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Baldurdash Updated Again; 91 Bugfixes Now Available (long)

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Kevin Dorner
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Baldurdash Updated Again; 91 Bugfixes Now Available (long)

Post by Kevin Dorner »

If you've encountered any of the following bugs, or want to avoid doing so, you can find these fixes, separately downloadable or as one self-installing archive at [url="http://members.home.net/mrkevvy"]Baldurdash[/url].

I also added three more items to the Tweaks & Cheats page...worth a look, but I do keep Tweaks & Cheats separate from the Bugfixes. Enjoy!

Newly Added Fixes:
  • Staff Of the Magi is completely missing its equipped Protection From Evil ability
  • Darts aren't providing their three attacks per round
  • Normal darts give erroneous Strength damage bonuses
  • Asps' Nest darts give a similar THACO and damage bonus and are created by magic, but aren't enchanted
  • Sling Of Everard gives an erroneous Strength damage bonus and is missing a point of base damage
  • The Sverfneblin Patrol Leader's helmet can be worn by all classes
  • Boots Of Speed Fix improved; now more comprehensive
  • Ring Of Earth Control gives an erroneous Saving Throw bonus
  • Staff Of Curing gives an erroneous Saving Throw bonus
  • Staff Of Curing gives a similar THACO and damage bonus and is magical, but isn't enchanted
Existing Fixes (in reverse order of posting them):
  • Viconia is missing either one or two weapon proficiencies when she joins, depending on her level
  • The Blade bard kit's Offensive Spin ability is missing its THAC0 bonus of 2
  • Exploit of casting the spell Mordenkainen's Sword allowing the caster to remain invisible
  • Similar exploit for the casting of the spell Simulacrum
  • Keldorn's Firecam Full Plate armour can be worn by many characters, whereas only he is supposed to be able to
  • Carsomyr aka the Holy Avenger does 1d10+5 damage instead of 1d12+5
  • The Blade Of Roses does 1d8+3 damage instead of 2d4+3
  • Shazzellim does 1d8+2 damage instead of 1d8+1
  • Dual/multi-class Fighter/Druids can't obtain the Grove stronghold
  • Edwin has one too many spell slots in all levels on join, so can lose spell slots on next level-up
  • Exploit of picking Kangaxx's pocket for a Ring of Gaxx (or more than one,) then obtaining another one after the battle
  • Beholder Death Ray bypasses Protection From Magic shield and Magic Resistance
  • Dragonslayer longsword's regeneration ability appears faulty without portrait icon
  • Potion Of Storm Giant Strength fails on Magic Resistant characters
  • Multi/dual-class fighter or mage protagonists can erroneously obtain the Keep or Planar Sphere stronghold (in some circumstances) when they already have a stronghold
  • Priestess of Sekolah's incorrect buying price percentage leads to unlimited-gold exploit
  • Mordenkainen's Sword drops an erroneous Greenstone Amulet if killed, and isn't immune to the magical mind-control effects the Amulet was intended to nullify
  • Irenicus can be killed (either as himself or the co-ordinator) in Spellhold by instant-death spells such as Disintegrate, either causing intended events to not occur and continuity errors, or trapping the player
  • Irenicus' alignment in Spellhold is erroneously Chaotic Good (and his race is human,) preventing spells such as Holy Word and Protection From Evil from affecting him in the battle there
  • Drow Adamantine Longswords held by the protagonist sneak through the Underdark Exit check for Drow equipment
  • Habib's 'Mighty Scimitar' becomes stuck in an attacked character's quick-weapon slot
  • Severe game-unbalancing bug of the Wand of Cloudkill bypassing the Magic Resistance check
  • Paladins are unable to rest in their own stronghold, though a private room was given
  • Cursed Scroll Of Ailment can be used as an offensive weapon
  • Valygar's Corthala Family Blade katana missing its 2 AC bonus vs. Slashing weapons
  • Experience point exploit by attacking the Tanner multiple times
  • Experience point exploit by talking to a restored Raissa multiple times
  • Three bugs with the paladin's Tyrianna assassin quest (girl goes hostile, and quest broken by going upstairs early)
  • Dragons remain passive if Magic Resistance is cast on them
  • Dragons do not aggressively seek enemies, so can be killed offscreen with Cloudkill and summons
  • Spellhold sequence can loop and leave player stuck in jar if co-ordinator attacked and Wardstone used for entry
  • Player can be stuck in Spellhold lobby with no co-ordinator appearing if Wardstone is used for entry after Desharik's offer is refused
  • Multiclass thieves cannot choose any Lawful alignments
  • Arkanis Gath spawns indefinitely if player causes hostility at Mae'Var's Guildhall and has cast Protection From Magical Weapons, and also spawns unnecessarily if player works for Bodhi
  • Flametongue has no fire damage component
  • If Elgea is freed by Mazzy or Keldorn or after the first dialog, the contact Welther will repeatedly reappear in front of the Copper Coronet
  • If player runs off the map while Solaufein casts prior to Phaere's rescue, the Ust Natha plotline is broken
  • Player can be trapped in Ust Natha if the quests there are failed as the Matron Mother disappears
  • Speaking to Phaere twice prior to the Beholder quest may make her unresponsive when she arrives and break the Ust Natha plotline
  • The results of the Abyssal Greed test are used when unlocking the Fear lock, so the Fear test's results are never used
  • Enchanted Weapon spell appears to not work properly (but does) as it prompts for the weapon type after, not before, casting
  • Excised links in the Twisted Rune/Slave Lord quest leaves it as enigmatic encounters in unnamed locations and Easter Eggs
  • The Rogue Stone disappears from the autosave made when entering the Twisted Rune lair
  • Blackrazor appears to not work (but does) as its special abilities lack battletext responses and portrait icons
  • Half-Orcs are missing their intended romance with Viconia
  • Party members can be kicked out of the Underdark or leave of their own accord, and still be carrying Drow Adamantine armour/weapons and wearing the Drow avatar
  • If the player speaks to Bodhi anywhere in the cemetery but the main area to agree to work for her, her lair will never be unlocked and the game can't be finished
  • If the player returns from the "dream" to Spellhold invisible, Irenicus will not initiate dialog and the game halts with the player stuck in the jar
  • If involved with Jaheira, Harpers may attack outside the Underdark, causing Elhan to go hostile and preventing the game from being finished.
  • The "guest appearance" at the end of the Jaheira romance may not occur due to a timer mismatch
  • The Unseeing Eye will not appear if the game is saved just after the Rift Device is assembled and then reloaded
  • Keldorn is missing both his Long Swords proficiency points if he joins at Level 9
  • Detect Evil fails on Magic Resistant creatures
  • Tombelthen's Journal details a ranger-only cache and leads non-rangers on a wild-goose chase
  • One or more coffins may be unstakable when the vampires have been cleared out their lair for the Shadow Thieves, so the game cannot be finished
  • The Staff Of Curing's Cure ability fails due to Magic Resistance
  • Experience/reputation exploit by repeatedly speaking to the Underdark Slave Leader on quest completion
  • Keldorn's Hallowed Redeemer blade attracts the Cowled Wizards if he is injured in the streets of Athkatla while holding it
  • Sime gets into a dialog loop shortly after landing in Brynnlaw and fighting vampires
  • The Dwarven Thrower is missing a point of melee damage and its ability icons are indistinguishable
  • Imoen is missing 25 points (1 level) of thieving skills that she should have as an 8/7 human thief/mage dual with 18 DEX
  • Monks are allowed to use Katanas, but not choose a proficiency in them
  • Swashbucklers are not allowed to Specialize in Katanas, though they should be able to
  • Swashbucklers are allowed to specialize in Short Bows and Slings, though they should be restricted to Specialization in melee weapons
  • Protection Scrolls (Cold, Fire, Acid, Undead, Poison and Electricity, but not Magic) fail on Magic Resistant characters.
  • The Mace of Disruption is missing its -4 penalty to the Save Vs. Death against undead
  • Exploits with healing injured characters by re-equipping the Spear of Kuldahar and Sensate Amulet repeatedly
  • Azuredge fails to work on most types of undead, is missing its -4 Save Vs. Death penalty when it does, does too much damage vs. non-undead when thrown, is missing the extra damage vs. undead that make their save, and its ability icons are indistinguishable
  • 96 non-charged items such as Belts, Cloaks, Bracers, Archmagi Robes and game-critical items such as the Rillifane relics can be eaten by Nishruus and Hakeashars
  • The Boots Of Speed cause invisible characters to become visible before their attacks, double the initiative round, and negate real Haste spells' attack increases
  • The thieves'-only Ring Of Lockpicks is wearable by multi-class mage/clerics such as Aerie
[This message has been edited by Kevin Dorner (edited 03-27-2001).]
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Nighthawk
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Post by Nighthawk »

I'm really not sure whether some of these are bugs or intentional and therefore not needing fixes.

For some of the items, how do you tell whether the text or the item is incorrect? Examples:
Ring of Earth Control Saving Throw Bonus
Defender of Easthaven (+2 or +3)?
Shazzellim (+1 or +2)?
Asp's Nests - should they count as enchanted? Seems it could go either way.
Keldorn's Armour: text says it can be worn by "few" besides him. Granted, monks wearing it is pushing it IMO.
Blade of Roses: It is a longsword (not bastard sword) so I would say the text is wrong.
Carsomyr: Similar though here I tend to lean towards d12 since it is an uber weapon.

Edwin is supposed to have extra spells, losing them is the bug.
Dual Class Druids: Maybe druids are picky about who their leaders are and don't want half-classes. Dual Class Ranger/Clerics don't seem to be able to get the Cleric stronghold either.
Half-orcs not romancing Viconia: I think this is intentional.
Dwarven Thrower: Since there is no such thing as a throwing hammer, how do you know it's missing a point of melee damage? Throwing axes do less melee damage than Battle axes.

All in all, lots of good fixes, but several I'm not so sure about. Nice that they can be downloaded seperately.
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Kevin Dorner
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Post by Kevin Dorner »

Originally posted by Nighthawk:

For some of the items, how do you tell whether the text or the item is incorrect? Examples:
Ring of Earth Control Saving Throw Bonus
Defender of Easthaven (+2 or +3)?
Shazzellim (+1 or +2)?
Asp's Nests - should they count as enchanted? Seems it could go either way.
Keldorn's Armour: text says it can be worn by "few" besides him. Granted, monks wearing it is pushing it IMO.
Blade of Roses: It is a longsword (not bastard sword) so I would say the text is wrong.
Carsomyr: Similar though here I tend to lean towards d12 since it is an uber weapon.

Edwin is supposed to have extra spells, losing them is the bug.
Dual Class Druids: Maybe druids are picky about who their leaders are and don't want half-classes. Dual Class Ranger/Clerics don't seem to be able to get the Cleric stronghold either.
Half-orcs not romancing Viconia: I think this is intentional.
Dwarven Thrower: Since there is no such thing as a throwing hammer, how do you know it's missing a point of melee damage? Throwing axes do less melee damage than Battle axes.
Ring of Earth Control: Asked BioWare.

Defender Of Easthaven? It's not in there...it's fine except for the description.

Shazzelim is a +1 scimitar. Scims. do 1D8. So it should do 1D8+1, which is in its description.

Asps Nest: THACO +1, Damage +1, description: "While working for the Shadow Thieves, Fargon Fol collected thousands of small poisonous snakes to create the Asp's Nest. Fargon took each snake and with her powerful magic she made a dart of each..." Yet its enchantment is 0?

Keldorn's Armour: Code is NPPLAT. Read the last line of the description: "Requires: Only wearable by Keldorn"

Blade Of Roses: Very possible. I will ask Bio on that.

Edwin: Yes, three extra. One for specialization, and two for the amulet. When he joins, he has four. That is why he loses spells at some spell levels when he first levels up...they are becoming correct for the first time.

Duals: you have to see the embedded dialog scripting to understand why this is a bug. The test is the for the protagonists' class and level...but the comparator only returns the first class and first class' level! There is another comparator for the second, but they neglected it. This was a definite oversight. And if this is true, why can multiclass clerics take the stronghold, but duals can't?

Halforcs & Viconia: BioWare admitted in an interview (GameSpot I believe) that this was intended but they didn't know why it wasn't happening. It happened because they compiled BALDUR.BCS without the HALFORC race resource, so the reference turned into a zero.

Dwarven Thrower: Uh, no, not as such. Maybe in PnP but not here...all the axes in the game that are both throwing and melee (including the "throwing axe" that can also be used in melee) have exactly the same base (without STR bonus) damage both melee and thrown. The only difference is slashing vs. missile/piercing. Check the stats. and you will see this. And again, it contradicts the description.

I will check on the Blade Of Roses as I think you may have a point there, but I am pretty confident of the rest of them.

[This message has been edited by Kevin Dorner (edited 03-27-2001).]

[This message has been edited by Kevin Dorner (edited 03-27-2001).]
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Post by shesgottahaveit »

Hi Kevin,

I have noticed a perhaps bug with the WS. I played my first game with one and his magic resistance never quite corresponded with what the kit description said. For example:

-LVL 7 was 26% resistant to magic while the kit says 2% perlvl Therefore he should have had 14% Mag.res.
-LVL 13 was 53%
-and finally LVL 19 was 50%

Have you ever heard similar complaints? No ShadowKeeper was involved and I had the patch installed from bioware.

Thanks
shesgottahaveit~ Known in the realms as Serena
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Jalios
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Post by Jalios »

Kevin,

Have you encountered any bugs with Sorcerors or Monks? cause both in my Bg2 are royally screwed atm, with Debug Mode on they work..BUT..they both start with base THAC0 of 0.

Without debug mode on they die in the opening cutscene (also the monk can't put any points in scimater like they're supposed to be able to)...i thought it might have been from one of the customizations i installed..but when i re-installed, deleting everything, they were still messed up.

If you have any idea what could be causing this, i'd appreciate it.

Thanks.

~Jalios
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Post by Sojourner »

>Player can be stuck in Spellhold lobby with no co-ordinator appearing if Wardstone is used for entry after Desharik's offer is refused

I experienced a similar bug: My party killed the wizard with the wardstone, then got themselves committed to Spellhold by Desharik. Not only did the coordinator fail to appear, but there were two sets of inmates, ie. two Wanevs, etc. Fixed the coordinator not appearing by having party exit Spellhold and re-enter.
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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Post by Radek »

Kevin, I offer you another nasty bug for your collection.
When you are talking to someone and your dialog is interrupted by another dialog, then the original dialog is not resumed after the interrupting dialog ends. This leaves the "talker" talking indefinitely to noone and preventing you from saving the game for the same period of time. This happens to me repeatedly in the de'Arnise Hold. When you enter the room leading to the golems, lady Caen and her guard appear. If it is the lady who starts talking to you then no problems arrise. If it is the guard, then he will be interrupted by the lady. When the lady finishes, she and her guard leave, nevertheless, you will see a "talking" icon on one of your guys and you will be unable to save. The solution is to go out the keep and talk to the guard by the "talking" guy.
I think the dialogs are nested but the NPCs involved in the dialogs errorneously leave or not resume their dialogs when they are interrupted.
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Post by Siike »

I think Carsomyr's d12 damage isn't a bug but intended to be so because of powerful enchantments. Warblade is a +4 and has also d12 instead of d10. I don't think they would have made the mistake with two weapons.

Also, could you fix the ion stones so that they can be worn by anyone, not just classes that can use helmets. AD&D rules permit this, BG2 for some unknown reason does not.

[This message has been edited by Siike (edited 03-28-2001).]
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Post by Ro´Jadre »

It's already there, but in the Tweaks and cheats page since it was intended for mages not to wear Ioun stones.

It stand where you pick proficiencies that magical twohanded weapons are more powerfull than their single handed counterparts. And, +2 twohanded swords are also 1d12.

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Ro´Jadre - Mighty Kensai/Mage of the Council of Mages
That seems to point up a significant difference between Europeans and Americans. A European says: "I can't understand this, what's wrong with me?" An American says: "I can't understand this, what's wrong with him?"

I reckon that Stonehege was build by the contemporary equivalent of Microsoft, whereas Avebury was definitely an Apple circle.
-Terry Pratchett
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Kevin Dorner
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Post by Kevin Dorner »

shesgottahaveit: I will try to recreate that. I mailed it home and will have a look at it when I can.

Jalios: Something is severely messed up, perhaps with your media, as the Monk bug is their missing prof. in Katana. Haven't heard of this. I guess you already completely deleted the contents of the BG2 folder as this is all I could suggest.

Sojourner: Ah, so that's how doubled inmates can happpen. I'll try to have a look at this too (when do I find the time for all this?)

Radek: The guard should be doing a StartDialogNoInterrupt rather then just a StartDialog....I've run into this too. Thanks for the reminder.

Thanks for the feedback folks. You can e-mail me at mrkevvy@home.com with bugs, though I get a ton of e-mail and it may take a long time for a reply, although not always.
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Post by Sojourner »

Kevin,

>Sojourner: Ah, so that's how doubled inmates can happpen. I'll try to have a look at this too

It was an interesting bug. A really obnoxious bug is not being able to set ANY special traps without it crashing the game when I look at the map. I imagine the patch fixes this, but downloading large files is problematic, so I just do without. I use farsight a lot, which can cause another bug: It disables the buttons on the left side in map mode, until the next time you load a game, so you have to use the keyboard shortcuts.
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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Post by Angelus »

Originally posted by Jalios:
Kevin,

Have you encountered any bugs with Sorcerors or Monks?

Without debug mode on they die in the opening cutscene
If you have any idea what could be causing this, i'd appreciate it.

Thanks.

~Jalios
I had the same problem. I think the reason was:
I downloaded the XP cap remover and the lvl. 50 rules, the problem was I either put the lvl.50 files in the wrong folder or even worse, I probably used the BG1 rules which of course had no monks or sorcerors so something got messed up really bad.
I deinstalled the game, completely deleted the game folder, installed everything anew and made sure the right files went to the right places and this problem was gone. I hope this was some help?



[This message has been edited by Angelus (edited 03-28-2001).]
"Everybody wants to see justice done, to somebody else."
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Jalios
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Post by Jalios »

hmmm....i did the same i think, but that was before i re-installed...sigh..maybe i'll just re-install again..luckily i still have all my customizations saved on a different hard drive...

ah well..re-installing "doesn't" take too long ^^

Jalios.
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Post by Stryfe the Sorcerer »

To Kevin Doner:

Cool site you've got there! Image What's more cooler is that you can download seperately the fixes. As I still want to continue to *exploit* some of the bugs. Hehe. Image Thanks!

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Stryfe, mighty (kickass) member of the Council of Mages
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Post by Radek »

@Siike: Ioun Stones CAN be worn by anybody! No need to fix them. Try to give the stones to a Kensai.
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Post by npb007 »

Kevin-

I sent you an email a couple of days ago about Lavok and the Planar Sphere. Have you had a chance to look into that yet? If you never received my email, here is a short rundown of the problem I am having.

I have defeated Lavok, in the Sphere, and then come back to Athkatla, but cannot seem to check off the quest because I cannot talk to Lavok, he is comatose. I have tried to heal him/restore him, also I have tried to free paralasys on him, to no avail. In addition, I still have Valygar in my group, but cannot seem to converse with Lavok at all to complete the quest and more importantly get the experience. Is this a bug? Can it be remedied? Any help would be appreciated.

My email is: nathan.brown@convergys.com if you come across any solutions.

Thanks, Nate
Nate
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Post by npb007 »

Kevin-

I sent you an email a couple of days ago about Lavok and the Planar Sphere. Have you had a chance to look into that yet? If you never received my email, here is a short rundown of the problem I am having.

I have defeated Lavok, in the Sphere, and then come back to Athkatla, but cannot seem to check off the quest because I cannot talk to Lavok, he is comatose. I have tried to heal him/restore him, also I have tried to free paralasys on him, to no avail. In addition, I still have Valygar in my group, but cannot seem to converse with Lavok at all to complete the quest and more importantly get the experience. Is this a bug? Can it be remedied? Any help would be appreciated.

My email is: nathan.brown@convergys.com if you come across any solutions.

Thanks, Nate
Nate
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Ro´Jadre
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Post by Ro´Jadre »

Originally posted by Radek:
@Siike: Ioun Stones CAN be worn by anybody! No need to fix them. Try to give the stones to a Kensai.
Mages and sorcerers can't have them.

------------------
Ro´Jadre - Mighty Kensai/Mage of the Council of Mages
That seems to point up a significant difference between Europeans and Americans. A European says: "I can't understand this, what's wrong with me?" An American says: "I can't understand this, what's wrong with him?"

I reckon that Stonehege was build by the contemporary equivalent of Microsoft, whereas Avebury was definitely an Apple circle.
-Terry Pratchett
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Post by shesgottahaveit »

Best fix Imageragon Offscreen AI Fix....

I tried it and it works great! Cast a cloudkill out of sight and the red dragon came out and proceed to wipe the floor with my remains... Will try again at a more appropriate level.
shesgottahaveit~ Known in the realms as Serena
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MordorMan
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Post by MordorMan »

Kevin, I think it's great you fixed all these bugs! I applaud your initiative.

MM
Vi Dor e-Mordor ias i-Ndúath caedar
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