| Baali Daimoinon 5 bug | |
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Greedman Fledgling
Posts : 7 Join date : 2015-02-14 Age : 31 Location : Latvia - Riga
| Subject: Baali Daimoinon 5 bug Sat Feb 14, 2015 8:35 am | |
| When I activate it I can't use any weapons and it dosen't give me fire fists
btw., I also have strange bug in Santa Monica, mostly all people on streets are "vampires", can't feed of them and when they die, they turn into ashes, I think I some simple guards in one of the missions were also "vampires"
EDIT: Found out that the fang o vukodlak is the cause of problem with wepons, It just dosen't get changed to fire fists | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Baali Daimoinon 5 bug Sat Feb 14, 2015 10:34 am | |
| I didn't have that problem. What I had, though, is a inventory filled of fists, a fist of vukodlak and ocasionally the fire fists (whenever I activated it). | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Sat Feb 14, 2015 12:43 pm | |
| - Greedman wrote:
- btw., I also have strange bug in Santa Monica, mostly all people on streets are "vampires", can't feed of them and when they die, they turn into ashes, I think I some simple guards in one of the missions were also "vampires"
Now this is odd, I've never seen that before. Did you install any of patches, updates, or anything at all with your copy of 1.3? For the Fang of Vukodlak and Fiery Fists, I'll check it out, I didn't know the two caused each other problems. | |
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Greedman Fledgling
Posts : 7 Join date : 2015-02-14 Age : 31 Location : Latvia - Riga
| Subject: Re: Baali Daimoinon 5 bug Sat Feb 14, 2015 3:15 pm | |
| - Zer0Morph wrote:
- Greedman wrote:
- btw., I also have strange bug in Santa Monica, mostly all people on streets are "vampires", can't feed of them and when they die, they turn into ashes, I think I some simple guards in one of the missions were also "vampires"
Now this is odd, I've never seen that before. Did you install any of patches, updates, or anything at all with your copy of 1.3?
For the Fang of Vukodlak and Fiery Fists, I'll check it out, I didn't know the two caused each other problems. No patches, installed on fresh copy of the game | |
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Greedman Fledgling
Posts : 7 Join date : 2015-02-14 Age : 31 Location : Latvia - Riga
| Subject: Re: Baali Daimoinon 5 bug Sat Feb 14, 2015 3:25 pm | |
| Also I found a strange bug, when LaCroix sends me to make peace with anarchs I decided speak with Jack and the dialog stated was the one after santa monica, when you just got to Downtown and immediatly after that dialoge that you saw Nine at Grout mansion and after when conversation ends and I talk to him again, I got the same two dialogs. | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Baali Daimoinon 5 bug Sat Feb 14, 2015 8:35 pm | |
| - Greedman wrote:
- Also I found a strange bug, when LaCroix sends me to make peace with anarchs I decided speak with Jack and the dialog stated was the one after santa monica, when you just got to Downtown and immediatly after that dialoge that you saw Nine at Grout mansion and after when conversation ends and I talk to him again, I got the same two dialogs.
That happened to me too, but that's because I never ever talked to him! And I'm pretty sure it can be solved. | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 12:30 am | |
| So what was happening was after Concordance or Apep's Semblance wears off, the regular fists are given back to the player and the fiery/serpentis fists are removed. This means the player had both the lethal fists (with the blue aura) and the normal fists at the same time. Every time you used one of those disciplines, you would gain another fist.
I attached a code that checks to see if the player has the Fang of Vukodlak. If he does, the regular fists are removed. It does the check anywhere in the game every 15 seconds. It works great now! | |
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Cretino Antediluvian
Posts : 903 Join date : 2015-01-26 Age : 31 Location : Brazil
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 2:40 am | |
| If I happen to do that and sell the Vukodlak, do I still get the regular fists? Because the player needs them to grab props. | |
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Greedman Fledgling
Posts : 7 Join date : 2015-02-14 Age : 31 Location : Latvia - Riga
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 2:04 pm | |
| - Zer0Morph wrote:
- So what was happening was after Concordance or Apep's Semblance wears off, the regular fists are given back to the player and the fiery/serpentis fists are removed. This means the player had both the lethal fists (with the blue aura) and the normal fists at the same time. Every time you used one of those disciplines, you would gain another fist.
I attached a code that checks to see if the player has the Fang of Vukodlak. If he does, the regular fists are removed. It does the check anywhere in the game every 15 seconds. It works great now! Yeah, I guess that was the case, also I just recheked this and just realized that I couldn't get fiery fists because my  inventory was full and when I droped one of the weapons I had both the fist like you said. btw. it's a very great mod, finished my baali playthrough also great support you have here guys | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 3:49 pm | |
| - Cretino wrote:
- If I happen to do that and sell the Vukodlak, do I still get the regular fists? Because the player needs them to grab props.
Thanks for bringing that up, yeah I'm not sure if you sell the Fang your fists come back or not, something to test tonight. Thanks Cretino! @Greedman Thanks! I appreciate the kudos! As far as the bug goes, after you deactivate Concordance or Apep's Semblance, you can drop the Fang of Vukodlak and pick it back up and your fists will disappear and be replaced by the new fists. | |
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Greedman Fledgling
Posts : 7 Join date : 2015-02-14 Age : 31 Location : Latvia - Riga
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 5:33 pm | |
| - Zer0Morph wrote:
As far as the bug goes, after you deactivate Concordance or Apep's Semblance, you can drop the Fang of Vukodlak and pick it back up and your fists will disappear and be replaced by the new fists. Well, for me the problem was that if I had fists of vukodal and full weapon inventory game just couldn't give me the fiery fists when I used Concordance, the fists of vukodal just didn't dissapear, they were still in my inventory and because of that I couldn't attack in Concordance and when I deactivate it I also woudn't get anoter fists, because I idn't have spae in my inventroy. As I understand the problem is that Concordance and Apep's Semblance don't recognize fists of vukodal as fists and because of that, they are not removing them so we would have a free invenory space for new fists. Also found a funny bug with fang, when you put in some container, this container will also get fists of vukodal, and when you remove fang from ontainer, those fists become regular fists, but you can't take any of them from container. They will disapear from the ontainer if they appear in another container, or if you will have them. For example, I put fang in container, now container have fang and fists of vukodal, after I take fang of vukodal back, the container now have only normal fists, after I drop fang of vukodal and get normal fists, the fists in container dissapear | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 5:41 pm | |
| - Greedman wrote:
- Zer0Morph wrote:
As far as the bug goes, after you deactivate Concordance or Apep's Semblance, you can drop the Fang of Vukodlak and pick it back up and your fists will disappear and be replaced by the new fists. For example, I put fang in container, now container have fang and fists of vukodal, after I take fang of vukodal back, the container now have only normal fists, after I drop fang of vukodal and get normal fists, the fists in container dissapear Hmmm, that's very odd. The more problems you guys report about these fists, the more I'm thinking you just shouldn't be able to remove the Fang of Vukodlak and just make it a part of permanent inventory. This would make selling it or storing it impossible. That would relieve many of these bugs. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 5:56 pm | |
| - Zer0Morph wrote:
Hmmm, that's very odd. The more problems you guys report about these fists, the more I'm thinking you just shouldn't be able to remove the Fang of Vukodlak and just make it a part of permanent inventory. This would make selling it or storing it impossible. That would relieve many of these bugs. But it wouldn't solve the fist/fang problem after Apeps semblance or Concordance ends. | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Tue Feb 17, 2015 6:16 pm | |
| - Childe of Malkav wrote:
- But it wouldn't solve the fist/fang problem after Apeps semblance or Concordance ends.
I already solved that. I made a python check every 15 seconds to see if you have the Fang, if you do, it removes the original fists. | |
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Greedman Fledgling
Posts : 7 Join date : 2015-02-14 Age : 31 Location : Latvia - Riga
| Subject: Re: Baali Daimoinon 5 bug Wed Feb 18, 2015 1:56 pm | |
| Well, as I understand the first problem is in how fangs work, it just deletes normal fists if they are present and gives you the fists of vukodal and when you remove fangs(item) it will remove fists of vukodal and give you normal fists and it will do that no mater what the container is, player, some chest, mailbox, it will do this.
Second is problem with transforming skill with their fists, they only trying to find nd remove normal fists, but they ignore the fists of vukodal, and if plyer don't have space in inventory, he will not get new special fists, but if you had space in inventory you will have both fists and as understand you only fixed the problem with double fists.
If it's possible, maybe it's better that transformations should lso check for fists of vukodal and remove them, it should solve the problem when player have full inventory. Or if it's possible, at the moment of transformation somehow deactivate the fangs. | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Wed Feb 18, 2015 2:25 pm | |
| I can try removing the blue fists when you shapeshift but I'm afraid that after you deactivate the discipline the game will try to give you the blue fists back even if you didn't have the Fang of Vukodlak. I'll check it out and come up with a solution. However I still think making the Fang un-droppable, un-storable, or un-sellable, that would fix the container issue. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Baali Daimoinon 5 bug Wed Feb 18, 2015 2:53 pm | |
| Zer0, do you know if the fists-1, demonfists+1in traitseffects is boolean or integer? If this is treated as integer, you can have for discipline begin fists-1, fists of vukodlav-1, demonfists+1. that sets the fists you have to 0 and the ones you don't to -1. So if ob discipline end you set fists+1, fists of vukodlav+1, demonfists-1 that restores the original setting. Of course it won't work if it is handled as boolean. | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Wed Feb 18, 2015 3:01 pm | |
| I'm not sure, my fear is that if you don't even have the Fists of Vukodlak you will get them after deactivating Concordance or AS. | |
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Childe of Malkav Beyond Caine
Posts : 5204 Join date : 2009-11-05 Location : Gone for Good
| Subject: Re: Baali Daimoinon 5 bug Wed Feb 18, 2015 3:13 pm | |
| That's why I said it works only if the numbers are handled as integer, so if the player doesn't have one of the fists (starts at 0), the function sets the value to -1, and ending the discipline restores it to 0. But since I'm not sure how the game handles these things you have to try. | |
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Zer0Morph Caine
Posts : 4253 Join date : 2009-09-10 Age : 45 Location : United States
| Subject: Re: Baali Daimoinon 5 bug Wed Feb 18, 2015 3:27 pm | |
| - Childe of Malkav wrote:
- That's why I said it works only if the numbers are handled as integer, so if the player doesn't have one of the fists (starts at 0), the function sets the value to -1, and ending the discipline restores it to 0. But since I'm not sure how the game handles these things you have to try.
Agreed. | |
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