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Objects/Story Code Cease to Function #600662
02/03/17 01:32 AM
02/03/17 01:32 AM
Joined: Dec 2016
Posts: 122
United States
Ameranth Offline OP
member
Ameranth  Offline OP
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Joined: Dec 2016
Posts: 122
United States
In Epic Encounters, I've had a few bug reports of this occurring, but have also experienced it myself once, in Zandalor's house. Sometimes objects like torches, switches, and levers, along with story code functions, like ambushes and traps, will stop working entirely. Restarting the game fixes the problem, whereupon the character will say something along the lines of "I mustn't have used it correctly."

I am unsure if this is directly related to Epic Encounters, or is a problem with the base game. Have any of you also experienced such a problem?

Re: Objects/Story Code Cease to Function [Re: Ameranth] #600698
03/03/17 12:59 AM
03/03/17 12:59 AM
Joined: Jun 2015
Posts: 317
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FrauBlake Offline
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If it's always a combination of object and story code, my guess would be Osiris bugs.

I had at least one extremely strange report of something happening in XC_Bags that could not have happened by code logic and that I can only explain to myself as an Osiris bug.
Maybe timing or racing conditions, who knows, almost looked like a skipped piece of code... because the story engine was too tired or too lazy or whatever ;-)

Re: Objects/Story Code Cease to Function [Re: FrauBlake] #600715
04/03/17 02:20 AM
04/03/17 02:20 AM
Joined: Dec 2016
Posts: 122
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Ameranth Offline OP
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Ameranth  Offline OP
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Joined: Dec 2016
Posts: 122
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I have absolutely had skipped code in character scripting; a player once picked a talent without the corresponding OnTalentUnlocked() code ever firing.

Re: Objects/Story Code Cease to Function [Re: Ameranth] #600740
05/03/17 04:53 AM
05/03/17 04:53 AM
Joined: Dec 2016
Posts: 122
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Ameranth Offline OP
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Ameranth  Offline OP
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Joined: Dec 2016
Posts: 122
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I've narrowed the problem down to setting a character's invulnerability status (0 or 1) within the scope of an OnLoaded(_, _, _, _) block, but only after when reloading a game from having lost combat. The problem then persists until the client is restarted.

What's odd is that this will occur even when using a timer or character event to displace the scope of the function call. Moreover, in the case of a very long timer, it will happen even before the timer fires.

Oddly specific, I know--so much so that it begs the question as to whether other functions will cause this problem.

Re: Objects/Story Code Cease to Function [Re: Ameranth] #658079
04/01/20 12:36 AM
04/01/20 12:36 AM
Joined: Sep 2017
Posts: 4
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Falconk27 Offline
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Falconk27  Offline
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Joined: Sep 2017
Posts: 4
Did you ever figure out a solution to this? My buddy and I are currently stuck in Zandalor's house. The lever isn't turning the fields off, and no traps went off when we entered the house.


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Re: Objects/Story Code Cease to Function [Re: Falconk27] #658081
04/01/20 03:30 AM
04/01/20 03:30 AM
Joined: Mar 2003
Posts: 27,356
Canada
Raze Offline

Larian Studios
Raze  Offline

Larian Studios

Joined: Mar 2003
Posts: 27,356
Canada

If you are playing on PC, please email supportdos@larian.com with your save there (or email/post/PM a Dropbox or Google drive link, etc).
Each save is a folder in the '..\Documents\Larian Studios\Divinity Original Sin Enhanced Edition\PlayerProfiles\<ProfileName>\Savegames_patch' folder (similarly in OSX, and in Linux they are in the home directory).
In Windows Explorer you can zip a file or folder by right clicking on it/them and selecting 'Send To | Compressed (zipped) Folder'.

Re: Objects/Story Code Cease to Function [Re: Ameranth] #658132
06/01/20 03:15 AM
06/01/20 03:15 AM
Joined: Sep 2017
Posts: 4
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Falconk27 Offline
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Falconk27  Offline
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Joined: Sep 2017
Posts: 4
Man you guys are such an awesome and responsive company! In this case I'm an idiot and didn't read the third sentence where restarting fixes the problem. Which it did. But thanks anyways!


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