, 2019 11:11 am
Forum: Resolved
Topic: 0.7.65: Enemy AI has new and old issues [RESOLVED/CLOSED]
Replies: 11
Views: 306

Re: 0.7.65: Enemy AI has new and old issues [RESOLVED/CLOSED]

Two of these issues have been resolved in this PR. I'll close this one now. All of the issues (6 total, counting the one I mentioned and the one in the video) should be fixed by that PR. 1. Enemies running off when can't reach combat target 2. Enemies not swinging in classic AI mode if target was b...