#451
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Does this issue happen also when you play without the mod? |
#452
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I hope you don't mind I'm putting you to work like this. Since I can't reproduce the problem on my end (yet), you can help me debug this problem remotely if you wish to. After we cover that possibility (assuming you want to do it), I'll send you old mod versions and we can figure out which version caused the problem by going through the mod's history. My guess offhand is that it's the change I made to the way elixirs work. |
#453
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I could do the testing, no problem, although I wonder in a first place why those flasks have to be worth 0 ?? Couldn't you just asign something like +0,1 C if you realy want them to be that cheep on selling them to Vendors?
IMHO just asigning to all zero worth stuff any positive value will fix the problem, unless is something much more complicated? On the other hand as a temporary solution, I was just ignoring all flasks of resistances , not bothering to picking them anymore, and not a single time I expirienced any problem after I started doing so. I will do some additional testing... |
#454
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I've just done few tests...
elixiers of minor (or any ) resistances are supposed to boost your resistance for short amount of time, right? Well I opened character screen to chek what they do...after I consumed one it happend nothing. Unless they are invisibly doing something ? Also it happend with minor dexteritie flask...no boost whatsoever. However this particular tumble , when I sold it menaged to negate all my gold, and this time it wasn't even red!!!. And I tested it intentionaly without saving and resuming game first. Saving first somehow fixes the bug so it would not be good for testing. ...... I have tested now Unmoded game. Tested 3 different tumblers. All have positive sell value. All do what they are supposed to do- increase they respective stats and that was easyly monitored via character info screen. And no zero bug....although to be fair for this bug probbably I would need to play the game a few hours to be reasonably sure. But even so, I think we could be reasonably sure that vanila game doesn't have that bug simply because by now someone else would report it?. Not sure how much time it would take you to just fix sell values on those tumblers into positive ? Maybe you could copy / paste values from vanila game or from some version of your mod before you changed sell prices? I would gladly test one such changed version. ( I hope that would be easyest and fastest way to get rid of that bug). Tumbler-ones seems to be the worst ones considering that they may be bugged beyond only being zero priced.(meaning they are not doing their basic functions) Certainlly worth of chekking... Last edited by Elafar : 03-18-2012 at 01:53 AM. |
#455
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#456
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With a great joy and pleasure I am reporting that older version of your mod that I've just tested worked flawleslly regarding all elixirs and flasks.
Finaly I hope you will not have big trouble in turning them back as they were before the last patch ? Ofc, once you find a free time , no hurry needed . |
#457
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Eladar, going back to the latest mod version, do your low level elixirs always cost you 0? If so, could you send me a save game with them to my email address? I'm trying to figure out why this change in the last version causes problems on your end but hasn't been doing so on mine.
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#458
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Yest, they were always zero but not only low lvl elixirs that costs 0, but there are some flasks as well and as far I've noticed, their next in a lvl counterpart that also costs 0.
I will, ofc send you my saved files, I just have to reinstall nack to latest version and find some Potions vendor, that will be fastest way I guess. Will do that Asap... |
#459
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Problem solved
After many different things we tried , finally as last desperate move, I have reinstalled the game. But this time on Drive C.
Now it all works as it should. All bugs I experienced was because my game was installed on another location than C. At least and hopefully, this might be useful in the future if anything like this happens to someone else |
#460
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Glad to hear it worked out Elafar. That was one crazy bug.
For those who are interested to know, I checked out Elafar's executable and assets003.zip and all seemed to be fine. The symptoms were several: potions were not finding the proper status effects (and thus having zero effects and zero costs), right click not working on a certain character (has that also been resolved now?), and I also noticed from the stats of a character Elafar mentioned in his email that a change I was applying in the mod (making all mana start at 100) wasn't being applied. The symptoms pointed to some files within the mod being processed while others weren't, which is really weird. The possible culprits were either memory issues ie. Elafar's system ran out of memory as it processed the data in the .zip files, or some drive system problem. I'm still not sure what the problem was - it doesn't seem like "c:" is ever hardcoded in the executable - but it is seems like it's a bug with the override mechanism that's related to certain drive systems. Perhaps as the game decompresses the zip files into a temporary directory on C:, some problem is created under certain conditions. I'm not sure. Anyway, I'm happy everything works well now, and I can get back to working on the next version (albeit slowly ) |
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