I'm done--I covered every square inch of the game except the Merchant League (because I sided with the Druids in Cloakwood 1) and Mendas's Balduran quest (because I hate it).
Stuff added in this latest update: Magic Resistance and "transparent walls" added to the list of Shit Six Would Like Changed, and the Chess Game bug removed--it appeared to have been only a one-time occurrence. Then again, UB does touch the Chess Game (Flamestrike scrolls), so it might still be worth looking at. I'm taking the Lothander bug off the list too--it sounds like a glitch unique to my system. But please remember it, in case it happens to anyone else.
Here's the master list of everything I've come across so far in my current game. As things change, I'll keep editing it & moving it to the bottom of this thread.
FIXED STUFF
Sarevok's Diary contains a typo in the 14th of Kythorn entry
Nashkel / Nashkell in Mysterious Vial quest
Corianna has an incorrect apostrophe
Aldeth's Blur ring is really creepy
Scar wants the wrong body
Scar takes the Ruby Ring at the wrong time
The three tents in The Wide all have no lights after dark
Flirting Rangers
TO-DO LIST
Name mixup in the Beregost manor: Gerard Travenhurst vs. Mr. Halimstad
Minor Dialogs: All 3 conversation options are given twice when talking to Bunsen
Minor Dialogs: No 'End Conversation' button (many instances in Gullykin)
Minor Dialogs: Farthendell's only line begins, "Again we meet."
Minor Dialogs: The "bad ass merchant" line in the Nashkel Fair does not open a store
Who is the leader of the Iron Throne? "They are led by Rieltar Costak."
Kagain would rather run to Silvershield Jr.'s body than attack enemies
Scrolls of Raise Dead cannot be targeted on dead party members
"Temple of Yondalla and Alvanhendar's Fine Wines" vs. "Temple of Helm"
Entar Silvershield sure doesn't have much to say, and it conflicts with what his Guards say
Feldane: "Three are from the Iron Throne" when there are only two
Smuggler looks kinda dumb when he leads you right to a Flaming Fist
FIX IN PROGRESS
Halfling Enforcers need to initiate conversation
NON-UB SHIT SIX WOULD LIKE CHANGED
Typo in FAI: "...the guards will be one you so fast..."
Massacring Thieves' Guild while Nalen is out results in 2 Biff the Understudies
Pickpocketing Duke Eltan can break (or at least really bend) the game
The Ghost Knights in the Firewine Dungeon sometimes sound like a hawk/eagle
Daital (the Ghost on Durlag's 3) uses the same soundset, meaning he cries like a hawk too
Undead Knight worth a piddling 65 EXP
Dilos & the Mercenaries worth a piddling 15 EXP
AR0018 (House in BG North): Containers offset of where they should be, 1 can't ever be opened
AR0108 (Ground floor of Duchal Palace): Another unopenable container
AR0512 (Durlag's -2): Trapped container does not turn red when Detected
Duplicate Necklaces of Missiles / Rings of Free Action?
Body weights--Why does Duke Eltan weigh only 100 pounds? Why is Chelak so heavy?
Various spelling & grammatical errors (even after the BaldurDash text fix!) in various Item Descriptions
Basilisk gaze checks Save vs. Death rather than Save vs. Petrification
Many beneficial spells still blocked by Magic Resistance
Transparent walls & closed doors in Durlag's -4 (AR0514)
TO DISCUSS
AR1900 (Bandit Camp) the right place for Ogre-Magi? How many of them?
Possibly move the farmer who complains about lake pollution, & Ted the hunter, to SW Peldvale
certain Permanent Corpses become non-permanent after they are known to have been seen
Should Marl have a weapon? Should it be visible?
Do useless items (unenchanted Bracers & Girdles) really belong in stores?
Is a Cloak+1 the best thing for Wilton to give?
Lothander's Boots
Cloak of the Shield in place of duplicate Cloak of Non-Detection?
Perhaps add Child's Body to the BG sewers
WTF?!?
Joia's quest sometimes resets the entire FAI map
Arkion's quest sometimes resets the map of the ground floor of his home
Cook in the 2nd level of the Cloakwood Mines gone
Laola Axehand spawn delayed
Can't initiate conversation with the Merchant in AR4908 (tent in Nashkel Fair)
STR affects melee ApR
Here are my thoughts on certain issues: I'm not doing this to keep hammering my point, just to keep them all together in a comprehensive list.
Temple of Yondalla & Alvenhendar's Fine Wines: It bugs me a bit that you can't actually buy wine here. Or, in fact, sleep in any indoor area in Gullykin, despite their renowned Halfling hospitality. And whenever I wander through there, I always seem to find myself wishing there was a place where I could sell off my excess gems/jewelry/etc. I know it's not really UB, but could we add a Tavern/Store to the basement of the Temple/Winery?
I'll work out some dialogue for Entar Silvershield when I have more free time. Ha! Unless somebody else does it first.
Feldane, an Old Friend: When talking about the guests staying in Candlekeep, he says "Three are from the Iron Throne, supposedly the leaders themselves." Except that there are only
two, Rieltar and Brunos, since Sarevok is almost certainly heavily disguised (he certainly wouldn't claim allegiance with the Iron Throne) and not even Reiltar knows of his presence.
The guy who offers to smuggle the party across the Wyrm's Crossing bridge would be more believable if he didn't lead you
right up to a Flaming Fist Mercenary (who, incidentally, has nothing to say). I would remove all FFist creatures from the area when you pay the guy to sneak you into town.
Any enterprising Thief would love the chance to thumb his nose at authority by Pickpocketing Duke Eltan. This garners the History of the Nether Scrolls. If the player has not yet cleared out the Iron Throne, this means that they'll take the book back to wherever their home base is, and
hopefully remember to pick it back up again when they go talk to Eltan to get sent to Candlekeep. Or maybe they'll forget where they stashed it, or perhaps even sold it. Or they could even walk all the way back to Candlekeep and give the book to the Keeper of the Portal without even telling Duke Eltan about the Iron Throne--this would result in being in Candlekeep while still in Chapter
Five, and from there start Chapter 7 without ever having been in Chapter 6, opening the endgame to a whole assload of bugs.
....
OR we could simply move the History of the Nether Scrolls to a non-Pickpocketable slot, or similarly make it un-pickpocketable.
I would make the Undead Knight worth 480 EXP. It seems about right & it's divisible by 6.
Dilos, and the Mercenaries who guard the interior of the Flaming Fist compound in Chapter 7, are all worth 15 EXP per kill, which is absolutely pathetic, especially when you consider that they cast Hold Person and Glyph of Warding. I'd put them at 650 apiece.
I would put Shilo Chen's Ogre-Magi in the eastern half of Larswood. 3 or so Ogre-Magi, 3 Ogres & a Berserker, 2 Half-Ogres. Maybe a couple of Ogrillions, too--the whole family!
If feasible, I'd like the Permanent Corpses in the Crossroads map start to decay normally after the player clicks the "Info" cursor on the southern caravan. The body of the Silvershield's son becomes a skeleton, the other bodies disappear. Similarly, the body of the Halfling south of Beregost should start to decay after delivering Mirianne the letter.
One of Marl's lines, right before he attacks, is "sure you're tough with that blade hanging at your belt! Why don't you drop that armory you're carrying and we'll see how tough you are!" This seems pretty dang conclusive that he doesn't have any sort of weapon.
Having non-enchanted items like Girdles & Bracers does make for good roleplay, but I just don't see the point in putting them in Stores when one could just as easily find them in other situations: Loot on slain enemies, on recruitable NPCs, in containers, etc.
Then again, nobody has ever bought an unenchanted Short Sword either. . . . but at least those
can be used for something.
Farmer Wilton: I can't really picture somebody hanging a Cloak over a fireplace. It's big, gathers a lot of dust, and even with the +1 enchantment, it's probably flammable. I'd like to suggest a Heavy Crossbow+1 instead. They're pretty rare in-game, fit the situation, and Crossbows & Bolts are really neglected in BG1.
The Descriptions on the Ring of Free Action and the Necklace of Missiles clearly state a specific origin and user, indicating both items are unique, so it's always bothered me that you can easily obtain duplicates of them. The Ring can be looted at the top of the Iron Throne tower in Chapter 5, and pickpocketed/looted from Dushai in Ulgoth's Beard. The Necklace can be bought from a Merchant in the Nashkel Fair and another in the Elfsong Tavern (careful, they might use the same .STO file), and earned (& possibly pickpocketed) as a quest reward from Nadine.
Giving Lothander Boots of Stealth would bring the in-game total up to 4, which I think is rather high. And considering that the only times the player could get them (without breaking the Poison quest and thus killing themselves) are a 3-second interval in BG northeast, a 3-second interval in BG Central, and another 2-second interval in the Blade & Stars, so it hardly seems relevant to give him any special inventory at all.
I have similar issues with the Cloak(s) of Non-Detection; its Description
implies, but does not
state, that it's unique. Ordulinian giving you a Cloak of Protection+1 might be better.
I'd like to switch the weights of Duke Eltan's Body and Chelak's Body. Chelak weighs about 160 pounds--good thing you don't have to carry him very far (in fact, you don't even need to carry him at all, unless you're soloing). But Duke Eltan weighs only 100 pounds--granted, he's been sick with a wasting illness for a few days, but still, that's one emaciated Duke. Switching them makes more sense: Chelak was killed by Spiders who sucked all the fluids from his body (yum!), leaving him a husk, and Duke Eltan is nicely well-fed.
If you've nothing better to do (yeah right), it might be nice to add a Child's Body to the dead residents of the BG Sewers, also acceptable by Arkion.
The Nashkel Fair merchant that usually sells magical jewelry (including the Necklace of Missiles) is unusually taciturn in my current game--Mousing over him gives the "Talk" pointer, but clicking it does nothing: the selected party member will neither walk up to the Merchant, nor initiate conversation when close by. I'm guessing that this Merchant has been given some sort of instruction that he can't obey (such as walking to a point that can't be walked upon), and thus generates an "X appears busy" loop.
Desmond is a Level 9 Human Thief with 17 STR and the Dagger of Venom. He has 1 ApR, as you might expect. But when he used the Manual of Gainful Exercise, and is
still holding the Dagger, his ApR went up to 2. What's even weirder is that the effect is not permanent--it wore off after a couple of days, or perhaps it was Reloading that erased it. Trippy.
I have no access to a Monster Manual, so it might very well be canon that Basilisk gaze can be negated with a Save vs. Death, rather than Petrification. But in my own opinion, having a Petrify attack that doesn't use the Petrify Save is just silly.
A Trapped container on Durlag's -2 (AR0512) does not turn red upon being Detected--I doubt this was intentional, as it's one of 4 identical containers, and all the others Detect normally. Mouse position of the faulty container is (centered on) 282, 1029.
Many friendly spells (including Healing) are subject to being blocked by Magic Resistance; I was under the impression that BaldurDash corrected this, or at the very least, since BioWare themselves changed their minds about the matter for BG2, a strong argument can easily be made that the change should be made retroactive to BG1.
Durlag's Tower -4 (the level just before the demonknight) has at least 2 walls and closed doors that do not block sightlines; they were apparently assigned the "bottomless pit" value instead of the "wall" value. On a related note, in Cloakwood Mines -3 (the level right before Davaeorn), there is a good-sized well or similar big round shaft leading downwards, that was described as a "wall" when it should be a "bottomless pit."