BG2 Fixpack Documentation: Core Fixes
This documentation is complete as of Version 8. This document will contain spoilers.
Deprecated Fixes
The following fixes were included in previous versions, but have since been found to be in error:
- Incorrect Racial Maximums for Dwarves and Halflings: This component was removed as the minimums and maximums from PnP were being used (and were correct) and the bonuses and penalties were being described correctly.
- Offhand Weapons Could Provide Unintended Bonuses to Main Hand Weapon and Vice-Versa: This was not working as intended; this may be unfixable.
- Comet Duration Fixes was rolled back, as the engine has bad issues with staggered probabilities in spell headers
- Exploit to Keep Imported Items At Beginning of SoA was removed, as it generally caused a lot of compatibility headaches
- Horn of Kazgaroth Has Only One Charge if Imported was rolled back; it actually works just fine
Strings
Miscellaneous strings are altered to fix errors in descriptions or restore omitted sounds.
- String #176 is fixed to reflect the correct speed factor of a +2 long bow
- String #199 is fixed to reflect the correct speed factor of a +2 short bow
- String #1768 is fixed to reflect the correct weight of plate mail
- String #2494 is fixed to reflect the correct speed factor of the Spear of Withering
- String #4330 is fixed to match the text of Imoen's line to the sound file played with it
- String #4421 is fixed to reflect the correct speed factor of a the Sword of Flame +1
- Strings #4432-4438, #41385, and #45889 are fixed to properly reflect the abilities of SoA familiars; strings #72757 , #72760, #72762-72767 are fixed to properly reflect the abilities of ToB familiars
- String #5962 corrects a typo that prevented the correct sound being associated here
- String #6709 is fixed to reflect the correct weight of a normal mace
- String #8064 corrects the description of Globe of Invulnerability to reflect that it is not affected by Dispel Magic
- Strings #8857 and #8863 were altered to fix some non sequitur lines of Viconia
- String #11848 corrects the listed penalty to saves vs. death for the Claw of Kazgaroth
- String #12164 corrects the description of Minor Globe of Invulnerability to reflect that it is not affected by Dispel Magic
- String #14320 alters the Symbol, Fear description with the proper duration
- String #17890 associates the proper sound file with one of Valygar's lines
- Strings #25201 and #45869 were updated to reflect the actual abilities of Berserker Enrage and Barbarian Rage
- Strings #25894 corrects the Teleport Field description to correctly reflect that there is no save
- String #26315 is the description of Spellstrike and was altered to better reflect the spells it affects
- String #35168 associates the proper sound file with one of Haer'Dalis' lines
- String #36460 fixes the listed damage of the +2 flail
- String #37155 associates the proper sound file with one of Jan's lines
- String #58250 associates the proper sound file with one of Ellisime's lines
- Strings #60724 and #60741 associate the proper sound files with two of Adalon's lines
Barbarian Rage and Berserker Enrage
Barbarian rage was supposed to grant a +2 save bonus against spells, but was instead imposing a -2 penalty. Sleep and stun immunities were not documented in the description. The immunities were also not suppressing all effects, but this is now handled by the Immunities Don't Suppress All Effects fix.
Berserker enrage was not actually protecting against stun, despite it being in the description of the ability. Enrage provides immunities to confusion, level drain, and feeblemind but these were not documented. While in the 'cool down' period, the THAC0 penalty was being applied but not reflected in the character sheet. The cool down was also using the same name as the actual enrage, implying enrage had been cast when it was ending. Many immunities were also not suppressing related effects, but this is now handled by the Immunities Don't Suppress All Effects fix.
The descriptions of both are updated to reflect the undocumented abilities.
Files altered: spcl152.spl, spcl321.spl, spcl321d.spl
Captain Arat Gives Infinite Fire Arrows
Prior to clearing out the de'Arnise Keep, Captain Arat would give the party a quiver of fire arrows every time the party speaks with him. This exploit is now closed.
Files altered: kpcapt01.dlg, naliaj.dlg, naliap.dlg
Add Throne of Bhaal Scripting Abilities to Shadows of Amn Games
Several scripts and dialogues in Shadows of Amn use Throne of Bhaal scripting triggers and actions, and research has revealed that a number of ToB triggers and actions work in SoA-only games. This adds those additional ToB scripting options to SoA-only games, as they are needed for some of the later fixes. A very basic shoutids.ids file is added only if one is not already present. Baldurdash added some entries to spell.ids to allow for scripting of spells not previously possible. For continuity, the Fixpack adds these entries as well.
Files altered: action.ids, shoutids.ids, spell.ids, trigger.ids
Proper Kit Detection
Due to several errors in the kit table, many dialogues and scripts that check, for example, whether the player is a berserker or a Morninglord of Lathander would fail. In general, this manifests itself mainly in the form of dialogue not being specific to a player's kit, or missing dialogue options for special kits. Various joinable NPCs were also updated with the corrected kit values (in this case, the non-kitted value).
Files altered: anomen6.cre, anomen7.cre, anomen8.cre, anomen9.cre, anomen10.cre, anomen12.cre, imoen.cre, imoen6.cre, imoen10.cre, imoen15.cre, imoen211.cre, imoen213.cre, haer10.cre, haer11.cre, haer13.cre, haer15.cre, haer19.cre, kit.ids, korgan8.cre, korgan9.cre, korgan11.cre, korgan12.cre, korgan15.cre, mazzy8.cre, mazzy9.cre, mazzy11.cre, mazzy12.cre, mazzy15.cre
Detect Evil: Range and Magic Resistance Fixes
Per its description, Detect Evil is only supposed to work within the visual range of the caster. Also, the magic resistance of creatures was supposed to make the spell ineffective, but it only prompted 'magic resistance' messages from evil magic-resistant creatures--meaning the player effectively learned their alignment anyway. Detect Evil is now limited to sight range and will return 'magic resistance' strings for any creature (good, neutral, or evil) that passes a magic resistance roll, eliminating the de-facto effectiveness against evil MR creatures.
Files altered: projectl.ids, spcl212.spl, spin120.spl, spin696.spl,
sppr104.spl, spwi202.spl
Files added: cddetevl.pro, cddetevl.spl
The Cloak of Reflection Not Reflecting Lightning Bolts, Missing Electrical Resistance Icon
The Cloak of Protection was missing several effects that were preventing it from properly reflecting electrical damage, in particular, projectiles from electrical spells. To allow it to reflect electrical attacks from beholders (without reflecting all beholder attacks), a new projectile was created just for the electrical-based beholder gaze attacks. (The Shield of Balduran is updated to account for this new projectile as well.) Despite conferring 100% electrical resistance, the cloak was also not displaying the Protection from Electricity portrait icon.
Files altered: clck24.itm, projectl.ids, spin579.spl, spin989.spl,
wa2shiel.itm
Files added: cdbehbla.pro
Duplicate Shadow Race Entries
Shadows had two entries in the race table, which could cause confusion in scripts. Only a handful of "creatures" had the duplicate entry, so it was altered to 'STATUE' to reflect the creatures that had it assigned as their racial value (i.e. an altar and a statue).
Files altered: race.ids
Crom Faeyr Should Kill Ettins
Per its description, Crom Faeyr should kill ettins in a single blow. However, the ettins in the game were classified as giants so it was impossible to enable this without also granting Crom Faeyr the ability to kill giants as well. A new entry, ettin, was added to the race table and assigned to ettins in the game, allowing Crom Faeyr to be effective against them as intended.
Files altered: hamm09.itm, pettin.cre, plshfg01.cre, plshfg02.cre, race.ids, sahoty01.cre
Scripts and Dialogues Not Properly Checking for Creature Death
A very common problem encountered throughout the game was the incorrect usage of triggers to detect if a creature is dead or not. Because the trigger only accepts 'scripting names' and not objects (i.e. Player1), many of these triggers had to be worked around by using a custom state check. A new entry is added to the state list and non-working dead triggers throughout the game are fixed.
Files altered: abazdrag.bcs, aeriex.bcs, aesgar.bcs, alarm25.bcs, amlich01.bcs, amlich02.bcs, anomx.bcs, apprenti.bcs, balmonk.bcs, beheld01.bcs, carch20b.bcs, carch30b.bcs, cassa20b.bcs, cassa20c.bcs, cbarb20b.bcs, cbard12a.bcs, cbers20b.bcs, cfigh20a.bcs, cfigh20b.bcs, cfigh30b.bcs, cfmag20b.bcs, chaldie.bcs, chalpc01.bcs, ckens20b.bcs, ckens30b.bcs, ckmag20a.bcs, ckmag20b.bcs, ckthi20b.bcs, cmacl20a.bcs, cmage20a.bcs, cmage20b.bcs, cmonk20b.bcs, cthie20a.bcs, cthie20b.bcs, dadrow5.bcs, daqdrow.bcs, deck622.bcs, degard.bcs, degard2.bcs, draconis.bcs, dragbrow.bcs, draggre2.bcs, draggree.bcs, dragsilv.bcs, dwvith.bcs, edwin.bcs, eltan.bcs, enforam.bcs, fighter.bs, firlch01.bcs, gorcamb2.bcs, gorcamb3.bcs, gorcamb4.bcs, gorcamb5.bcs, gorcamb6.bcs, gordeckf.bcs, gorlic01.bcs, gorsal.bcs, gorstam.bcs, gp115.bcs, gp116.bcs, gparcher.bcs, gphealer.bcs, gpkensai.bcs, gpmage1.bcs, gpmage2.bcs, gpmerc.bcs, gpshout.bcs, gpthief.bcs, grpsht01.bcs, hellgen.bcs, hellslay.bcs, illasera.bcs, jatermin.bcs, kaysmg03.bcs, kaysmg04.bcs, keldornx.bcs, kpfight.bcs, kproen02.bcs, kuoarc20.bcs, kuowar20.bcs, lehtinan.bcs, mage12b.bcs, mage12d.bcs, mage12e.bcs, mage14a.bcs, mage14b.bcs, mage14c.bcs, mage14d.bcs, mage14m.bcs, mage14t.bcs, mage16a.bcs, mage16b.bcs, mage16c.bcs, mage16m.bcs, mage18a.bcs, mage18b.bcs, mage18c.bcs, mage18d.bcs, mage18e.bcs, mage18y.bcs, mage20a.bcs, mage20b.bcs, mage20c.bcs, magehigh.bcs,mindal01.bcs, ppcrus1.bcs, pwarden.bcs, sarbul01.bcs, sarbul02.bcs, sarbul03.bcs, sardw01.bcs, sardw02.bcs, sardw03.bcs, sendark.bcs, sengua04.bcs, sengua05.bcs, shadel.bcs, state.ids, sumtan01.bcs, teltief3.bcs, telwrai.bcs, tempv01.bcs, temsup.bcs, tief3.bcs, uddrow16.dlg, udmaster.bcs, udtrain.bcs, useitem.bcs, vicx.bcs, xeiwin.bcs, yochlol.bcs, yscara.bcs, ysgp01.bcs, ysgp02.bcs, ysgp03.bcs, ysgp04.bcs, ysgrunt.bcs, zilmag01.bcs
Creature Soundset Fixes
Various creatures throughout the game had incorrect or incomplete soundsets assigned to them. This is addressed by fixing the 2da file assigned to the various creature types to drive their soundsets.
Files altered: achk.2da, mwwe.2da, mdjl.2da, mgo3.2da, mgo4.2da, mli3.2da, mmyc.2da, mor2.2da, mor4.2da, msa2.2da, mskt.2da, msps.2da, mtro.2da, mtrs.2da, mwfm.2da, myu2.2da
Multi-and Dual-Class Thieves Restricted from Lawful Neutral and Lawful Evil Alignments
Single-class thieves are allowed to be of lawful neutral and lawful evil alignments, but their multi- and dual-class versions are not. The Fixpack changes this to allow them to have the same alignment choices as single-class thieves.
Files altered: alignmnt.2da
Skalds Not Receiving Their +1 THAC0 Bonuses
Skalds are supposed to receive +1 to damage and THAC0, but were only receiving the damage bonus.
Files altered: clabba04.2da
Error in Fallen Paladin/Ranger Ability Tables
The ability tables for paladins and rangers were missing a column.
Files altered: clabfi05.2da
Stalkers and Archers Are Not Allowed to Dual-Class
In Throne of Bhaal, BioWare altered Stalkers and Archers to not be able to dual-class. As ToB reflects the most recent developer intent, ToB changes are generally rolled back to SoA games, so Stalkers and Archers are altered to be unable to dual-class in SoA-only games as well. There is an Optional But Cool component to allow them to dual-class in both SoA and ToB games.
Files altered: dualclas.2da
Imoen Has No Banter Dialogue File Assigned in Shadows of Amn
Imoen was originally planned to be killed at Spellhold, and was added back very late in the design process. As such, she has no banters and very little dialogue after you pick her back up. In fact, she has no banter dialogue file assigned at all. This component assigns her banter file, though it remains empty.
Files altered: interdia.2da
Maze Duration Not Correct
The duration of the maze spell is incorrect (too short) for low intelligence creatures.
Files altered: intmod.2da
Load Screens State that Your Characters Can Be Imported into Neverwinter Nights
The load screens, as one of their random hints, include"The adventure does not have to end once you have finished BG2. Neverwinter Nights will allow you to import your BG2 character." This is untrue; NWN does not allow importation, and this hint is removed from the hint rotation.
Files altered: loadhint.2da, loadh25.2da
Bard Spell Memorization Table Fix
Bards should receive a fourth sixth-level spell. This is omitted in the original game due to a miscalculation of a bard's maximum level under the Shadows of Amn experience cap. This bug does not affect Throne of Bhaal.
Files altered: mxsplbrd.2da
Consistent Raise Dead Prices at Temples
The price for the raise dead service at temples is determined by the (dead) character's level. The table that sets these prices had several errors: for example, raising a 29th level character costs less than raising a level 16 character, and is more than 10,000 gold less than raising a level 28 or level 30 character. The Fixpack makes these prices consistent and continuous.
Files altered: raisdead.2da
Mages and Rogues Not Receiving Final Save Bonus
Mages and rogues (thieves, bards) were not receiving their final decrease in their saves at level 21.
Files altered: saverog.2da, savewiz.2da
Very Low Dexterity Characters Not Receiving Penalties to Thieving Abilities
The table that sets penalties and bonuses to thieving skills starts at 9 dexterity and continues to 25. This opened a loophole: characters with 8 dexterity or lower were receiving no penalties at all. The table now imposes penalties for dexterities of 1-8.
Files altered: skilldex.2da
Sounds in the Promenade Echo
Due to some errors in the lookup table, echo effects were being applied to sounds while in the Promenade.
Files altered: sndresref.2da
Rogues Receiving Final THAC0 Bonus One Level Late
Bards, thieves, and mage-thieves should receive their final THAC0 reduction at level 21, but were instead receiving it at level 22.
Files altered: thac0.2da
Weapon Proficiencies Maximum and Minimum Fixes
There are several errors with classes and kits being able to place stars in weapon proficiencies:
- Swashbucklers were only allowed one star in katanas; should be two
- Monks were not allowed to place any stars in katanas; should be allowed one
- Fighter-Mage-Clerics and Cleric-Rangers were being allowed three stars in clubs; should be two
- Swashbucklers were being allowed two stars in crossbows, slings, and shortbows; should be one
- Kensais and Cavaliers were allowed dart proficiencies; should be zero
- Fighter-Druids, Fighter-Mage-Clerics, and Cleric-Rangers were being allowed one star in Two-Handed Weapon Style; should be two
- Fighter-Druids, Fighter-Mage-Clerics, and Cleric-Rangers were being allowed two stars in Two Weapon Style; should be three
Files altered: weapprof.2da
High-Level Dual-Class Characters Get Trapped at Level-Up Screen
Very high-level dual-class characters could get trapped at the weapon proficiency selections screen at level-up, particularly for combos with few available slots for proficiencies. There are unused proficiency categories not available to the characters and the game would think the player could assign stars, even if the legal (i.e. used) proficiency slots were maxed. Because of this, the player would get stuck at the proficiency screen with stars to assign and no available slots, with no way (other than force-quitting the game) to exit. The root cause is that there are non-zero stars allowed in the extra, unused proficiencies; with these altered to zero the game properly recognizes that the character has maxed out proficiencies and skips the screen.
Files altered: weapprof.2da
Kitted Bards Starting in Throne of Bhaal Have No Armor
Jesters, blades, and skalds starting in Throne of Bhaal were supposed to begin with The Night's Gift +5 as armor, but this was not occurring due to a typo in the starting ToB equipment table.
Files altered: 25stweap.2da
Clerics Receiving Multiple Holy Symbols
At level 25, clerics receive a Holy Symbol as a one-time bonus. Because of how the engine handled this, the mechanism for receiving Holy Symbols could be exploited by repeatedly kicking out and re-adding high-level clerics to the party. This exploit is now closed.
Files altered: baldur.bcs, baldur25.bcs, clabpr01.2da, clabpr02.2da,
clabpr03.2da, clabpr04.2da
Files added: cdhlysym.spl, cdhlysy2.spl, cdhlysym.itm
Incomplete Load Hints in Throne of Bhaal
With Throne of Bhaal installed, the list of available load hints for both games no longer matches. The missing load hints from the two lists are added to each other.
Files altered: loadh25.2da, loadhint.2da
Give Triple Multi-Classes Unique HLA Tables
In the unmodified game, fighter-mage-thieves and fighter-mage-clerics do not have access to mage HLAs; they use the default fighter-thief and figher-cleric tables respectively in a patched game. Both are assigned unique HLA tables that include the 'Extra Level 6 Spell', 'Extra Level 7 Spell', and 'Extra Level 8 Spell' mage HLAs. Please note that they retain full access to all of the HLAs they had previously.
Files altered: luabbr.2da
Files added: lufmc.2da, lufmt.2da
Multi-Class Thieves Could Select the Assassination HLA More Than Once
Unlike single-class thieves, multi-class thieves were allowed to select the Assassination HLA more than once. Per the developers, this is only supposed to be selectable once.
Files altered: luba1.2da, luba2.2da, luba3.2da, luth2.2da, luth3.2da, lumt0.2da, luft0.2da
Gromnir Experience Point Bug
At certain levels, killing Gromnir in Saradush could result in receiving much more than the 30,000 experience you were supposed to receive.
Files altered: xplist.2da
Crypt King Not Casting Horror
The Crypt King, encountered in one of the crypts in the Graveyard district, is supposed to cast Horror before combat. Due to an error in his script, this was not occurring.
Files altered: bhcrypt.bcs
Dogs at de'Arnise Keep Going Hostile
The dogs at the de'Arnise Keep were going hostile when the party engaged the otyugh in the de'Arnise Keep courtyard. The dogs now only go hostile when one of them is attacked.
Files altered: kpdog1.cre, kpdog2.cre, kpdog3.cre, kpdog4.cre
Files added: cdkpdog.bcs
Player Missing That They've Lost Their Bhaalspawn Powers
In the cutscene where the PC is stripped of their Bhaalspawn abilities by Irenicus, the "Loses all Bhaal powers" string occurs n the beginning while the screen is fading to black and can be missed. It's moved to the end of the cutscene instead.
Files altered: cut41i.bcs
Bodhi-PC Dialogue at Start of Spellhold Maze
There were occasional issues with the initiation of dialogue between Bodhi and the PC at the beginning of the asylum maze.
Files altered: cut41j.bcs
Druid Messenger Dialogue
The messenger that spawns to summon the PC back to the druid grove for the Great Druid challenge can have a 'no valid replies or links' error. If he spawns, is not spoken to, and the player becomes the Great Druid in the meantime, he will no longer have valid dialogue. This is altered so that he will go away if the PC attains Great Druid status.
Files altered: druidad.cre
Files added: druidad.bcs
NPCs Do Not Comment on Watcher's Keep Events in the Shadows of Amn Portion of the Game
The BioWare NPCs have several comments and interjections on Watcher's Keep--if the player is in the Throne of Bhaal portion of the game. These comments are now available if Watcher's Keep is tackled in the Shadows of Amn portion of the game. This also fixes the issue of Yakman having no valid links in SoA if spoken to with Aerie, Keldorn, or Jaheira in the group as well as Brother Odren having no valid links or replies in SoA if Keldorn, Mazzy, Imoen, or Anomen were in the group.
Files altered: aeriej.dlg, anomenj.dlg, cerndj.dlg, edwinj.dlg, fsspir2.dlg, gorapp1.dlg, gorapr.dlg, gorcamb.dlg, gordemo.dlg, gorgit.dlg, gorimp01.dlg, gormad1.dlg, gorodr1.dlg, gorpol1.dlg, haerdaj.dlg, imoen2j.dlg, jaheiraj.dlg, janj.dlg, keldorj.dlg, korganj.dlg, mazzyj.dlg, minscj.dlg, naliaj.dlg, valygarj.dlg, viconij.dlg
Aataqah and the Trademeet Gypsy Should Recognize Imoen
Due to broken checks, both Aataqah (from the opening dungeon) and the fortune-telling gypsy at Trademeet do not deliver any Imoen-specific dialogue.
Files altered: aataqah.dlg, trgyp03.dlg
Various NPC Dialogues Not Occurring Outdoor as Intended
Aerie, Anomen, Minsc, and Yoshimo have a couple of banters that are only supposed to occur in outdoor areas. Due to a bad area type references, these could occur anywhere--because triggers between the script and dialogues did not match, it meant that some dialogues could pop up at inappropriate times.
Files altered: aeriej.dlg, banomen.dlg, minscj.dlg, yoshj.dlg
Malformed True Triggers
Fovem has a dialogue trigger which is always supposed to be true, i.e. he'll always have at least something to say. The trigger was malformed.
Files altered: dmark1.dlg
De'Arnise Keep Staff Not Recognizing Nalia
Similar to the "Aataqah and the Trademeet Gypsy Should Recognize Imoen" fix, Captain Cernick and Chanelle the Maid were not recognizing Nalia and delivering their Nalia-specific dialogue due to broken triggers.
Files altered: kpcapt02.dlg, kpmaid01.dlg
Malformed Variable Checks
Dialogue options when speaking to the dryads in the opening dungeon were not available due to typos in the variable scope of their dialogue triggers.
Files altered: idryad1.dlg, idryad2.dlg, idryad3.dlg
Anomen's Reaction Check Malformed
In one of his banters, Anomen checks his reaction to the PC. The trigger for doing this is malformed.
Files altered: banomen.dlg
Visaj Dialogue Options Incorrectly (Un)Available
Visaj has several stat checks for the party to allow different dialogue options, i.e. high charisma characters should be able to bargain down his asking price for the rope.
Files altered: breg01.dlg
Bad Tree of Life Checks After Edwin
After Edwin's tree of life gut check, he s supposed to pass it to the PC's female love interest--but the Viconia check is malformed.
Files altered: edwinj.dlg
Kirinaldo Failing to Check Whether Haer'Dalis is Alive or Dead
Kirinaldo, one of Raelis' actors, has a broken check to see whether Haer'Dalis is alive due to a typo.
Files altered: ffactor1.dlg
Troll Cook Can Be Set Free
In very unlikely circumstances, the Troll Cook can be set free from Firkraag's lair. If the party kills the orc chieftain without making the cook go hostile, you can speak to her and let her go. The trigger for this option (checking to see if DigDag is dead) was broken.
Files altered: firtrl01.dlg
Minister Adelaine Has Malformed Nalia Check
The minister at the funeral for Nalia's father has a broken check to see if he's speaking to Nalia.
Files altered: fumin.dlg
Marcus Should Like Half-Elves
Marcus at the Sea's Bounty is the person from whom you acquire documents for Edwin in the Mae'Var quests. In one of the dialogue branches a female human, elf, or half-elf with high charisma should be able to sweet talk him into handing over the documents. The half-elf check is broken.
Files altered: marcus.dlg
Planar Sphere Apprentice Dialogue Errors
When selecting the first task for the apprentices in the planar sphere, Morul should check that the party has 2,000 gold before the party can select the Ring of Protection option. If the player assigns the task of the mages creating the Ring of Wizardry, there's supposed to be a 50% chance of success if all three apprentices are still alive. However, the player had 0% chance of receiving the ring due to a bad variable set in Morul's dialogue. When Nara gives the player the Dagger of <CHARNAME>, the action is missing parameters, though it has no effect in game. Due to some bad variable tracking, Larz would fail to have any 'intermediate' dialogue while the apprentices were working on a task. There was also a rare chance (1%) that Morul would have no valid relies or links after the PC instructs the apprentices to make the Staff of Power.
Files altered: mgappr01.dlg, mgappr02.dlg, mgappr03.dlg
Lord Ophal's Reaction Check Malformed
Lord Ophal's dialogue with the player should be driven mainly by his reaction check, but it's malformed.
Files altered: noblem3.dlg
Additional Dialogue with the Solamnic Knights
An additional dialogue with the Solamnic Knights for non-mage PCs had a malformed trigger on the mage check.
Files altered: obssol01.dlg
Desharik Should Let Parties with Yoshimo Into Spellhold
Yoshimo should be able to convince Desharik, the pirate lord of Bynnlaw, to let the party into Spellhold. The checks for Yoshimo in Desharik's dialogue, however, are malformed.
Files altered: ppdesh.dlg
Kich Missing Dialogue Options For Thieves
Kich is the black market thief in Trademeet. Non-thief characters should be able to threaten to call the guards on him via dialogue and force him to leave.
Files altered: trthf02.dlg
Vincenzo Not Properly Checking if Willet the Stableboy is Alive
Vincenzo the Innkeeper in the Umar Hills has a malformed dialogue trigger to check if Willet is alive.
Files altered: uhinn01.dlg
Aerie and Kalah Missing Target for Initiating Dialogue
Aerie, in her dialogue file prior to joining the party, and Kalah both have missing targets for initiating dialogue. This appears to have no effect in game, though it is modified to target a party member to eliminate the error.
Files altered: aerie.dlg, kalah2.dlg
Mekrath Not Tracking Whether the Party Knows Haer'Dalis
If the party seeks out Mekrath about Haer'Dalis, he should have a slightly different dialogue if the party retrieves his mirror for him. This is not happening because of a typo when trying to set a variable to track this.
Files altered: hamek.dlg, mekrath.dlg
Errors in Setting Quest Timers for Keldorn and Vithal
If you decline to visit Keldorn's estate when you visit the Government District, the engine sets a timer. If you don't visit before the timer expires, he'll remind you a few more times. Vithal, the mage that you can free in the Underdark, also sets timers for you to arrive and advance his quest at each portal. In both cases, the action to set the follow-up timers is malformed.
Files altered: keldorj.dlg, udvith.dlg
Spellhold Irenicus Doesn't Always Open a Door
If you use the wardstone to enter Spellhold and encounter Irenicus in his role as 'Director', he is supposed to unlock and open a door via his dialogue. One of the branches (the hostile one) will unlock but not open the door due to a malformed action.
Files altered: ppireni1.dlg
People Leave Through Random Exits After Audiences with the Steward of de'Arnise Keep
After obtaining the de'Arnise Keep as a stronghold, the PC is summoned back for occasional audiences with various characters as the ongoing subplot. After several of these dialogues, multiple characters are supposed to leave by moving towards the front door together and then disappearing. However, the action for them to move away is malformed in several dialogues, resulting in characters that are supposed to leave together (or in a direction that makes sense) leaving via random routes. The best example would be the finale--Captain Cernick is supposed to leave out the front door with two other soldiers, but the two soldiers wander off in their own direction.
Files altered: kpcapt02.dlg, kpmaid01.dlg, kprang02.dlg
Necre and Entu Not Turning Hostile at the Same Time
If you speak to either Necre or Entu, all dialogue options lead to combat. Unfortunately, only the one with whom you're speaking goes hostile instantly as the action to make the other is malformed.
Files altered: obshal01.dlg, obshal03.dlg
Crossing Phaere Does Not Turn Ust Natha Hostile
Phaere will turn on you if you do not convince her of your loyalty when she proposes to eliminate Matron Mother Ardulace. As part of this, she exposes you and Ust Natha goes hostile. In one of these branches, the city does not go hostile due to a typo when setting the hostile Ust Natha variable. An additional issue of Phaere having a malformed action to leave is also addressed.
Files altered: udphae01.dlg, udpahe02.dlg
Krin and Training Partner Not Playing Hide-and-Seek
Krin and his training partner, encountered when going to ally with Aran Linvail, should be playing hide-and-seek through the shadows. After speaking with Krin, his partner should sneak up to him and initiate dialogue, but the movement part of the sequence is a malformed action.
Files altered: arnman11.dlg
Aerie's Kicked Out Dialogue Has Malformed Move
When kicked out of the party, Aerie goes back to the circus. This action has an extra parameter--it doesn't seem to affect the move, but it's removed anyway.
Files altered: baerie.dlg
Bard Stronghold Actors Missing Their Cues
Zaren, as part of the play put on during the bard stronghold, has the following line: "Now go, my pupil... leave me with my bride. I shall touch her cold and unrelenting cheek once more... tonight a part of me has died inside." After this line, Marcus, playing the part of the pupil, is supposed to move away but does not due to a malformed move action.
Marcus' dialogue is supposed to trip a cutscene but has a malformed initiation action.
Biff the Understudy's flubbed line in the opening play prompts Raelis to come out and address the crowd, but the dialogue initiation has a malformed target.
Files altered: bdact05.dlg
Timer to Attack Ghaunadar Followers in Ust Natha is Wonky
While in Ust Natha, Taso Kala asks your party to eliminate the last of a sect of Ghaunadar followers. If you tarry too long and speak with Taso Kala again, she tries to reset the timer but instead sets a useless variable.
Files altered: dadrow17.dlg
Imoen Errors in Slayer Dream Sequence
In the slayer dream sequence, the player is supposed to attack Imoen after she counts to four, but the action is malformed. Another action for Imoen to continue dialogue is also malformed, but appears to have no effect in game.
Files altered: dream4.dlg
Lavok Offering Planar Sphere Without Checking if PC Already Has a Stronghold
If you refuse to take Lavok outside after returning the Planar Sphere to Athkatla, Lavok will give the sphere to mage PCs without checking if the PC already has a stronghold. A minor issue of Lavok's dialogue having a malformed action to destroy an item is also fixed.
Files altered: lavok.dlg
Miscellaneous Mazzy Dialogue Errors
There are a number of miscellaneous malformed actions in Mazzy's joined and departed dialogues: her move back to her home in Trademeet under certain dialogue branches, initiating dialogue with the PC at the Shade Lord altar, and she may not set the proper variable that tracks that she's been kicked out.
Files altered: mazzyj.dlg, mazzyp.dlg
Phealos Leaves in a Random Direction
Similar to the People Leave Through Random Exits After Audiences with the Steward of de'Arnise Keep fix, Phealos the trainee in Aran Linvail's lair is supposed to move in a specific direction to leave the area. Pelanna's dialogue informs him to hit the showers, but it has a malformed move action. This allows Phealos to leave towards the nearest exit, possibly back towards the other training areas instead of the intended direction.
Files altered: pelanna.dlg
Saemon Havarian Tries to Give the Party the Silver Sword Twice
Saemon Havarian has two places in his dialogue where he gives the party the Silver Sword. The first attempt is malformed, so it never occurred. The first attempt is removed as it's not only broken but unnecessary.
Files altered: ppsaem3.dlg
Circus Never Ends
Quayle is supposed to set a one-day timer until the circus ends. The timer is used by various creatures to offer more relevant dialogue to the circus. In certain dialogue branches, Quayle does not set the timer due to a malformed action.
Files altered: quayle.dlg
City of Caverns Imps Missing Visual Effect
The two imps are supposed to play a quick animation over their chest before opening it, but it's not occurring due to a malformed action.
Files altered: sahimp02.dlg
Frennedan Dialogue Errors
Frennedan, the shapeshifter encountered in the opening dungeon, has two minor errors in his dialogue. One action to track his interactions is malformed, and one of his polymorphs has an invalid target.
Files altered: shape.dlg
Svirfneblin Guarding Demon Pit Has Malformed Leave Action
The svirfneblin guarding the area where the demon appears has a malformed leave action.
Files altered: udsvir06.dlg
Valygar-Viconia Fight
When Valygar and Viconia come to blows, both are supposed to leave the party before initiating the fight. The action to drop Viconia out of the party is malformed.
Files altered: valygarj.dlg
Many Dialogues Are Not Properly Checking Variables
The game uses variables to track what the party's done, with whom they've spoken, how much progress has been made in a quest, etc. There are several typos in dialogues that are improperly checking them due to malformed triggers, typos in the variable name, or specifying an incorrect variable scope.
Files altered: aeriej.dlg, bounha.dlg, burch2.dlg, cederil.dlg, cor.dlg, dadrow16.dlg, firban02.dlg, gorf1.dlg, hellsare.dlg, ilyich.dlg, keldo25p.dlg, ppguy.dlg, rumora.dlg, sargrl01.dlg, sarvolo.dlg, teven.dlg, trfued11.dlg, viconij.dlg
Many Dialogues Are Not Properly Setting Variables
The game uses variables to track what the party's done, with whom they've spoken, how much progress has been made in a quest, etc. There are several typos in dialogues that are supposed to set or change variables, but do not due to malformed actions.
Files altered: banome25.dlg, bhgaal01.dlg, bhoisig.dlg, bounha.dlg, cerndp.dlg, docsol03.dlg, drshsp01.dlg, edwinj.dlg, haerdaj.dlg, hellsare.dlg, keldorp.dlg, naliaj.dlg, rufpal2.dlg, sarboy01.dlg, sarbul04.dlg, sargrl01.dlg, uhmay01.dlg
Many Dialogues Not Checking the Correct Creatures/Objects
In addition to variables, dialogues also check the state of various creatures to ensure their dialogue is relevant, i.e. if Faldorn at the grove is dead, if Aerie is in the party, etc. Not all names refer to creatures: in the engine various triggers, doors, and other objects also get unique names for scripting. The following dialogues had incorrect references to objects and are corrected:
- References to Faldorn fixed in barl.dlg, temsup.dlg, trgeni01.dlg, trlgrd01.dlg, trmer03.dlg, trrak01.dlg
- References to Lord Feveran and Lady Diana fixed in bnoble1.dlg, bnoble2.dlg
- References to the Unseeing Eye fixed in c6fake.dlg, keldor.dlg, xc6elxxx.dlg
- Self-references fixed in all familiar dialogues, famil1.dlg, famil2.dlg, famil3.dlg, famil125.dlg, famil225.dlg, famil325.dlg
- References to Viconia fixed in ftown1.dlg, vicg1.dlg
- References to Cyrando fixed in garrick.dlg, tcadril.dlg
- References to Irlana fixed in garrick.dlg, tcadril.dlg
- References to Rielev fixed in imoenj.dlg
- References to Lavok fixed in player1.dlg, valygarp.dlg
- References to Anomen fixed in bviconi.dlg
- References to Booter fixed in arnboy01.dlg
- References to Lanie fixed in clmom.dlg
- References to Deirex fixed in rumoru.dlg
- References to Squire Elotte fixed in demson.dlg
- References to Erlin Hendrick fixed in gemfar01.dlg
- References to Acton Balthis fixed in hapip.dlg
- References to Adratha fixed in trgeni01.dlg
- References to Jaheira fixed in valygarj.dlg
- References to a githyanki in Jan's family quest fixed in jangit01.dlg
- References to Jermien fixed in jugjug01.dlg
- References to Rindus fixed in kaypal02.dlg
- References to Keldorn fixed in bedwin.dlg
- References to Korgan fixed in bftown3.dlg
- References to Lady Maria fixed in peony.dlg
- References to Lathan fixed in shthlt01.dlg
- References to Lady Lilith Lurraxol fixed in trfued06.dlg
- References to Mekrath fixed in xc6elxxx.dlg
- References to Minsc fixed in obshal03.dlg
- References to a specific nobleman fixed in nobl4.dlg
- References to Sarevok fixed in volo.dlg
- References to Lord Skarmaen Alibakkar fixed in trfued02.dlg
- References to Bene fixed in sppain.dlg
- References to Tiiro fixed in crodru01.dlg
- References to Tolmas Bendelia fixed in kpdomo01.dlg
- References to the Tree of Life fixed in player1.dlg
- References to Trax's Guard fixed in trax.dlg
- References to Atta fixed in uhmay01.dlg
- References to Yusef fixed in surayah.dlg
- References to Balthazar fixed in amwenc01.dlg
- References to Hectan fixed in 25spell.dlg
- References to Imoen (ToB version) fixed in aerie25j.dlg, ambar01.dlg, bazmonk.dlg, bazeye01.dlg, baerie25.dlg, bcernd25.dlg, bjahei25.dlg, fsspir2.dlg, gorimp01.dlg, haerd25j.dlg, hgnya01.dlg, hgwra01.dlg, jahei25j.dlg, jan25j.dlg, mazzy25j.dlg, sarev25a.dlg, vicon25j.dlg
Many Dialogues Not Properly Checking for Active Romances
A common check in many dialogues is to see if romances are active between the PC and the four romanceable NPCs. In many cases, though, the check is erroneously being made against the romance timer (i.e. the time to the next love talk) instead of the variable that tracks how far the romance has progressed.
Files altered: baerie.dlg, bviconi.dlg, c6drizz1.dlg, cefald04.dlg, dadrow21.dlg, dadrow23.dlg, jaheirap.dlg, madam.dlg, trevil02.dlg
Aerie's Dialogue with Quayle Not Checking for Raelis Quest Status
During the quest to help Raelis, speaking with Quayle would get a normal banter between Aerie and Quayle instead of quest-specific Raelis dialogue.
Files altered: aeriej.dlg
Aran Linvail Dialogue Bugs
If speaking to Aran in Chapter 7, Aran would not behave as if the party had gone to Spellhold already. There were also some flaky reputation checks when asking for help that are fixed.
Files altered: aran.dlg
Miscellaneous Aerie Banter Bugs
In the Aerie-Anomen banter that begins with "Anomen... I... I've been watching you since you failed your Test, and... you... you're starting to scare me a little, I think..." Aerie's banter file was not setting the variable to ensure the banter would not occur again.
Two of Aerie's love talks were not being triggered correctly, either due to bad weighting (order) or checking the wrong values of variables.
A variable to track whether you sleep with Aerie was not being set.
If you sleep with Aerie, two dialogue choices would leave the tracking variable as 'in progress' despite being the last love talk of SoA.
Files altered: baerie.dlg
Jaheira's Harper Quest and Romance Fixes
Jaheira's Harper Quest and romance are, frankly, a mess. We used the old Ease-of-Use romance fixes as a starting point to fix it.
If you kick Jaheira out after returning to the Harper Hold and killing Galverey, she protests that you have to go to the Harper Hold in Athkatla, even though you've already been there and confronted Galverey.
Files altered: bjaheir.dlg, jagalvar.dlg, jaheirap.dlg
Korgan Banter Could Repeat
The Korgan banter about his old comrades that starts with "Ye know, though ye all be gutless, clumsy and nay too bright, this party is a sight better than me former crew of delvers and ne'er-do-wells." could repeat.
Files altered: bkorgan.dlg
Viconia Love Talk Could Result in 'No Valid Links or Replies'
If you respond "No, you don't. You can leave our group, if that is what you wish." in Viconia's love talk that begins "Do not stand so close to me. It is bad enough that I have to smell your stench on the occasional breeze... must I also bask in your rancid aura?" the dialogue will have no valid replies or links due to a broken branch.
Files altered: bviconi.dlg
Elhan Grants XP Reward Twice
Elhan erroneously grants the party 74,500 XP twice when bringing them to Suldanessellar.
Files altered: elhan.dlg
Cernd Not Realizing the Player is the Leader of the Grove When Kicked Out
If the party attempts to get Cernd to rejoin the party, he may not recognize that the player now leads the druid grove.
Files altered: cerndp.dlg
Interjections Preventing Actions and Journal Entries
When a party NPC adds a comment to a dialogue, sometimes BioWare forgot to add needed actions, journal entries, etc. to the dialogue branch that has the interjection. This can result in missing journal entries, characters acting as if they've never been spoken to, and other errors.
- When speaking to the guard outside the circus tent in the Promenade, he does not add journal entries if Minsc or Yoshimo interject their comments at the end of his dialogue. The journal entries now appear if they interject.
- When speaking with Frankie, the manager of the Copper Coronet slave fighting pits, Viconia and Korgan's interjections prevent Frankie from setting a variable. In this case, Frankie never realizes he's already spoken to the party and will repeat his opening spiel.
- If the party is mean to the lost child in the Docks, she is supposed to run away. If Keldorn or Viconia interject, however, she erroneously stays put.
Files altered: circg1.dlg, copgreet.dlg, dlost.dlg
Delon Fixes
Under a few dialogue branches, Delon can give the party the quest to investigate the killings in the Umar Hills but not add the area to the map. Delon also has a number of minor script errors, such as not leaving when he's supposed to and not realizing the party has spoken to Minister Lloyd.
Files altered: delon.bcs, delon.dlg
Oghma Priests Sporadically Helping the Party with Curing Vampirism
The priest in the Oghma Temple in the Docks is supposed to be able to help the PC cure their love interest of vampirism. However, in one branch of the dialogue a trigger was requiring that the party have the vampiric bodies of all four BioWare love interests, which is impossible. The trigger now only checks for one of the four bodies.
Files altered: doghma.dlg
Edwina Soundset Fix
When transforming between male and female, Edwin's soundset is not completely changed over.
Files altered: edwin.bcs, edwinj.dlg
Five Flagons Regulars Repeat Dialogues If Player Acquires Bard Stronghold
When the player acquires the bard stronghold, the area is actually changed from ar0509 to ar0522. Because of this, some of the creatures are also changed. However, many of the Five Flagon patrons track which dialogues they've had already with 'local' variables, so when their creature file is changed, they lose these variables and can repeat dialogues.
Files altered: ffbart.dlg, ffcust03.dlg, ffcust04.dlg, ffcust05.dlg, ffcust06.dlg, ffcust08.dlg, ffcust09.dlg, ffwench.dlg
Unseeing Eye XP Exploit, Quest Breakage
If the party speaks retrieves part of the Rift Device and returns it to Gaal, he gives the party XP and summons the Unseeing Eye. However, because the party still has the item, he can be spoken to multiple times for the reward. Gaal now takes the item from the party. Down in the Unseeing Eye's lair, there were actions (such as a save) that could prevent the appearance of the Unseeing Eye after constructing the rift device. This is caused by a scripted delay between the construction of the Rift Device from its component parts and the appearance of the Unseeing Eye. The delay has now been changed into a timer as a more robust solution. Both ways of summoning the Unseeing Eye (via Gaal or constructing the rift device) will only work if the Eye has not already appeared. A script block from another area (ar0701, the Temple Sewers) would also sporadically trigger (though this shouldn't even be possible), causing crashes and sometimes killing the player when they retrieved the rod. The offending blocks now have additional safeguards to prevent them firing in inappropriate areas.
Files altered: ar0202.bcs, ar0205.bcs, ar0701.bcs, gaal.dlg
Commoner Dialogue 'No Valid Links or Replies' Error
One of the commoner dialogues has an interjection by Valygar, but the trigger is checking for the presence of Viconia. If Valygar is not in the party, this can lead to 'No Valid Links or Replies'.
Files altered: gmtown02.dlg
Mazzy-Gorf Encounter Fixes
Gorf's initial dialogue is missing a trigger condition to ensure it doesn't repeat, which can cause Gorf to get caught in a loop of spawning and killing peasants then speaking again.
Files altered: gorf1.dlg, gorf.bcs
Limited Wish Quest Fixes
Grae has an item equipped that prevents her from being killed so she can deliver her second dialogue to the party to further the plot in the Limited Wish quest. If the party lets her go, she can sometimes be killed as she escapes by an arrow or bullet that was on its way to hitting her. This is caused by a premature destruction of her 'invincible' item by her script; the item is now destroyed only by her dialogue in hostile branches. The quest can also be broken by Vittorio appearing slightly behind the wall, just out of sight of Dennis. This causes their dialogue to fail, preventing the quest from advancing.
Files altered: grae.dlg, grae.bcs, lout.dlg
Hell Trial Exploits
There were several loopholes that allowed characters to escape penalties throughout the hell trials.
- The player could avoid the Selfish test immobilization of their party member due to a brief delay between the end of the dialogue and the hold spell cast on the party member.
- Various penalties could be resisted by spell protections (notably Spell Immunity) in the Selfish trial
- Some attribute penalties were being applied with the wrong timing mode, causing them to appear red on the character sheet, instead of permanent adjustments.
- Doors in the Selfish Trial must now be opened sequentially, and one of the two final doors must be open for the demon to speak with you
Files altered: hellself.dlg, spin747.spl, spin749.spl, spin750.spl, spin751.spl, spin753.spl, spin755.spl, spin765.spl, spin766.spl, spin767.spl, spin768.spl, spin769.spl, spin770.spl, spin771.spl
Alignment Change from Following Evil Path in Hell Trials Preserves Lawful/Chaotic Aspect
If the evil path is taken in any of the hell trials by a non-evil PC, they change to an evil alignment. However, all alignments were being changed to neutral evil, including lawful and chaotic evil characters. The alignment change will now preserve the lawful/chaotic aspect of the character.
Files altered: ar2900.bcs, spin747.spl, spin749.spl, spin750.spl, spin751.spl, spin753.spl, spin755.spl, teardoor.bcs
Kangaxx Gets Stuck as Invincible Lich
If the party is not visible to Kangaxx when he appears as a lich (typically via Protection from Undead scrolls) he does not deliver his opening dialogue. If the party damages Kangaxx to the point where he should transform into his demi-lich form, he then delivers his opening dialogue instead of his demi-lich transformation dialogue. Kangaxx's lich form is protected by an invincible item, so at this point he can not be killed and will never transform. The Fixpack alters his dialogue so that his demi-lich transformation dialogue will occur at the proper time, regardless of whether his opening dialogue occurs or not.
Files altered: hlkang.dlg
Welcome to Hell Dialogue Ends Prematurely
When pulled into hell after defeating Irenicus at the Tree of Life, every party member is supposed to have dialogue. However, Imoen's comment tries to pass the dialogue to Edwin without bothering to check if he's in the party, prematurely terminating the dialogue.
Files altered: imoen2j.dlg
Nalia's Overly Effusive Gratitude
After Nalia is kidnapped by Isaea, the lines where she thanks the PC are weighted above her normal kicked-out dialogue and can happen any number of times, meaning that once she's been kidnapped the only reaction she'll ever show to being removed from the party is to thank the PC again. This ensures she thanks the PC only once and otherwise behaves normally.
Files altered: naliap.dlg
Jaheira Stutter Bug When Encountering Khalid's Body
If Jaheira is blinded when encountering Khalid's body, she would stutter as a script tried to initiate a dialogue repeatedly. To avoid the stutter Jaheira will deliver her dialogue about Khalid even if blinded.
Files altered: jaheiraj.dlg
Haer'Dalis 'No Valid Links or Replies' Fix
If the player retrieved the mirror and then killed Mekrath, Haer'Dalis would be free but would have no valid dialogue, preventing completion of the quest.
Files altered: haerda.dlg
Captain Arat Thinks the Drawbridge is Open When It's Not
Captain Arat has specific dialogue for the PC after the drawbridge is lowered. Due to a loose trigger, this dialogue could occur while the drawbridge was still up.
Files altered: kpcapt01.dlg
Copper Coronet Madam Dialogue Fixes
The Madam running the brothel in the back of the Copper Coronet was not properly tracking variables if the PC tried to hire one of the escorts. The Madam's dialogue was also fixed by the Many Dialogues Not Properly Checking for Active Romances fix so that NPCs will properly interject in the Madam's dialogue depending on their romance status.
Files altered: madam.dlg
Solamnic Knights Multiple XP Reward Exploit
If you talk to Khollynnus Paac as she's trying to leave after the Solamnic Knights are being sent home, you can get the 45,000 XP reward every time. This makes it impossible to speak to her as she leaves, closing the loophole.
Files altered: mgkhol01.dlg
Ambushers in Planar Sphere Sometimes Not Spawning
Under rare circumstances, the assassins in the planar sphere would fail to spawn due to engine quirks with creating creatures via dialogue. The spawning is now passed to the area script instead.
Files altered: mgteos01.dlg, ar0411.bcs
Cernd's Interjection with Wellyn's Parents Blocked
Cernd is supposed to have an interjection when speaking with Wellyn's parents, but it was always being blocked if Mazzy was in the party.
Files altered: mourner5.dlg
Murtlen-Aerie Dialogue Can Repeat
Murtlen's specific dialogue with Aerie does not properly check a variable to track if it's occurred (it's checking the Murtlen-Edwin variable), meaning it can be repeated instead of properly only occurring once.
Files altered: murtlen.dlg
Nalia Does Not Always Check if the Player Has a Stronghold Before Offering the de'Arnise Keep
If the player is eligible, Nalia will offer the de'Arnise Keep as a stronghold. However, Nalia omits the check to see if the player already has a stronghold in several of the branches, allowing the player to acquire more than one stronghold. This loophole is closed.
Files altered: nalia.dlg
Ellie Multiple XP Reward Exploit
After using the sleeping potion, the party could speak to Ellie multiple times and receive an XP reward. Ellie now leaves after granting the party XP.
Files altered: pircor05.dlg
Wrong String for PC Response in Slayer Dialogue
In one of the times the player is offered the choice to turn into the slayer, the text of one of the replies is incorrect. The text is changed from "I choose to turn into the slayer." to "I accept, despite the risks." as it was the originally intended line.
Files altered: player1.dlg
Desharik Multiple XP Reward Exploit
If you convince Desharik to admit you to Spellhold, he rewards the party XP and then transports the party to the Asylum. As part of changing areas, the game is auto-saved. If you reload the auto-save, you can speak to Desharik again to receive the reward again, and repeat. The XP reward is moved out of Desharik's dialogue and into the script that runs after the auto-save to prevent this exploit.
Files altered: ppdesh.dlg, cut41f.bcs
Spellhold Head Multiple XP Exploit
When you bring the Hand of Dace and Kurtulmak's Crystal Shard to the head in Spellhold, it rewards XP and opens the passage to the next level. If you're fast enough, the head can be spoken to multiple times for the reward. This exploit is now closed.
Files altered: ppridd.dlg
Sime Not Always Prompting a Game Save Upon Arrival in Bynnlaw
If the player assists Aran Linvail and takes his help to go to Spellhold, Sime accompanies the player on the passage. Upon arrival, Sime initiates dialogue and then the party is ambushed. In some, but not all, dialogue branches she includes an action to save the game. Sime's dialogue will now save the game under all dialogue branches.
Files altered: ppsime.dlg
Multiple Saving Grace and XP Reward Exploit
If you assemble the rod, defeat the Unseeing Eye, and return the drained rod to the diseased ones, there exists an exploit to receive the quest rewards more than once. After speaking to the diseased one outside the temple, he transports you inside and then initiates dialogue again. In the short pause, you can manually initiate dialogue--every time you manage to do so, another avatar appears and each one gives you XP and the Saving Grace shield. This exploit is closed.
Files altered: riftm01.dlg
Quayle the Slime Causes Stutter Bug
Quayle the slime will cause the nearest PC to stutter if Aerie is in the party. He only has one top-level dialogue that checks to make sure Aerie's not in the party; if you get within 5 feet of him and Aerie's in the party he'll continuously try to initiate dialogue. Since he has nothing to say, the feedback window will fill up with "Bumbling simpeltons, get out of my way!"
Files altered: quaylem.dlg
Fixed Rumors at Taverns
The rumors you can overhear at taverns had big issues. Many had broken triggers or were mis-weighted, often causing no rumor to be displayed when one should appear, or causing an incorrect rumor to appear.
Files altered: rumora.dlg, rumori.dlg, rumorp.dlg, rumort.dlg, rumoru.dlg
Some Areas Should Not Be Passable by Non-Party NPCs
Due to missing flags in area transitions, some NPCs could escape through areas which they shouldn't be able to pass through. A common example is Rimli in the Crooked Crane--after delivering his spiel about Aulava and Tiiro, he then tries to leave through the secret door to the lich guarding Daystar. These areas are altered so that special areas, such as the Harper HQ, Kangaxx's area, and similar are no longer valid 'escapes' for NPCs that are leaving. As part of the Harper HQ not being passable, Rylock's script is altered slightly so that he can still pass through the door anyway.
Files altered: ar0015.are, ar0021.are, ar0022.are, ar0082.are, ar0300.are, ar0305.are, ar0306.are, ar0307.are, ar0308.are, ar0400.are, ar0407.are, ar0410.are, ar0413.are, ar0414.are, ar0415.are, ar0601.are, ar0605.are, ar0800.are, ar0801.are, ar1100.are, ar1106.are, ar1200.are, ar1202.are, ar1300.are, ar1302.are, ar1400.are, ar1512.are, ar1514.are, ar1515.are, ar1900.are, ar2000.are, ar2008.cre, ar2200.are, ar2206.are, ar2207.are, ar2210.are, ar2600.are, ar2800.are, ar5000.are, ar5001.are, ar5007.are, ar5013.are, ar5015.are, ar5200.are, ar5503.are, ar5504.are, ar5507.are, ar6101.are, ar6107.are
Party Always Recognizes Spectator Beholder in Sendai's Lair
The spectator beholder in Sendai's lair is the same spectator beholder that the party can encounter in the City of Caverns. When you encounter him in Sendai's lair, the dialogue assumes you encountered him previously. However, the party can bypass the spectator beholder entirely--in fact, the entire area can be bypassed. The dialogue options are now adjusted if the party has never interacted with the spectator beholder prior to meeting him in Sendai's lair.
Files altered: sahbeh01.dlg, senbeh01.dlg
Joster's Opening Line is Incorrect
Joster, the guy who's sent to collect Renal's money from the thieves' guild, will always initiate dialogue with a line that doesn't make sense after the first time. He says "Ahh, you return. Obviously you have come to your senses and will pay the quota that Renal is due." even when you arrive for the first time.
Files altered: shth05.dlg
Avatar of Rilifane Multiple XP Exploit
After placing the three items to summon the avatar of Rilifane, the game grants the XP reward and then summons the avatar. If the party removes the items in the brief space of time between placing the items in the altar and the appearance of the avatar, the process can be repeated.
Files altered: suavatar.dlg, sustatue.bcs
Bad Lilarcor Trigger Suppresses Response
When you speak with Lilarcor, there should be an option to tell him "Never mind. Let's just continue on, for now." However, the option is only available if the PC is of a lawful alignment and doesn't have a full inventory. These appear to be left over from the familiar dialogues, from which Lilarcor's file was copied. Both of these triggers are irrelevant to Lilarcor and are removed, making this option always available.
Files altered: sw2h14.dlg
Rejiek Hidesman Multiple XP Exploit
If you attack Rejiek and then try to speak with him, you can gain repeated XP rewards for exposing him.
Files altered: tanner.dlg
Party Can Acquire Multiple Rings of the Ram from Tolgerias
Tolgerias can be exploited to obtain multiple Rings of the Ram. If his ring is pickpocketed, it's still given to the party as a reward if the party turns over Valygar's body for a reward or if he is killed in the course of obtaining the planar sphere. If the ring is pickpocketed from Tolgerias, he will not have another one.
Files altered: tolger.dlg, tolger.bcs
Slave Leader in Underdark Illithid Lair Multiple XP Exploit
After killing the brain in the Underdark illithid lair and freeing the slaves, you can speak to the slave leader for a reward. However, the leader's dialogue is not setting a variable to prevent the dialogue from repeating--allowing the party to obtain the quest reward repeatedly by speaking with him multiple times.
Files altered: udilsla2.dlg
Party Can Be Exposed in Ust Natha Despite Completing Phaere Quests
The tasks you perform in Ust Natha for Phaere are, for the most part, on timers. The game uses two variables to track this: one variable that contains the actual timer, and another to determine if the timer is active. When one of the timed quests is given, the timer is set and the other variable is set to active. When a quest is completed, the second variable is set to inactive.
Phaere instructs you to go the temple and meet her and Mother Ardulace, and the timer is set. However, meeting Mother Ardulace does not deactivate the timer. This can result in the timer expiring and the city going hostile despite performing all of Phaere's tasks correctly.
Files altered: udphae01.dlg
Phaere Dialogue Can Trap Player in Ust Natha
If the player speaks to Phaere more than once after she assigns the Eye Tyrant quest, she becomes unresponsive when you encounter her at the platform, thus preventing the appearance of the beholder and preventing the player from completing the Ust Natha quests.
Files altered: udphae01.dlg
Player Can be Trapped in Sealed Ust Natha
If anything causes Ust Natha to go hostile between the time the Matron Mother closes the city and the summoning ritual begins, the player would be permanently trapped and unable to continue the game.
Files altered: udphae01.dlg
Vithal in Underdark Multiple XP Exploit
Vithal, the mage that can be freed in the Underdark, could be force-talked repeatedly for experience after returning from the air gate.
Files altered: udvith.dlg
Umar Hills Kids Only Take One Bastard Sword
Dirbert, Valsben, and Neler are the three boys in the Umar Hills that ask the PC to get them ale and bastard swords. If the PC gets swords for them, in certain dialogue branches the boys only take one of them instead of all three.
Files altered: uhkid01.dlg
Mayor Never Goes to See Madulf
If you suggest that Lloyd go speak with Madulf, certain dialogue branches would not set a variable. This would prevent Madulf from realizing that Lloyd spoke with him and rewarding the player appropriately.
Files altered: uhmay01.dlg
Valygar's Ranger Friend Derrick No Longer Erroneously Attacks
Derrick, the ranger standing guard near Valygar's cabin, challenges the party when they approach the cabin. If the party has not heard of Valygar (i.e. is not working for the Cowled Wizards) then Derrick would always turn hostile. Derrick now turns hostile depending on whether the party is lying or not.
Files altered: valran01.dlg
Wish Genie Fails to Give Gold in the "I wish to be rich" Option
The genie that appears after casting wish does not give the party gold. The genie is trying to give gold from its inventory and is failing because it has no gold. The genie now creates and gives the gold to the party.
Files altered: wish.dlg
Watcher's Keep Trigger Points Not Being Deactivated
The Helmite Ghost in the final seal level of Watcher's Keep had malformed calls to disable trigger points in the area. For the NPCs that interject, the call was also malformed from their dialogues as well.
Files altered: fsspir2.dlg, imoen25j.dlg, jahei25j.dlg, vicon25j.dlg
Faheed Has Malformed Leave Action
If the player acquires the Graveyard Key, he and Amajira are supposed to leave. However, Faheed's leave action is malformed.
Files altered: amfaheed.dlg
Commoner in Amketheran Runs Away at Normal Speed
One of the commoners in Amketheran is supposed to flee from the party at high speed. However, the spell that is supposed to give him the speed boost is not being applied due to a malformed action. He now runs away at the correct speed.
Files altered: amman02.dlg
Contact Poison Damage on Spirit Warrior is Malformed
When controlling the spirit warrior in Watcher's Keep, the warrior can open a desk drawer, sometimes encountering contact poison. The action to inflict 25 points of acid damage when this occurs is malformed.
Files altered: fsspir3.dlg
Chromatic Demon Missing Item When Starting Combat
The Chromatic Demon in Watcher's Keep is immune to several spells and effects via an equipped item. When he's freed, the item is supposed to be swapped for a different item, but the new item does not exist and nothing is close to the reference provided. The action has been changed to simply destroy the current item instead of replacing it to eliminate the error, which is what the engine was doing already.
Files altered: gorchr.dlg
Melissan in Saradush Has Malformed Action
When Melissan gives the player the quest to take care of Gromnir in Saradush, she dimension doors away. One of the two actions in her dialogue to make this process uninterruptible is malformed.
Files altered: sarmel01.dlg
Saradush Harlot Has Malformed Screen Fade Action
If the player sleeps with the harlot in Saradush, the screen is supposed to fade out first. The fade action is malformed.
Files altered: sarpro01.dlg
Player Does Not Get Chance to Mollify Mazzy
When Kiser Jhaeri makes an offer to the player to kill the Countess or Errard, most of the good NPCs object and the player is given a chance to mollify them. Under the rare circumstance that both Anomen (after becoming lawful good) and Mazzy are in the party, brushing off Anomen's concerns would also prompt Mazzy to leave as well without a chance for the player to mollify her as well due to a bad dialogue link.
Files altered: anome25j.dlg
Potential Repeated Jan-Nalia Banter in ToB
The banter between Jan and Nalia that begins with "Nalia, my dear, you've been positively morose as of late. Probably from studying all those scrolls. You remind me of Golodon... prior to his addiction to poppy seed muffins, of course." could potentially repeat due to the tracking variable not being set.
Files altered: bjan25j.dlg
Keldorn-PC Banter in ToB Can Have Two Identical Reply Options
When Keldorn discovers that Aerie is pregnant in ToB, the player can be presented with two identical "Don't even go there, Keldorn!" replies if Jan is available to interject. The dialogue should branch based on Jan's presence instead of presenting duplicate replies.
Files altered: bkeldo25j.dlg
Miscellaneous Banters and Dialogues Linking to Non-Existent Mazzy Dialogue File in ToB
Several ToB dialogues link to a Mazy dialogue file that doesn't exist instead of Mazzy's actual dialogue file.
Files altered: edwin25j.dlg, jahei25j.dlg, sarcnt01.dlg, valyg25j.dlg
Brother Odren Multiple XP Exploit
When leaving, Brother Odren could be spoken too multiple times for the XP reward.
Files altered: gorodr1.dlg
Temple Ruins Have Daytime Mini-Map Despite Always Being Night
Before the shade lord is defeated, the temple ruins near the Umar Hills are always in night mode. However, the mini-map of the area has a daytime version that gets displayed. The mini-map is corrected to always be in night mode to match the area itself.
Files altered: ar1404.mos
Azuredge Axe Corrupted, Other Errors
The Azuredge Axe is corrupted; the effect indices were indicating an effect which did not exist. The axe has additional issues which are also addressed, such as the item not destroying undead, doing an extra two dice of damage when thrown, and missing the strength bonus when thrown (other throwing axes get strength damage) as well as its bonus damage against undead. The axe was also blocked by Protection From Normal Missiles, but that's covered below.
Files altered: ax1h10.itm
Files added: ax1h10.eff
Protection From Normal Missiles Protecting Against Some Magical Missiles
Some throwing items, primarily axes and hammers, were using the same projectile as their non-magical kin. This was causing them to be erroneously blocked by the Protection from Normal Missiles spell. The projectiles for these items have been changed to magical projectiles which correctly bypass this spell.
Files altered: aegis.itm, arow02.itm, ax1h05.itm, ax1h06.itm, ax1h08.itm, ax1h09.itm, ax1h10.itm, ax1h16.itm, hamm06.itm, wasling.itm
Elven and Half-Elven Resistance to Sleep and Charm
Elves and half-elves are supposed to have 90% and 30% resistance, respectively, to sleep and charm effects. This was not being applied.
Files altered: clck07.itm, dagg13.itm, dwbolt01.itm, gorwom1.itm,
hgnymph.itm, misc2p.itm, misc9x.itm, psdclaw.itm, regisamu.itm, ring03.itm,
ring30.itm, staf09.itm, staf14.itm, staf15.itm, wand08.itm, beguile.spl, demochm.spl,
spcl311.spl, spcl641.spl, spcl751a.spl, spin108.spl, spin119.spl, spin553.spl,
spin558.spl, spin775.spl, spin802.spl, spin883.spl, spin910.spl, spin937.spl,
spin940.spl, spin966.spl, spin975.spl, spin980.spl, spin985.spl, sppr102.spl,
sppr204.spl, sppr405.spl, sppr512.spl, sppr982.spl, spwi004.spl, spwi104.spl,
spwi105.spl, spwi116.spl, spwi213.spl, spwi316.spl, spwi411.spl, spwi506.spl,
spwi711.spl, spwi929.spl, spwi930.spl, spwi943.spl, spwm179.spl, spwm187.spl,
urgekill.spl
Files added: cdelfcm0.eff, cdelfcm1.eff, cdelfcm2.eff, cdelfcm3.eff,
cdelfcm4.eff, cdelfcm5.eff, cdelfcm6.eff, cdelfsl0.eff, cdelfsl1.eff, cdelfsl2.eff,
cdelfsl3.eff, cdelfsl4.eff
Rings of Air/Earth/Fire Control Charming Everyone, Other Errors
The three rings of elemental control were able to charm any creature, not just their corresponding elementals. This is fixed, along with two other minor issues: some of the rings were not recharging after rest, and the range was set incorrectly. The Ring of Air Control had an additional error in that the save bonus that comes with improved invisibility was not being applied. The Ring of Earth Control was also granting an erroneous +1 save bonus which is removed.
Files altered: ring27.itm, ring28.itm, ring29.itm
Files added: cdcmelem.eff
Miscellaneous Fixes to Leftover Dialogues
Several patches written for BG2 issues could also be applied to the leftover BG or unused BG2 resources. Miscellaneous errors were fixed even though they'll have no effect on the base game.
Files altered: abela.dlg, albert.dlg, alora.dlg, amnise.dlg, arghai.dlg, bandic.dlg, baruk.dlg, beldin.dlg, benjy.dlg, brathl.dlg, brevli.dlg, brilla.dlg, carsa.dlg, cattac.dlg, charle.dlg, cult1.dlg, cult3.dlg, cythan.dlg, degrod.dlg, delorn.dlg, deltan.dlg, deltan2.dlg, delthy.dlg, doomsay.dlg, dopdur3.dlg, dratan.dlg, dream4.dlg, drstatu1.dlg, drstatu2.dlg, drstatu3.dlg, drunk.dlg, eldotp.dlg, elkart.dlg, emerso.dlg, feloni.dlg, fergus.dlg, flam7.dlg, flamgg.dlg, friend.dlg, fToBe5.dlg, galken.dlg, galtok.dlg, gantol.dlg, garan.dlg, gazib.dlg, gervis.dlg, glanma.dlg, gorpel.dlg, hajanos.dlg, husam2.dlg, moemj.dlg, iron10.dlg, iron12.dlg, ironm4.dlg, islsir.dlg, ithmee.dlg, ithtyl.dlg, jacil.dlg, jared.dlg, jondal.dlg, kaish.dlg, karoug.dlg, kielpc.dlg, kieres.dlg, kryla.dlg, laerta.dlg, lahl.dlg, lakada.dlg, laurel.dlg, lothan.dlg, marl.dlg, mazzy4.dlg, melica.dlg, messed.dlg, minern.dlg, mtbe9.dlg, mToB6.dlg, mulahe.dlg, narcil.dlg, narlen.dlg, nestor.dlg, nevill.dlg, nexlit.dlg, nobl10.dlg, nobw8.dlg, obe.dlg, oberan.dlg, osmadi.dlg, palin.dlg, phierk.dlg, phierkas.dlg, prism.dlg, pumberl.dlg, quinn.dlg, raiken.dlg, ramazi.dlg, rashad.dlg, ratchi.dlg, read4.dlg, samant.dlg, sarevo.dlg, sharte.dlg, shoal.dlg, silenc.dlg, silke.dlg, skie.dlg, slvic01.dlg, sonner.dlg, sunin.dlg, taerom.dlg, tamoko.dlg, tersus.dlg, test2.dlg, thalan.dlg, tracea.dlg, tremai.dlg, ulcast.dlg, ulf.dlg, wiven.dlg
Anomen Has Access to Evil-Alignment Cleric Spells After Changing to Good Alignment
As a neutral cleric, Anomen gains access to the third level spell Unholy Blight and the seventh level spell Unholy Word. If Anomen gets these spells added to his spellbook before his alignment changes to good, these spells remain available in his spellbook. Good-aligned clerics should not have access to these spells, and they're now removed when his alignment changes.
Files altered: anomen.bcs, anom25.bcs
Files added: cdlv3na.spl, cdlv7na.spl, cdrm313.eff, cdrm314.eff, cdrm710.eff,
cdrm715.eff
Spell Scroll Icons Cut Off
Several spell scroll inventory icons were cutting off their right and bottom edges. The edges of the scroll are no longer cut off.
Files altered: iscrl5a.bam, iscrl5b.bam, iscrl5c.bam, iscrl5d.bam, iscrl5e.bam, iscrl5f.bam, iscrl5g.bam, iscrl5h.bam, iscrl5i.bam, iscrl5j.bam, iscrl5k.bam, iscrl5l.bam, iscrl5m.bam, iscrl5n.bam, iscrl5o.bam, iscrl5p.bam, iscrl5q.bam
Bad Moon Dog Avatar
The avatar for the Moon Dog had serious issues (very pixelated) and is replaced as a bugfix. In the image to the right, the original is in the left column and the replacement is on the right. Because the moon dog has a cyclical glowing effect the brightness varies from frame to frame. The Fixpack Screenshot Gallery has before-and-after shots of this graphical glitch.
Files altered: mdog_mo.bmp
Missing Sound Files
In many places throughout BG2, the game references non-existent sound files. However, many of the sound files are in Baldur's Gate and were simply not included in BG2. To fix the errors, we simply include the relevant sound files from BG.
Files added: misc_01b.wav, misc_01c.wav, misc_03a.wav, misc_04a.wav, misc_06b.wav, pre_p06.wav, shael07.wav, shael08.wav, shael09.wav, shael10.wav
Shadows of Amn Worldmap Fixes
The worldmap of Shadows of Amn is broken in several ways.
- There are several areas with multiple links to other areas with inconsistent
travel times.
- The Slums district AR0400 has two links to the Government district AR1000, one of 0 hours and another of 4 hours (0 is correct).
- de'Arnise Hold AR1300 (before TorGal defeated) has travel times to Umar Hills AR1100 of 4 and 12 hours, travel times to Temple Ruins AR1400 (pre-shade lord defeat) of 4 and 12 hours, and travel times to Temple Ruins AR1404 (post-Shade Lord defeat) of 4 and 12 hours. 12 hours is correct in all cases.
- The de'Arnise Hold has different travel times and links before and
after you beat TorGal.
Before TorGal, it is AR1300 and has 12 hour links to the Umar Hills AR1100 and Trademeet AR2000, 16 hours to the Windspear Hills AR1200, and 20 hours to the City Gates AR0020. After Torgal is defeated it becomes AR1304, which has a 12 hour link to Umar Hills AR1100 (same), 8 hour links to City Gates AR0020 (previously 20) and Windspear Hills AR1200 (previously 16). It is lacking the previous 20 hour link to Trademeet AR2000. Travel time to Trademeet remains 20 hours, though, because you travel 12 to Windspear and then 8 to Trademeet. - The Temple Ruins is another area that changes after you defeat the
Shade Lord, and shares many of the same problems as the de'Arnise Hold.
Before the Shade Lord's defeat, it is AR1400 and has a 12 hour link to the Umar Hills AR1100 and a 24 hour link to the City Gates AR0020. After the Shade Lord's defeat, it becomes AR1404. The Umar Hills link remains correct, but the City Gates are now only 16 hours away. On top of that, City Gates AR0020 to before and after Temple Ruins AR1400 and AR1404 is 20 hours. - Many areas have inconsistent one-way travel times.
- City Gates AR0020 to Umar Hills is 20 hours, return trip is 24. If you have completed the de'Arnise Hold, this seems like it's only a 20 hour journey, as you go 12 hours to the Keep AR1304 and then 8 hours to the City Gates AR0020.
- City Gates AR0020 to Windspear AR1200 is 20 hours, return is 24. This also is masked by the buggy de'Arnise AR1304 to City Gates bug mentioned above.
- City Gates AR0020 to Druid Grove AR1900 is 24 hours, return trip is only 20.
- City Gates AR0020 to Trademeet AR2000 is 20 hours, return is 16.
- City Gates AR0020 to pre-Shade Lord Temple Ruins AR1400 is 20 hours, return is 24.
- City Gates AR0020 to post-Shade Lord Temple Ruins AR1404 is 20 hours, return is 16.
- Trademeet AR2000 to Windspear AR1200 is 4 hours, return is 12.
- Underdark Exit AR2500 to Small Teeth Pass AR1700 is 4 hours, return is 8.
- Windspear AR1200 to post-TorGal de'Arnise Hold AR1304 is 12 hours, return is 8.
- Many areas miss reciprocal travel links, causing inconsistent travel
times.
- City Gates AR0020 has a 20 hour link to the Small Teeth Pass AR1700, but there is no return link. Small Teeth to City Gates is 24 (8 to Underdark Exit AR2500 plus 16 to Gates). Small Teeth to Underdark Exit should only be 4 hours anyway, as noted above.
- Forest of Tethir AR2600 to Small Teeth Pass AR1700 is 8 hours, no return link. Small Teeth to Forest of Tethir is 16 hours (8 to North Forest AR1800 plus 8 to Forest of Tethir).
- North Forest AR1800 to Forest of Tethir AR2600 is 8 hours, no return link. Forest of Tethir to North Forest is 16 hours (8 to Small Teeth Pass AR1700 plus 8 to North Forest).
- Other changes
It seems that travel times were laid out roughly by distance. For example, the trip from Trademeet to the Forest of Tethir is 52 hours, despite a fairly close proximity on the map. Trips from Athkatla to the de'Arnise Hold and Windspear are the same, despite de'Arnise being much closer on the map. Direct travel links between areas have been added to address these issues.
Files altered: ar2601.bcs, worldmap.wmp
Lady Delcia Interrupting Dialogue
Lady Delcia and her guard are trapped in one of the upstairs rooms of the de'Arnise Keep. When the player enters the room and speaks with the guard, Lady Delcia walks over and interrupts with her own dialogue. This is fixed by allowing the guard's dialogue to pause the game. Lady Delcia will still approach the party and initiate dialogue as intended, but will no longer interrupt.
Files altered: kpsold01.dlg
Errors in Player AI Scripts
Two of the scripts available for the party had errors. The "DRUID OFFENSIVE/DEFENSIVE (cleric)" script was checking to see if the caster was outdoors before trying to cast Call Lightning and entangle, but the check was malformed. The "SPELLCASTER DEFEND (fighter, ranger, paladin)" script was improperly checking if an aggressor was dead.
Files altered: cleric3.bs, fighter4.bs
Corrupted Scripts
Several scripts that ship with the game are corrupted and beyond recovery. The Fixpack forces a recompile of the scripts so that they're no longer corrupt.
Files altered: ar2812.bcs, rdog.bcs, rdwarf.bcs, retter.bcs, rgibbler.bcs, rhalflin.bcs, rhobgoba.bcs, rhobgobf.bcs, rkobold.bcs, rogre.bcs, rsiren.bcs, rsirine.bcs
Viconia's Fanatics Have Script Errors
The fanatics that are trying to burn Viconia at the stake have malformed triggers--a trigger looking for one of four true conditions was only given a list of two possible true conditions.
Files altered: vicg.bcs, vicg1.bcs
Miscellaneous Fixes to Leftover Scripts
Several patches written for BG2 issues could also be applied to the leftover BG or unused BG2 resources. Miscellaneous errors were fixed even though they'll have no effect on the base game.
Files altered: areatest.bcs, idiot01.bcs
Errors in Checking if Outdoors
Various scripts were improperly checking to see if they were outdoors; for example druid scripts were trying to check if they were outdoors before casting Call Lightning, or banters that were only supposed occur outdoors had bad triggers.
Files altered: anomen.bcs, druidx.bcs, minsc.bcs, minscx.bcs, minvsed.bcs, nalia.bcs, npcdru1.bcs, valvsed.bcs, valygx.bcs
Player Not Receiving XP For Miscellaneous Watcher's Keep Quests
The party should receive 20,000 XP for opening the final seal in Watcher's Keep, another 20,000 for activating the fans on the elemental level, and another 20,000 for directing the poison fumes into the ice room.
Files altered: fswheel.bcs, gorgoli.bcs, itglobes.bcs
Mages Casting Lightning Bolts on Themselves
Various mages were casting lightning bolts on themselves rather than enemies due to a bad target in their script.
Files altered: mage10a.bcs, mage10d.bcs, neva.bcs
Romance Scripting Fixes
The Fixpack includes some of the scripting fixes from Ease of Use. The fixes mainly re-order scripting blocks into a better order, fix triggers, etc.
Files altered: aerie.bcs, anom25.bcs, anomen.bcs, jahe25.bcs, jaheira.bcs, viconia.bcs
Sir Anomen's Title Should Persist Through Resurrection
If Sir Anomen was killed, upon resurrection he would lose his title and become Anomen again due to a bad timing mode in the effect that changes his name.
Files altered: spin678.spl
Able to Enter Restricted Areas from Docks
The engine will regularly activate and deactivate entrances to other areas, depending on quests, allies, etc. In the Docks, miscellaneous transitions to other areas (notably the second floor of Mae'Var's guild and the 'hostile' Shadow Thief Guild Hall area with Aran Linvail) were not being properly referenced, meaning they were not being enabled and disabled appropriately. There are many entrances to both, and the issue did not affect all of them.
Files altered: ar0300.bcs
Player Could Not Rest in Stronghold
If the player acquired the thieves' guild or the Noble Order of the Radiant Heart as a stronghold, they were not being allowed to rest in it.
Files altered: ar0321.bcs, ar0322.bcs, ar0323.bcs, ar0324.bcs, ar0903.bcs,
Repeated Welther Spawns
Welther would spawn repeatedly under certain circumstances when freeing Elgea.
Files altered: ar0400.bcs
Miscellaneous Slums Events Not Occurring
If the party engages in Korgan's quest and tries to locate Shagbag, a poorly constructed block in the area script will prevent half of the area script from running. This would prevent, for example, the Mazzy-Gorf encounter from starting.
Files altered: ar0400.bcs
Miscellaneous Copper Coronet Events Not Occurring
If the party works for Bodhi and Yoshimo is not in the party, he's supposed to disappear from the Copper Coronet. However, because of the way the script is written, under these conditions the block was preventing the rest of the scripted events from occurring. This could block the resolution of the Mazzy-Gorf encounter, the player's fight with Amalas, or the reappearance of Nalia if she went alone to her father's funeral.
Files altered: ar0406.bcs
Tyrianna Quest Fix
In the course of the paladin stronghold, the PC must protect Tyrianna from assassins until her relative arrives. The quest can be broken in many simple ways, such as going up or down the stairs. The quest is now more tightly controlled via cutscene to prevent it from being broken.
Files altered: ar0415.bcs, plgirl01.cre
Samuel Not Going Hostile if Actors Attacked
If the actors are attacked, Samuel and Thalia Thunderburp are supposed to summon the local guard and then go hostile and attack the party. However, the area script was trying to check and set a variable of the incorrect scope.
Files altered: ar0522.bcs
Bodhi Not Appearing to Meet Player in Graveyard
One of the scripting blocks related to the Garrick-Cyrando-Irlana love triangle vignette is in the area script for the Graveyard area. The block, under certain conditions, can prevent other parts of the script from running--specifically, it can prevent the appearance of Bodhi when meeting her at Valen's invitation.
Files altered: ar0800.bcs
PC Unable to Re-Enter Bodhi's Lair After First Task
If the player does not make initial contact with Bodhi in the Graveyard area, the door to the vampire area may be impossible to open. The commands in Bodhi's dialogue to open the door only work if she is in the same area when they're issued. This can cause the PC to be unable to return to Bodhi after completing her tasks.
Files altered: ar0800.bcs
Vampires Transforming to Gas Prevents Conclusion of Quest for Aran Linvail
If the PC works for Aran Linvail in chapter three, the final task is clearing out Bodhi's lair. Three key vampires, Lassal, Durst, and Gellal, must be driven back to their tombs and staked. However, the vampires could sometimes be killed too quickly, preventing the tombs from becoming 'stakeable' via the scripted actions. An additional safeguard, added as scripting to the area, will now allow the player to still stake the vampires in case this occurs.
Files altered: ar0801.bcs
Ketlaar Argrim's Bodyguards Remain Even After He's Killed or Imprisoned
Ketlaar Argrim and two bodyguards hang out in the Council building in the government district. If Ketlaar is killed or imprisoned in one of the mage stronghold quests, he disappears from the Council building--but his bodyguards remain forever. When Ketlaar is removed, his bodyguards now disappear as well.
Files altered: ar1002.are, ar1002.bcs
Player Unable to Escape Twisted Rune HQ if Shangalar Killed Too Quickly
If Shangalar is killed quickly when entering the Twisted Rune HQ from the bridge district he never gets a chance to spawn his cronies, including Vaxall. Without the eyestalk from Vaxall the party is unable to leave the area. The area script is altered such that Vaxall and the other Twisted Rune members are still spawned in these circumstances.
Files altered: ar1008.bcs
Player Gets Experience for Luring Dead Umberhulks With Stew
In the lowest level of de'Arnise Keep, the player can lure the umberhulks in the area off to a side room instead of fighting them. However, the trigger that grants the XP reward for doing this doesn't check to make sure the player hasn't already killed the umberhulks. Approaching the container where the dog stew goes also displays a nonsensical string if the umberhulks are already dead.
Files altered: ar1301.are, umbpoly.bcs, kpumb01.cre
Troll Fixes
A quick background on how trolls work in the engine before an explanation of the fixes is in order. Trolls are equipped with an item that keeps their hit points from going below one to prevent them from being killed via traditional means. When they reach one hit point, they're replaced with a 'dead' troll--the dead version only has one hit point, but is immune to any damage save fire or acid. (Incidentally, this transformation is also why trolls sometimes seem invincible if the party is doing too much damage too quickly: the troll never gets a chance to swap creature files.) The dead troll has a scripted timer that if it isn't killed fast enough it replaces itself with the live version again.
The whole affair is a bit flaky in the engine, and several bugs regarding trolls have been fixed:
- Many trolls were not flagged as trolls in their race or class, preventing troll-specific effects (like the instant kill ability of Crom Faeyr) from working
- The 'dead' trolls were killable by poison, despite the game explicitly requiring acid or fire to destroy them
- Some trolls had the wrong item equipped, so that they were not only unable to drop below one hit point but were also immune to many other fatal and non-fatal effects
- As a consequence of the above, some scripts had to be updated to point to the new item
- Scripts that transform the trolls were not strict enough in their triggers; for example a troll killed via Finger of Death would still spawn the dead version that could only be killed via fire or acid (and also allowing XP to be gained twice)
- The method of killing the troll would yield different XP values, as the value of a live and dead version of a troll were often mismatched
- Several trolls lacked their item that prevented them from reaching zero hit points or were not scripted to have a dead version, thus removing the requirement of using acid or fire to kill them
- If knocked down and transformed into their dead versions, freshwater trolls would revive as giant trolls
Files altered: ar1300.bcs, chaltrol.bcs, dgtrol01.bcs, drshnl01.cre,
eletro01.cre, firamb03.bcs, firamb05.cre, hgtrl01.bcs, hgtrl01.cre, kptrol01.cre,
kptrol02.cre, kptrol03.cre, kptrol04.cre, kptrol05.cre, kptrol06.cre, obsice01.cre,
pptroll1.cre, rogtro01.bcs, rogtro01.cre, sutroll.cre, torgal.cre, trolde01.bcs,
trolde01.cre, trolde02.cre, trolfr01.bcs, trolfr01.cre, trolfr02.cre, trolgi01.bcs,
trolgi01.cre, trolgi02.cre, trolic01.bcs, trolic01.cre, trolic02.cre, trolic03.bcs,
trolic03.cre, trolic04.cre, troll01.bcs, troll01.cre, troll02.cre, troll03.cre,
trollens.cre, trollsm2.cre, trolsi01.bcs, trolsi01.cre, trolsi02.cre, trollsm2.bcs,
trolsn01.bcs, trolsn01.cre, trolsn02.cre, trolsp01.bcs, trolsp01.cre, trolsp02.cre,
troluo01.cre
Files added: drshnl11.bcs, drshnl11.cre, drshnl21.bcs, drshnl21.cre,
drshnl21.spl, eletro01.bcs, eletro01.spl, eletro03.bcs, eletro03.cre, kptrol13.bcs,
kptrol13.cre, kptrol13.spl, kptrol23.bcs, kptrol23.cre, pptroll1.bcs, pptroll1.spl,
pptroll2.bcs, pptroll2.cre, sutroll.bcs, sutroll.spl, sutroll2.bcs, sutroll2.cre,
torgal2.bcs, torgal2.cre, torgal3.bcs, torgal3.spl
Nilthiri Script Not Assigned
Nilthiri is a troll shaman in the druid grove and is eliminated to restore balance in the course of the druid stronghold quests. Nilthiri has a custom attack script that is not assigned.
Files altered: drshnl01.bcs, drshnl01.cre
Option to Charm Glacias Instead of Fight Fix
When you encounter Glacias in the de'Arnise Keep, the player can charm him instead of fighting--Glacias is supposed to deliver dialogue and then clear out. However, the engine tries to accomplish this by forcing a dispel magic on Glacias (as charmed characters can not speak in the BG2 engine) and then prompting him to speak. Unfortunately, the engine was not using its never-fail dispel magic, but instead a very low-level dispel which often failed. This resulted in Glacias remaining green-circled after being charmed, then returning to being hostile when the charm expired.
Files altered: ar1303.bcs
Stone Head in Shade Lord Dungeon Covers Container
In the shade lord's dungeon, the party interacts with a stone head to acquire one of the pieces of the Symbol of Amaunator. The eye of the statue is actually a container, but it's very difficult to get the contents as it is inside the blue circle of the talking head. Fixpack alters this so that the container will only be available after speaking with the statue at the conclusion of the Shade Lord quests.
Files altered: ar1401.bcs, shaava01.dlg
Asylum Scripting Bugs
The game could be irrevocably broken in two different ways when entering Spellhold. If the party gained entry via the wardstone and then attacks Irenicus, under rare circumstances he would disappear and initiate dialogue from another area, breaking a number of post-Spellhold maze triggers and, ultimately, looping back and trapping the player in the experiment jar. The other game-breaker would occur only if the player got admitted by the Pirate Lord, declined his offer, then acquired the wardstone and entered Spellhold. Under these circumstances, Irenicus would not greet the player, no doors would be open, and the trap on the bridge would be reactivated, trapping the party.
Files altered: ar1515.bcs
Bynnlaw Vampire Attack May Prevent Quest From Advancing
If you take Aran Linvail's help in reaching Bynnlaw, three of Bodhi's vampires would attack you upon arrival. If any of them turn to mist and escape instead of being killed, the script to advance the plot further stalls, as it is only explicitly checking for the deaths of all three vampires. The script now accounts for them being driven off instead of killed.
Files altered: ar1600.bcs
Rangers and Paladins Not Falling When Taking Evil Path in Hell Trials
Ranger or paladin PCs taking the evil path in any of the hell trials should immediately fall.
Files altered: ar2901.bcs, ar2902.bcs, ar2903.bcs, ar2904.bcs, ar2905.bcs
Viconia Won't Romance Half-Orc Characters
A half-orc PC should be able to initiate the Viconia romance, but a bad trigger in the main game script was preventing this.
Files altered: baldur.bcs
Keep (Drow) Adamantine Items Exploit
The drow items made of adamantine are supposed to disintegrate in sunlight. This is accomplished by swapping the items, but these swaps are only performed in the Underdark Exit area. This opened the exploit of muling items by giving them to a character like Mazzy or Jaheira, kicking them out of the party, and then adding them back to the party at a later juncture. The checks have been moved to the main game script to prevent this exploit.
Files altered: baldur.bcs
Brannel Should Comment on Ama Events in Thief Stronghold Quests
Brannel stands guard outside of the thief stronghold once the player takes control of it. Brannel has two quest-specific dialogues regarding Ama that were not occurring due to his script a) not being assigned and b) referencing the wrong quest variables. Brannel's script was also initiatig dialogue with himself (rather then the PC), which can cause issues with dialogue tokens.
Files altered: brannel.bcs, shthdr01.cre
Weakening Bodhi Does Not Stop Her Regeneration
Elhan gives the party elven holy water prior to sending the party off to confront Bodhi. The party can use the holy water in the blood pool to weaken the vampires; one of the consequences of this is that Bodhi's item that makes her regenerate is removed. This was not occurring due to a typo in the script.
Files altered: c6bweak.bcs
Cernd No Valid Links or Replies if Party Poisons the Druid Grove
The player can use an 'evil' method of removing Faldorn and her shadow druid cabal by poisoning the grove. If the party does this while Cernd is not in the party, he is left with no valid dialogue. Cernd now turns hostile under these circumstances.
Files altered: cernd.bcs
Cromwell Forges Item Without Ingredients Exploit
There was an exploit when commissioning Cromwell to forge items. The player could give all of the ingredients to one of the party members, get the party to attack that member, and then initiate dialogue with Cromwell and agree to make the item. The party could kill the member holding the ingredients during the forging cutscene, allowing the party to get the newly forged item and pick up the ingredients off the body of the killed member. Party actions are now cleared before the cutscene begins, as is the case for most cutscenes, to close this exploit.
Files altered: cromwell.bcs
Items Not Disappearing After Completion of the Ritual in Watcher's Keep
The candle, bell, and holy book used to open the portal to level two of Watcher's Keep are supposed to disappear once the portal is open. Because of an error in the variable checked, the items were not being removed.
Files altered: ctaltar.bcs
Party Not Rested From Weeklong Trip to Bynnlaw
The party is supposed to arrive in Bynnlaw fully rested, but the cutscene that transports the party is occasionally flaky with the resting actions.
Files altered: cut41c.bcs, cut 41d.bcs
Familiars and Summons Not Being Pushed Back From Hell Door
When the eye door opens in hell for the SoA finale, the party is blown back… except for summoned creatures and your familiar. This is altered so that characters, summons, and familiars are all pushed back.
Files altered: cut85a.bcs, spin658.spl
Two Garren Windspears
After killing the paladins upon entering Windspear Hills, Garren Windspear appears, asks that you follow him to his cabin, and then teleports you right outside. If you just go straight to Firkraag's dungeon instead of into the cabin he appears again to inform you of the kidnapping of his son/daughter. After defeating Firkraag, you can ring up both copies (the one now outside the dungeon and the one back in the cabin) for XP. The Garren at the entrance of the dungeon now disappears at the rescue of his daughter; go to the cabin instead.
Files altered: garren.bcs
Critters Should Love Elves, Druids, and Rangers
Some creatures, such as pheasants and deer, run away from the party. However, they're not supposed to run away from elves, druids, or rangers. Unfortunately, the script was only having them stay if all three conditions are true, i.e. if the character was an elf, druid, and ranger--which is impossible. The script now checks for one of those three conditions to be true.
Files altered: genshy.bcs
Hendak's Cellmate Lethargic
Hendak's fellow gladiator never leaves the area to go enjoy his freedom. Once the cell is opened, he will also make a break for it.
Files altered: glad2782.bcs
Tamoko Running Away Prevents Completion of Pocket Plane Challenge
In the Pocket Plane challenge where the PC must face himself, Tamoko is included. She has a generic script assigned that, under certain circumstance, can cause her to flee and disappear, preventing the completion of the challenge. She now uses a slightly modified script so that she retains her current behavior but no longer runs away.
Files altered: chtaz02.cre
Files added: cdtamoko.bcs
Lesser Clay Golems in Opening Dungeon Could be Killed Twice
In the opening SoA dungeon, the player can encounter two inert lesser clay golems. These golems become active and are summoned to the alarm in the bedroom. The change from the inert to active forms is scripted--but the check was never bothering to see if the golems were already dead. This eliminates the ability to kill them twice and earn XP both times.
Files altered: igolfle1.bcs, igolfle2.bcs
Ilyich Wears Armor
Two BG items can be imported and scattered in the opening dungeon; one is in a container near the dryads, and the other goes to Ilyich. Ilyich always receives armor, so it is now equipped by him as it is usually much, much better than his leather armor.
Files altered: ilyich.bcs
Multiple Specters Trapped in Imps' Chest
If you do not solve the puzzle of the imps in the City of Caverns, a specter appears out of the chest. The specter kills the party member who opened the chest and then teleports away. However, the chest can be opened multiple times, and the same specter will appear and kill another party member. As there is only supposed to be one specter, the chest is altered so that this only occurs once.
Files altered: impches3.bcs
Arkanis Gath Spawning Post-Spellhold and When Working for Bodhi
If the player agrees to work for Aran Linvail and then attacks the shadow thieves, Arkanis Gath is spawned. Arkanis is, essentially, an invincible character that kills the PC immediately. Arkanis' role is to prevent the player from breaking their own game--if not for Arkanis, the player would be left with no way to get to Spellhold. However, Arkanis will continue to spawn post-Spellhold if the player attacks Aran or his thieves, when Arkanis (and his cheese) is no longer necessary. He will no longer spawn after chapter five.
An additional issue with Arkanis spawning was that he was being spawned by the rogue guild of Mae'Var under certain circumstances. If the player began working on exposing Mae'Var and then accepted Bodhi's offer, Arkanis would appear if the player then started killing the thieves in Mae'Var's guild.
Files altered: killpc.bcs, mvally.bcs, mvally2.bcs
Invisible Player Should Be Able to Steal Statuette of Lathander
As part of the quests to expose Mae'Var, low reputation parties are given the task of acquiring a statuette of Lathander from the local temple. The party is supposed to be able to steal the statuette without being caught if they do it while invisible. However, the script was checking for the player to be under both invisible and improved invisibility effects, instead of invisible or improved invisibility.
Files altered: lathalrm.bcs
Mazzy Goes Hostile if Valygar Charmed and Vice-Versa
After Mazzy adopts Valygar as her squire, she will leave the party and go hostile if Valygar goes hostile and vice-versa. However, due to the loose triggers on this scripting action, they would leave and go hostile if the other is only temporarily hostile, i.e. if under a charm spell. They now account for the other being in a charmed state. A slight cleanup of Mazzy's script (removing a reference to a non-existent scripting name) is also performed.
Files altered: mazzy.bcs, valygar.bcs
Asylum Crush Trap Can Kill Wrong Characters
In the first area of the Asylum maze (the area where Imoen can re-join the party) there is a large crushing trap. The trap is designed to kill anyone who sets it off, but it would occasionally kill other characters due to its odd script and the fluidity of its targeting object. The script is simplified a great deal to make these actions more robust.
Files altered: ppcrus1.bcs
Broken Bridge in Unseeing Eye Quests Can Prevent Quest Completion
If the third question of the guardian bridge in the Unseeing Eye quest was answered incorrectly, the scripting failed and the bridge could not be activated again, which broke the Unseeing Eye quest.
Files altered: riftg01.bcs
Empathic Manifestation Can Be Defeated by Resting Outside
The empathic manifestation at the forgotten Amaunator temple can only be defeated by casting a beneficial healing spell on it. However, there was a loophole that also caused the manifestation to die if the party left, rested, and returned.
Files altered: riftcr04.bcs
Sarevok Soundset Not Updating With Alignment Change
Through a random ToB banter, the player has the chance to change Sarevok's alignment. When this occurs Sarevok is supposed to have a slightly different soundset.
Files altered: sarev25.bcs
Terrece Spawn Errors
Terrece would appear outside the Council building while the PC was inside and start dialogue through the transition, which left the player talking to a shaded-out exterior wall. Terrece could also spawn prematurely if you entered the Council building but did not speak with Corneil.
Files altered: ar1000.bcs, terrece.bcs
Juggernaut Golem Dies Immediately When Summoned By Clone
The juggernaut golem dies instantly if summoned via a simulacrum, unlike every other golem.
Files altered: tomegol4.bcs
Rogue Stone Lost When Reloading Prior to Entering Shangalar's Lair
The entrance to Shangalar's lair requires a rogue stone. During the cutscene that transports the party, the rogue stone is taken from the party and then the party gets moved, forcing a save. Because the rogue stone is taken before the move, reloading from the save means the party no longer has the stone. The order of actions in the cutscene is altered so that the rogue stone is taken after the auto-save.
Files altered: tran1008.bcs
Adratha Not Initiating Dialogue If Attacked
Adratha, the rakshasa being sought by the Trademeet dao, is supposed to have an additional line of dialogue if attacked.
Files altered: trrak01.bcs
Ust Natha Drow Guarding Eggs Sound Alarm for Invisible Creatures
The drow guarding Adalon's eggs will sound the alarm even if the PC is invisible.
Files altered: udeggs.bcs
Elhan's Elves Turning Hostile (And Not) Inappropriately
When leaving the Underdark, the party encounters groups of drow and surface elves fighting. The AI scripts used for shouts (used for groups of creatures to work together) are the same for both sides, meaning that a drow calling for help can cause the surface elves to go hostile against the party as a response.
A secondary issue is with the elven war guard that appears simply to kill the PC if the player attacks Elhan or his elves. Similar to Arkanis Gath, the war guard exists purely to prevent the player from getting into an impossible to finish game. However, if the player attacks the surface elves fighting the drow in the last Underdark tunnels, the player can then attack all of Elhan's camp without the war guard spawning, leaving the player in an impossible to finish game.
Files altered: ar2401.are, udelf1.bcs, udelf2.bcs, udelf3.bcs
Ander and Johanna Not Wandering or Opening Doors
In the Umar Hills, Johanna and Ander should wander back and forth but were not due to bad variable tracking.
Files altered: uhleave5.bcs, uhleave6.bcs
Keeping Yoshimo Post-Spellhold Exploit
If Yoshimo does not go to Spellhold with the party, he remains in the Copper Coronet. Because of his geas he dies when the party returns post-Spellhold. Players who are quick enough can get him to join before he dies, allowing him to be resurrected and remain in the party. To avoid this exploit, Yoshimo also leaves the party on his death action, preventing resurrection.
Files altered: yoshimo.bcs
Scripts With Incorrect Variable Checks
Miscellaneous scripts have errors when checking or setting variables. They can be due to typos or variable scope or other factors.
Files altered: keld25.bcs, sardw01.bcs
Miscellaneous Script Resource Reference Fixes
Many scripts had incorrect references to sounds, items, animations, etc. typically due to a typo or malformed action or trigger.
Files altered: apprenti.bcs, ar2500.bcs, ar3020.bcs, ar3021.bcs, ar4000.bcs, asylum.bcs, cauldron.bcs, cespen.bcs, cut01.bcs, cut215a.bcs, cut31q.bcs, cut49e.bcs, cut57c.bcs, cutd1.bcs, ddguard7.bcs, dragbrow.bcs, finsol04.bcs, forcef.bcs, ilyich.bcs, keyscrip.bcs, movie03a.bcs, movie03b.bcs, npc.bcs, ppshad01.bcs, ppshad02.bcs, ppshad03.bcs, ppshad04.bcs, ppshad05.bcs, ppshad06.bcs, spwnrak.bcs, und5509.bcs, yagalt.bcs, yagart.bcs
Many Scripts Not Checking the Correct Creatures/Objects
In addition to variables, scripts also check the state of various creatures to ensure their dialogue is relevant, i.e. if Faldorn at the grove is dead, if Aerie is in the party, etc. Not all names refer to creatures: in the engine various triggers, doors, and other objects also get unique names for scripting. The following scripts had incorrect references to objects and are corrected:
- References to Aran Linvail fixed in ar0329.bcs, cut41d.bcs
- References to Firkraag fixed in ar1202.bcs
- References to specific monk fixed in cut216a.bcs
- References to Jaheira fixed in cut35b.bcs
- References to the PC fixed in mazzy.bcs
- References to Mairyn fixed in ar1400.bcs
- References to shadow fiends fixed in ar1404.bcs
- References to Cyrando fixed in cadril.bcs
- References to Irlana fixed in cadril.bcs
- References to the fanatics in Viconia's script fixed by altering ar1000.are
Areas Without Entrance Points
The North Forest, Small Teeth Pass, Underdark Exit, and Forest of Tethyr all lack a defined entrance point. When traveling to these areas, the party would get dumped randomly somewhere in the area, sometimes in the midst of a group of hostile monsters.
Files altered: ar1700.are, ar1800.are, ar2500.are, ar2600.are
Areas Not Assigned Their Area Scripts
Almost every area has a script assigned to it to drive events that happen in it. Several areas had scripts that were supposed to be assigned but were omitted.
Files altered: ar0321.are, ar0323.are, ar0324.are, ar0327.are, ar0401.are, ar1005.are, ar1009.are, ar1904.are, ar5004.are
Areas Types Flagged Incorrectly
Areas can be flagged as different types--city, outdoors, dungeon, etc--and these flags are used as trigger for banters and AI scripts as well as environmental sound effects. In several areas, they were being flagged incorrectly.
- Should be outdoor areas: ar0041.are, ar0042.are, ar0044.are, ar0045.are, ar1607.are
- Should not be outdoor areas: ar0321.are, ar0322.are, ar0323.are
- Should not be city areas: ar0303.are, ar0305.are, ar0307.are, ar0308.are, ar0309.are, ar0311.are, ar0312.are, ar0315.are, ar0316.are, ar0317.are, ar0406.are, ar0501.are, ar0504.are, ar0505.are, ar0506.are, ar0507.are, ar0508.are, ar0512.are, ar0513.are, ar0514.are, ar0515.are, ar0706.are, ar0901.are, ar0902.are, ar0904.are, ar0905.are, ar0906.are, ar0907.are, ar5507.are
- Should be dungeon areas: ar0310.are, ar0331.are, ar0418.are, ar0521.are, ar0526.are, ar0601.are, ar0606.are, ar0804.are, ar1106.are, ar1203.are, ar1402.are, ar1501.are, ar1608.are, ar1610.are, ar2901.are, ar2902.are, ar2903.are, ar2905.are
- Should not be dungeon areas: ar1101.are, ar2603.are
- Should be able to rest: ar0522.are, ar0905.are, ar0906.are, ar0907.are
Areas Not Flagged Consistently as 'Party-Required'
Several areas in the game can only be accessed with the full party in tow. However, in many of these cases the flags only worked one way, or multiple entrances to areas were flagged differently from one another. (An example: a single party member could enter Coran's cabin in the woods, but only the full party could leave.) The flags were reviewed and adjusted to be consistent.
Files altered: ar0300.are, ar0400.are, ar0415.are, ar0500.are, ar0504.are, ar0505.are, ar2000.are, ar2207.are, ar2600.are, ar2603.are, ar2902.are
Incorrect Party Orientation When Entering Areas
When entering areas, the party faces a certain direction based on the entrance point into the area. The party faces away from the door they just entered, so that the party formation is correct, i.e. the weaker members in the back line don't get exposed. In several cases, the orientation was incorrect.
Files altered: ar0201.are, ar0202.are, ar0204.are, ar0300.are, ar0302.are, ar0304.are, ar0312.are, ar0322.are, ar0324.are, ar0400.are, ar0402.are, ar0404.are, ar0405.are, ar0406.are, ar0409.are, ar0500.are, ar0509.are, ar0513.are, ar0531.are, ar0700.are, ar0703.are, ar0707.are, ar0801.are, ar0903.are, ar0905.are, ar1001.are, ar1003.are, ar1004.are, ar1005.are, ar1009.are, ar1200.are, ar1300.are, ar1304.are
Areas With Detected Traps
Some areas have traps that are flagged as already detected, despite the party having never been in the area before.
Files altered: ar0062.are, ar0063.are, ar0064.are, ar0065.are, ar0328.are, ar0406.are, ar0413.are, ar0801.are, ar0803.are, ar0808.are, ar1006.are
Areas With Impossible to Open Chests
Two chests were giving the "The mechanism that operates this does not have a conventional lock, and may be warded against simple spells." message erroneously. Neither required a special key, their lockpicking difficulty was simply set too high.
Files altered: ar0327.are, ar1006.are
Containers Erroneously Marked as Trapped
In a few areas, containers are marked as trapped with impossible to disarm traps. However, they do not have a script assigned so they wouldn't actually do anything if the trap was sprung. The containers are no longer flagged as trapped.
Files altered: ar0016.are, ar2002.are
Soldiers in Docks Barracks Ending Dialogue Prematurely
In the barracks in the docks, the dialogue would cut off prematurely because of an incorrect creature reference. There were two copies of the same guard, instead of two different guards as intended. The dialogue was supposed to go between the two, but as one was not present, it would simply exit when passed to the non-existent guard. The duplicate guard is now the second, unique guard.
Files altered: ar0332.are
Magical Items in Containers are Identified
In some containers, magical items were flagged as identified erroneously.
Files altered: ar0405.are, ar0602.are, ar1102.are
Animations in Incorrect Places
Throughout areas, various animations play: fires burn in fireplaces, the machinery spins in the Lathander temple, etc. The animations are laid on top of the static image of the area and, in some cases, they're positioned slightly incorrectly.
Files altered: ar0414.are, ar0510.are
Flaming Fist from BG Being Summoned
Sometimes, when being caught trying to steal from containers, guards get summoned. At Tyrianna's home n the docks, an old script was being used that was trying to summon Flaming Fist guards from the city of Baldur's Gate instead of Amnish guards.
Files altered: ar0415.are
Multiple Unique Creatures
In some areas, unique characters are duplicated:
- Stanet, a unique commoner, was duplicated in the bridge district. The duplicate has been replaced with a generic commoner.
- There is a unique guard that stands near the rubble in Waukeen's Promenade and has specific dialogue about the events leading up to it. The guard is duplicated in both Waukeen's Promenade and the government district; in both cases the dialogue was clearly inappropriate and the guards have been changed to the generic Amnish guards.
- A unique commoner (used to be Anomen's governess) in the government district is duplicated. The duplicate is replaced with a generic female commoner.
- Sir Donalus appears in both the Helm temple and the Noble Order of the Radiant Heart. In this case, the creature files were different and only the name was shared. As the NORH version refers to himself as Sir Donalus in his dialogue, the name of the duplicate in the Helm temple is changed.
- Khollynnus Paac is the mage that helps send the Solamnic Knights home in one of the mage stronghold quests. However, Paac is also one of the powerful Cowled Wizards that appears when you use magic without a license around Athkatla too much. Like Sir Donalus, the name of the latter occurrence is altered, as Paac is referred to by name in the mage stronghold quest.
Files altered: ar0500.are, ar0700.are, ar1000.are, helmpr.cre, mage16c.cre
Trap in Neb's Home Can Not be Disarmed
A trapped painting in Neb's home could not be disarmed; the trap is altered so that it can be disarmed. Most traps in the game which are not intended to be disarmed can not be detected.
Files altered: ar0529.are
Madman in Temple District Rarely Encountered
There is a madman in the temple district that was rarely, if ever, encountered. During the day time, his script would force him to leave permanently. The party only had a chance to meet him if they never entered the temple district during the day. The area file is altered so that the madman is still only available at night, but will not leave permanently if the party enters during the day.
Files altered: ar0900.are
Chapel Key Not Being Used
In Firkraag's dungeon, the door leading to Semia is supposed to be unlocked by the Chapel Key. However, the door could have its lock picked, leading to a great deal of confusion as to the purpose of the Chapel Key. The door can now only be opened via the Chapel Key.
Files altered: ar1202.are
Container in de'Arnise Keep Missing Item Reference
In the upper story of the de'Arnise Keep, one of the containers has a missing item reference. Being as it was supposed to be a stack of 20 items, the missing reference is now a stack of fire arrows.
Files altered: ar1303.are
Container in Bynnlaw Has Shifted Overlay
In the Bynnlaw shop, the overlay (what changes the cursor to the container icon and provides the light blue outline in ToB) is not quite over the container. The overlay is adjusted to be over the item.
Files altered: ar1603.are
Troll in Troll Mound Could Not Move
One of the trolls inside the troll mound at the druid grove was unable to move. The troll had been placed on impassable ground and is now moved.
Files altered: ar1904.are
Underdark Music Fixes
The music for the Underdark was referencing the incorrect music file for night-time music. It had been using Trademeet's theme.
Files altered: ar2100.are
Fixes to Traps in Deirex's Tower
Two containers in Deirex's tower had issues with being trapped. One container had all the characteristics of being trapped (appropriate detection and disarm numbers and a trap scripts assigned) but was not flagged as such. A second trap could always be detected (0% difficulty) but never removed (100% difficulty). It's adjusted to have a nonzero difficulty for detection, and can be removed.
Files altered: ar2207.are
Corrupted Data in Rest Spawn Block of Mind Flayer Underdark Lair
Each area contains information about what, if any, creatures may appear if the party rests in the area. In the rest spawn block of the Illithid Lair in the Underdark, garbage characters were present in many of the fields and are now removed. The string that appears when creatures are spawned was also incorrect in one of the blocks.
Files altered: ar2400.are
Lower Levels of Watcher's Keep Could Be Accessed From Outside
As the player descends through the levels of Watcher's Keep, doors from each level to the outside become active to allow the player to go back and forth directly from the levels to the outside. However, the animations that play over the transitions from the outside (and thus prevent entrance) were off by a few pixels, allowing players to enter levels directly to which they should not have access.
Files altered: ar3000.are
Missing Ambient Sounds
Some areas have background sounds that play while in the area, such as the sounds of merchants and commerce in Waukeen's Promenade. In some cases the sounds were not playing due to bad scheduling or incorrect sound file references.
Files altered: ar1000.are, ar2000.are, ar3001.are
Demons Spawned from Resting in Watcher's Keep Had Errors
When resting on various levels of Watcher's Keep, sometimes a creature should be spawned to prevent it. In two cases, the creature reference was invalid due to typos.
Files altered: ar3004.are, ar3010.are
Saradush Prison Info Points Should Be Unique
In the Saradush Prison, two information points share a name rather than being unique. This leads to minor scripting errors, such as the party not facing the correct direction when the Prison Spirit appears.
Files altered: ar5006.are
Containers Are Inaccessible
Several containers were inaccessible, either due to impassable terrain or static characters standing directly in the way. In general, this caused the party member trying to open the container to stutter around a bit trying to reach the area, then the engine giving up after a few seconds and opening the container from a distance. Containers with this issue have been moved slightly.
Files altered: ar0202.are, ar0204.are, ar0400.are, ar0513.are, ar0700.are
Containers With Incorrect Icons
When accessing a container, the 'exchange inventory' screen appears at the bottom of the game screen. The payer inventory is on the right and the container is on the left, along with an icon. In several cases, the icon was incorrect (i.e. the icon would be of a chest when accessing a shelf).
Files altered: ar0201.are, ar0202.are, ar0204.are, ar0206.are, ar0312.are, ar0319.are, ar0400.are, ar0406.are, ar0411.are, ar0501.are, ar0506.are, ar0529.are, ar0705.are, ar0900.are, ar0902.are
Shadow Thief HQ Doors Not Requiring Keys
Some doors to the Shadow Thief HQ required the Shadow Thief key to be opened. However, they actually were not checking the key as they lacked a flag for it.
Files altered: ar0329.are
Doors Not Consuming Keys
Several doors that required keys were not consuming them. In general, doors that required keys would take them from inventory when opened so that the player had a way to realize which key was used and to prevent keeping unnecessary keys in inventory.
Files altered: ar0202.are, ar0701.are, ar1202.are, ar1608.are, ar1611.are, ar2000.are
Creature Alignment Corrections
The Fixpack changes the alignments of creature files with alignments that seem at odds with their BG2 behavior. For example, some instances of Jon Irenicus are chaotic good and there are other similar egregious errors, such as paladins that are not lawful good. These changes are important because they effect the operation of spells such as Detect Evil or items such as the Equalizer. We change the creature files to the alignments we believe make most sense for them; as there are inevitably judgment calls involved, please feel free to discuss any of these changes in the forums. These changes are based upon the changes originally made by Kish for the Oversight mod. Some of these have been moved into an optional component after listening to player feedback; see the Optional But Cool Documentation or check out the alignment discussion threads.
- Changed to no alignment: shaava01.cre (Statue)
- Changed to Lawful Good: balth.cre (Balthazar), c6bran.cre (Branet Al-Thon), c6eric.cre (Eric Vanstraaten), c6eric3.cre (Eric Vanstraaten), c6nerit.cre (Nerit), c6will.cre (William Reirrac), cutbalth.cre (Balthazar), garren.cre (Garren Windspear), hdragsil.cre (Dragon), pwauk2.cre (Haletlatess Jillian), sarmag01.cre (Errard), sleepdw.cre (Sleeping Dwarf), suelle.cre (Ellesime), suelle2.cre (Ellesime), suelleap.cre (Ellesime), uhogre01.cre (Madulf)
- Changed to Lawful Neutral: bamng01.cre (Amnish Guard), bamng02.cre (Amnish Guard), bdact05.cre (Zaren), bdhigg01.cre (Higgold), bdprst01.cre (Shvanana), bhelm.cre (Guardian Vottnar), civamng1.cre (Amnish Soldier), cowenf02.cre (Cowled Enforcer), cowenf1.cre (Cowled Enforcer), cowenf2.cre (Cowled Enforcer), cowenf3.cre (Cowled Enforcer), cowenf4.cre (Cowled Enforcer), cowld.cre (Cowled Wizard), cowled.cre (Cowled Wizard), cowled01.cre (Cowled Wizard), cscowl1.cre (Cowled Wizard), cscowl2.cre (Cowled Wizard), cscowl3.cre (Cowled Wizard), cscowl4.cre (Cowled Wizard), cscowl5.cre (Cowled Wizard), cscowl6.cre (Cowled Wizard), cscowl7.cre (Cowled Wizard), cscowl8.cre (Cowled Wizard), cscowl9.cre (Cowled Wizard), cucow1.cre (Cowled Enforcer), cucow2.cre (Cowled Enforcer), cucow3.cre (Cowled Enforcer), cuwiz1.cre (Cowled Enforcer), cuwiz2.cre (Cowled Enforcer), cuwiz3.cre (Cowled Enforcer), cuwiz4.cre (Cowled Enforcer), cuwiz5.cre (Cowled Enforcer), cuwiz6.cre (Cowled Enforcer), cuwizc.cre (Cowled Enforcer), cuwizsu.cre (Cowled Enforcer), fulord.cre (Lord Milsire Donderbeg), jugjer01.cre (Jermien), killmonk.cre (Monk), kpdomo01.cre (Major Domo), loutm02.cre (Mercenary of Riatvin), mage16c.cre (Cowled Wizard), mage18a.cre (Cowled Wizard), mage18z.cre (Zallanora), mgteos01.cre (Teos), noblem1.cre (Nobleman), noblem2.cre (Nobleman), noblem3.cre (Lord Ophal), pirsal01.cre (Sailor), pirsal02.cre (Sailor), plmetg01.cre (Metrich Footman), plmetg02.cre (Metrich Yeoman), ppcowled.cre (Perth the Adept), quint.cre (Quint Roenal), shth02.cre (Goshan), shthlt01.cre (Jariel), shthstor.cre (Rattell), trax.cre (Trax), uddear03.cre (Finderlig)
- Changed to Lawful Evil: anno1.cre (Announcer), aran.cre (Aran Linvail), aran02.cre (Aran Linvail), argrim.cre (Lord Ketlaar Argrim), army01.cre (Orc), behobs01.cre (Beholder), bhaal01.cre (Bhaal), booter.cre (Booter), booter02.cre (Booter), bounha02.cre (Bounty Hunter), bounha03.cre (Bounty Hunter), cederil.cre (Deril), cguard1.cre (Cultist Guard), cguard2.cre (Cultist Guard), chalslay.cre (Slayer), copamb02.cre (Copper Coronet Guard), copamb05.cre (Copper Coronet Guard), copgreet.cre (Frankie), corneil.cre (Corneil), daabol.cre (Aboleth), degard.cre (Degardan), dempit.cre (Pit Fiend), dempit01.cre (Pit Fiend), dempitsu.cre (Pit Fiend), docsol03.cre (Guard Captain), drslayer.cre (Slayer), duearc01.cre (Duergar), duecla01.cre (Ilyich), duegau01.cre (Duergar), duegau02.cre (Duergar), duemag01.cre (Mage), duemag02.cre (Mage), duergar.cre (Duergar), duergar1.cre (Duergar), duergar2.cre (Duergar), duergar3.cre (Duergar), elehob01.cre (Goblin Commando), gphil02.cre (Philosopher), guard2.cre (Copper Coronet Guard), guard3.cre (Copper Coronet Guard), hamek.cre (Mekrath), hgskl01.cre (Skeleton Cleric), hgskl02.cre (Skeleton Assassin), hgskl03.cre (Skeleton Mage), hgslv01.cre (Slave Woman), hlmafer.cre (Maferan), hlolaf.cre (Olaf Rassmusen), hlrevan.cre (Revanek), isaea.cre (Isaea Roenal), jaga1.cre (Bessen), korgoo01.cre (Goon), korgoo02.cre (Goon), korscroo.cre (Scrooloose), korshag.cre (Shagbag), lehtin.cre (Lehtinan), llynis.cre (Llynis), madam.cre (Madam Nin), mage8a.cre (Zyntris), mage8b.cre (Zyntris), mdrak.cre (Maharajah), mekimp01.cre (Imp), mgass01.cre (Sergeant Natula), mgass02.cre (Tyrian), mgass03.cre (Vilhelm), mgket01.cre (Lord Ketlaar Argrim), mgketg01.cre (Man-at-Arms), mgketg02.cre (Archer), mgkhol01.cre (Khollynnus Paac), mugger1.cre (Shady Character), mugger2.cre (Shady Character), mugger3.cre (Shady Character), mvguard1.cre (Assassin), naldirt.cre (Officer Dirth), obssah02.cre (Sahuagin Priestess), parfig16.cre (Jalin Tix), parmonk.cre (Mahar), pirmur03.cre (Front), pirmur04.cre (Guard), pirmur05.cre (Guard Capt), pirmur06.cre (Guard Capt), pirmur08.cre (Guard), pirmur11.cre (Guard), pirmur12.cre (Guard), pirmur13.cre (Guard Capt), pirpir06.cre (Sailor), plshhg01.cre (Hobgoblin Slayer), plshhg02.cre (Hobgoblin Wizard ppaltk1.cre (Kobold Shaman), ppbhaal.cre (Bhaal), ppright.cre (Dunbar), rakmah01.cre (Maharajah), rakraj01.cre (Rajah), rakruh01.cre (Ruhk), raksha01.cre (Rakshasa), ralej.cre (Rayic Gethras), reband03.cre (Bandit), rerak01.cre (Traveler), rerak02.cre (Traveler), rerak03.cre (Traveler), rerak04.cre (Traveler), rerak05.cre (Traveler), rerak06.cre (Traveler), resuna.cre (Suna Seni), rethie02.cre (Slaver), rethie03.cre (Slaver), rethug01.cre (Thug), rethug02.cre (Mage), rethug03.cre (Thug), rethug04.cre (Thug), rigen01.cre (Lord Igen Tombelthen), rumar01.cre (Umar), sargrd05.cre (Thief), sargrd06.cre (Mage), sargrd09.cre (Thief), sevpat02.cre (Sorcerous Amon), sevpat03.cre (Pooky), sewarc01.cre (Orc Archer), sewarc02.cre (Orc Archer), sewrak01.cre (Rakshasa), sewyag02.cre (Orc Archer), shth05.cre (Joster), slayer.cre (Slayer), stolethf.cre (Shadow Thief), suadsaan.cre (Adsaan), surakmah.cre (Maharajah), surakraj.cre (Rajah), surakruh.cre (Ruhk), suraksha.cre (Rakshasa), surakw1.cre (Rakshasa), surakw2.cre (Rakshasa), surakw3.cre (Rakshasa), surakw4.cre (Rakshasa), surly.cre (Surly), suziyaad.cre (Ziyaad), tantug01.cre (Thug), tantug02.cre (Thug), tantug03.cre (Thug), telpit2.cre (Pit Fiend), thief7.cre (Anishai), tiana.cre (Tiana), tolmag01.cre (Mage), tolmag02.cre (Mage), trrak02.cre (Saadat), trrak03.cre (Jalaal), udmaster.cre (The Master Brain), vaelag.cre (Vaelag), yaga02.cre (Lieutenant Mage), yaga04.cre (Lieutenant Cleric), ysgrunt.cre (Yaga-Shura Soldier), ysguar02.cre (Yaga-Shura Soldier), ysguar03.cre (Yaga-Shura Mage), ysguar04.cre (Yaga-Shura Soldier), ysguar05.cre (Yaga-Shura Soldier), ysguar06.cre (Yaga-Shura Officer), ysmage01.cre (Yaga-Shura Mage), yssold01.cre (Yaga-Shura Soldier), yssold02.cre (Yaga-Shura Soldier), yssold03.cre (Yaga-Shura Officer), yssold13.cre (Yaga-Shura Soldier), yssold14.cre (Yaga-Shura Mage), yssold15.cre (Yaga-Shura Officer), zilarc01.cre (Black Reaver), zilfgt01.cre (Black Reaver), zilfgt02.cre (Black Reaver), zilmag01.cre (Black Reaver)
- Changed to Neutral Good: acolyte2.cre (Dawnbringer Alvanna), amcler01.cre (Priest of Waukeen), bharval.cre (High Mornmaster Arval), c6harp.cre (Malchor Harpell), cscleric.cre (Dawnmaster Kreel), elemchan.cre (Chan), latlara.cre (Acolyte Lara), mourner5.cre (Mourner), proplat.cre (Morning Knight), radeel.cre (Radeel), renfeld.cre (Renfeld), scsain.cre (Dawnbringer Sain), trskin01.cre (Raissa)
- Changed to True Neutral: amcler02.cre (Chyil), amfsleep.cre (Sleeping Woman), bfishw1.cre (Commoner), cefgt02.cre (Shadow Druid), cefgt04.cre (Shadow Druid), cpchick1.cre (Party's Dog), cpchick2.cre (Surly's Dog), dgdru01.cre (Druid), dogwisu.cre (Rabid Dog), drshlo01.cre (Loren), drshlo02.cre (Loren), drshsp01.cre (Spirit of the Grove), drush.cre (Drush), ffbiff01.cre (Biff The Understudy), ffcook.cre (Uda the Cook), ffcrowd1.cre (Nobleman), ffcrowd5.cre (Commoner), figpit.cre (Storekeep), gdruid.cre (Druid), golem01.cre (Clay Golem), grhog01.cre (Groundhog), igolem02.cre (Jailkeep Golem), iotyugh.cre (Otyugh), jaguarsu.cre (Jaguar), jahaboam.cre (Jahaboam), kelzomb.cre (Zombie), merchant.cre (Bel Dalemark), moose.cre (Moose), obsgol01.cre (Guardian Golem), otyugh.cre (Otyugh), otyugh01.cre (Otyugh), pheas01.cre (Pheasant), postul6.cre (Nobleman), ppiron.cre (Clay Golem), rabbit.cre (Rabbit), sbutler.cre (Commoner), scjerlia.cre (Jerlia the Ore Merchant), scqar.cre (Qar Jysstev), sevdru01.cre (Alatelo De Bonito), shop01.cre (Mira), shop02.cre (Arnolinus), shop04.cre (Enge), shop05.cre (Perter), shop06.cre (Hes), shop07.cre (Storekeep), shop1.cre (Storekeep), shop2.cre (Storekeep), shop3.cre (Storekeep), shop4.cre (Storekeep), shop5.cre (Perter), shop6.cre (Hes), shop7.cre (Storekeep), shop8.cre (Galoomp the Bookkeeper), sleepfh.cre (Sleeping Woman), sleepmh.cre (Sleeping Man), slshop01.cre (Black Market Thief), squirl.cre (Squirrel), squirr.cre (Squirrel), tdr10a.cre (Kyland Lind), tdr10b.cre (Shadow Druid), tdr6a.cre (Shadow Druid), tdr8a.cre (Shadow Druid), tdr8b.cre (Shadow Druid), trcar01.cre (Raafee), trcar04.cre (Caravan Merchant), trcut02.cre (Nobleman), trevil02.cre (Guardian of the Source), trevil03.cre (Master Verthan), trmer01.cre (Peddler), trmer02.cre (Merchant), trnobm01.cre (Sir Parick), trple04.cre (Customer), trskin02.cre (Tiris), trtavp05.cre (Alenina), ttser1.cre (Jospil), ttser2.cre (Servant), ttskel.cre (Skeleton), uddear02.cre (Uder Mordin), uddoor07.cre (Skeleton), udduer01.cre (Carlig), udgolem.cre (Brain Golem), udtrap02.cre (Raevilin Strathi), uhogre03.cre (Minotaur), wauksqu.cre (Squirrel), welther.cre (Welther), wmart1.cre (Joluv), yarin.cre (Yarin), yscara01.cre (Merchant), yscara02.cre (Merchant)
- Changed to Neutral Evil: amsmug01.cre (Smuggler), antenos.cre (Antenos), arntra02.cre (Trainee), arntra06.cre (Shadow Thief), bdock1.cre (Dockhand Ogre), bdock2.cre (Dockhand Ogre), beast.cre (Beastmaster), bmugg1.cre (Mugger), chtaz02.cre (Tamoko), copcust3.cre (Nobleman), cujon.cre (Jon Irenicus), cujon2.cre (Jon Irenicus), cujon3.cre (Jon Irenicus), cujon4.cre (Jon Irenicus), dedsmug.cre (Smuggler), dpjon01.cre (Jon Irenicus), dpjon02.cre (Jon Irenicus), dream2.cre (Jon Irenicus), driren.cre (Jon Irenicus), drjon.cre (Jon Irenicus), elemep01.cre (Ooze Mephit), elemep02.cre (Steam Mephit), elemep03.cre (Salt Mephit), elemep04.cre (Fire Mephit), elemep05.cre (Magma Mephit), elemep06.cre (Earth Mephit), elemep07.cre (Mineral Mephit), elemep08.cre (Dust Mephit), ELEMHYDR.cre (Olhydra), firamb02.cre (Gerg), firban04.cre (Orc), firban05.cre (Orc), firorc02.cre (Derg the Orc), gorch.cre (Gorch), gpfam1.cre (Pitch), hellho01.cre (Hell Hound), hellslay.cre (Slayer), hlmage.cre (Mage), jadermin.cre (Dermin Courtierdale), jaga3.cre (Nadinal), jamage1.cre (Gracien), jamage2.cre (Malacazar), jarlaxle.cre (Jarlaxle), jon1.cre (Jon Irenicus), korcrazy.cre (Crazyface), kproen01.cre (Lord Roenall), legdor.cre (Legdoril), lin.cre (Lin), obsfir02.cre (Fire Mephit), obsfir03.cre (Magma Mephit), obsfir04.cre (Smoke Mephit), obsfir05.cre (Hell Hound), obsice02.cre (Ice Mephit), pardru.cre (Sorsha), pbhunt04.cre (Bounty Hunter), pcapt02.cre (Prison Captain), pcapt03.cre (Prison Captain), pcapt04.cre (Prison Captain), pcapt05.cre (Prison Captain), pcapt06.cre (Prison Captain), ppireni1.cre (Coordinator), ppireni2.cre (Jon Irenicus), reband04.cre (Bandit), reband05.cre (Bandit), recler02.cre (Cleric), redilav.cre (Dilav), reeldar.cre (Eldarin), remage02.cre (Slaver Wizard), rengaa.cre (Rengaard), sargrd07.cre (Fighter), sargrd08.cre (Fighter), sargrd10.cre (Fighter), sargrd11.cre (Fighter), sethle.cre (Sethle), sewdue01.cre (Duergar Sapper), sewdue02.cre (Duergar Sapper), seworo01.cre (Elite Orog), sewyag01.cre (Duergar Sapper), sewyag03.cre (Elite Orog), shagbag.cre (Shagbag), sujon.cre (Jon Irenicus), sujon2.cre (Jon Irenicus), teltief1.cre (Tiefling), terrece.cre (Terrece), trcut05.cre (Lady Lilith Lurraxol), trcut06.cre (Lord Skarmaen Alibakkar), trfued01.cre (Lady Lilith Lurraxol), trfued05.cre (Lord Skarmaen Alibakkar), yaga03.cre (Lieutenant Fighter)
- Changed to Chaotic Good: c6elf1.cre (Elven Warrior), c6elhan.cre (Elhan), c6elven2.cre (Elven War Guard), c6elvenw.cre (Elven War Guard), chgood04.cre (Elven Warrior), chgood05.cre (Elven Warrior), cupris1.cre (Elven Warrior), cupris2.cre (Elven Warrior), daelf.cre (Elven Mage), daelf2.cre (Elven Mage), dreself1.cre (Elf Male), dreself2.cre (Elf Female), dreself3.cre (Elf Male), dreself4.cre (Elf Female), dreself5.cre (Elf Male), dreself6.cre (Elf Female), dreself7.cre (Elf Male), hellgen.cre (Enslaved Genie), jarev4.cre (Harper), m05elf1.cre (Elven Warrior), m05elf2.cre (Elven Warrior), m05spir1.cre (Elven Spirit), m05spir2.cre (Elven Spirit), pirmur09.cre (Golin), sarelf01.cre (Elven Man), sarelf02.cre (Elven Man), sarelf03.cre (Elven Woman), sarelf04.cre (Elven Woman), sarelf05.cre (Elf), sarelf06.cre (Elf), suavatar.cre (Avatar of Rillifane), sudead01.cre (Elven Warrior), sudead02.cre (Elven Warrior), sudead03.cre (Elven Warrior), sudemin.cre (Priestess Demin), suelf1.cre (Elf), suelf10.cre (Reirra), suelf12.cre (Captain Aduo'on), suelf13.cre (Elven Warrior), suelf2.cre (Elf), suelf3.cre (Elven Warrior), suelf6.cre (Elven Warrior), suelf7.cre (Elven Warrior), suelf8.cre (Elven Warrior), suelfw1.cre (Elven Warrior), suelfw10.cre (Elven Battle Mage), suelfw11.cre (Elven Battle Mage), suelfw12.cre (Elven Battle Mage), suelfw13.cre (Elven Archer), suelfw14.cre (Elven Archer), suelfw15.cre (Elven Archer), suelfw2.cre (Elven Warrior), suelfw3.cre (Elven Warrior), suelfw4.cre (Elven Warrior), suelfw5.cre (Elven Warrior), suelfw6.cre (Elven Warrior), suelfw7.cre (Elven Warrior), suelfw8.cre (Elven Warrior), suelfw9.cre (Elven Battle Mage), suelhan.cre (Elhan), suelleg1.cre (Elven Warrior), suendel1.cre (Elven Warrior), suendel2.cre (Elven Warrior), suendel3.cre (Elf Male), suendel4.cre (Elf Female), suendel5.cre (Elf), suendel6.cre (Elf), suendel7.cre (Elven Warrior), suendel8.cre (Elven Warrior), sumoon.cre (Elven Warrior), udelf01.cre (War Elf), udelf02.cre (War Elf), udelf03.cre (War Elf), udelf04.cre (War Elf), udelf05.cre (War Elf), warsage.cre (Elven War Sage)
- Changed to Chaotic Neutral: c6lanf.cre (Lanfear), clrani01.cre (Rania), crothf01.cre (Tiiro), crothf02.cre (Aulava), gereth.cre (Gereth), gorcamb.cre (Aesgareth), gorsal.cre (Saladrex), gromnir.cre (Gromnir Il-Khan), lout.cre (Vittorio), rngwlf01.cre (Anath), rngwlf02.cre (Anath), rngwlf03.cre (Anath), rngwlf04.cre (Anath), rngwlf05.cre (Anath), sarthf01.cre (Hectan), sarthf02.cre (Squip), shth01.cre (Hanz), shth03.cre (Kretor), shth04.cre (Morsa), shth06.cre (Varia), shthdr01.cre (Brannel), shthlt02.cre (Lathan), slcent.cre (Amnish Centurion)
- Changed to Chaotic Evil: acolyte1.cre (Talon Zogas), ar18prie.cre (Priest of Cyric), bazeye01.cre (Iycanth the Mad), bazeye02.cre (Iycanth the Mad), c6drow1.cre (Drow), caehan.cre (Caehan), cldad.cre (Talon Nirkhas), clstkn01.cre (Storm Knight), cltalp01.cre (Weather Master), daqilue.cre (Qilue), dvampfl.cre (Vampire), eletro02.cre (Troll), gnlcap01.cre (Gnoll Captain gnleli01.cre (Gnoll Elite), gnlsla01.cre (Gnoll Slasher), gnlvet01.cre (Gnoll Veteran), gnlwar01.cre (Gnoll), gnoll01.cre (Gnoll), gnollsu.cre (Gnoll Elite), gpmage1.cre (N'ashtar), gppri1.cre (Chandrilla), gpsimb.cre (Simbja), hlketta.cre (Ketta), hlketta2.cre (Ketta), hlskull.cre (Golden Skull), hobarc01.cre (Hobgoblin Archer), hobarc02.cre (Hobgoblin Archer), hobcap01.cre (Hobgoblin Captain hobeli01.cre (Hobgoblin Elite), hobwar01.cre (Hobgoblin Warrior), hobwiz01.cre (Hobgoblin Wizard jaerto1.cre (Jarden), jaerto2.cre (Turg), jaerto3.cre (Tamile), jaerto4.cre (Wurn), jaertof.cre (Ertof Dand), jaga2.cre (Kail), jaga4.cre (Iko), kalah.cre (Kalah), kalah2.cre (Kalah), kaol.cre (Kaol), kaypal01.cre (Anarg), nalla.cre (Stormherald Nallabir), obshal01.cre (Entu), obshal03.cre (Necre), obshal06.cre (Taibela), ogre01.cre (Ogre), pirmur01.cre (Galvena), pirmur02.cre (Assassin), pirpir01.cre (Pirate), pirpir02.cre (Andar the Pirate), pirpir03.cre (Olben the Pirate), pirpir05.cre (Chremy), pirpir07.cre (Pirate Bill), pirpir08.cre (Pirate Dan), pirpir09.cre (Pirate Jimmy), pirpir10.cre (Pirate Scotty), pirpir11.cre (Pirate Paul), pirpir12.cre (Pirate Newf), pirsea01.cre (Pirate Captain), pirsea02.cre (Pirate), pirsea03.cre (Pirate), plass02.cre (Assassin), plass03.cre (Assassin), plass04.cre (Assassin), ppdesh.cre (Desharik), ppdesh2.cre (Desharik), ppdoor.cre (Pirate Door Guard), ppduel1.cre (Andante), ppduel2.cre (Dirbish the Black), ppduelc.cre (Duel Coordinator), ppguard.cre (Pirate), ppguarda.cre (Pirate), pplackey.cre (Pirate), ppldr01.cre (Pirate Leader), ppmag01.cre (Pirate Mage), pppirate.cre (Pirate), ppsail01.cre (Pirate), ppsail02.cre (Pirate), ppsail03.cre (Pirate), ppthf01.cre (Pirate), ppthf02.cre (Pirate), pptiax.cre (Tiax), pptiax2.cre (Tiax), ppumb01.cre (Priestess of Umberlee), reband01.cre (Bandit), reband02.cre (Bandit), rorcs01.cre (Orog), ruffian.cre (Amalas), sahkng01.cre (King Ixilthetocal), sahkng02.cre (King Ixilthetocal), samia.cre (Samia), sarbul04.cre (Gromnir Soldier), sarbul05.cre (Gromnir Soldier), sarbul06.cre (Il-Khan Soldier), sarbul07.cre (Il-Khan Soldier), scyarryl.cre (Talon Yarryl), sevpat01.cre (Mencar Pebblecrusher), sevpat04.cre (Smaeluv Orcslicer), shadel.cre (Shade Lord), slapri.cre (Priest of Cyric), talkni01.cre (Storm Knight), talkni02.cre (Storm Knight), talmiss.cre (Mistress Ada), talmiss2.cre (Mistress Ada), talvilon.cre (Acolyte Vilon), tanthf01.cre (Rune Assassin), telsuc1.cre (Alu-Fiend), teltief3.cre (Tiefling), trevil01.cre (Lord Khellon Menold), trskin03.cre (Rejiek Hidesman), trskin06.cre (Darsidian Moor), trskin3b.cre (Rejiek Hidesman), trskin6b.cre (Darsidian Moor), trskind2.cre (Darsidian Moor), uddoor01.cre (Drow), uddoor02.cre (Drow), uddoor03.cre (Drow), uddrow06.cre (Ilmryn), uddrow12.cre (Drow), uddrow14.cre (Drow), uddrow15.cre (Drow), uddrow18.cre (Drow), uddrow20.cre (Egg Guard), uddrow21.cre (Egg Guard), uddrow23.cre (Drow), uddrow24.cre (Drow), uddrow25.cre (Drow), uddrow26.cre (Drow), uddrow27.cre (Drow), uddrow28.cre (Drow), uddrow29.cre (Drow), uddrow31.cre (Drow), uddrow36.cre (Handmaiden of Lolth), uddrow37.cre (Drow), udrunner.cre (Drow), vampbat.cre (Vampire), vicg2.cre (Fanatic), yssold04.cre (Yaga-Shura Elite), yssold16.cre (Cleric Of Talos)
Creature Racial Fixes
Various creatures had the wrong race set, which could affect how items and spells affected them. In a few cases the race was clearly wrong, but there was not an exact match to which to change so a 'best fit' was selected.
- Changed to Human: bdturm03.cre, clcoti01.cre, cowenf1.cre, cowenf3.cre, cowenf4.cre, eyevig01.cre, firmag01.cre, fsmage01.cre, fsmage02.cre, fsmage03.cre, hllayen.cre, hspectr2.cre, riftg03.cre, sahbeh03.cre, slvic02.cre
- Changed to Elf: alufie01.cre, arnman07.cre, bounha.cre, chevil09.cre, copamb03.cre, csiren.cre, csjon.cre, cujon.cre, cujon2.cre, cujon3.cre, cujon4.cre, d1mothel.cre, demfig02.cre, dpjon01.cre, dpjon02.cre, dream2.cre, driren.cre, drjon.cre, eyesnt01.cre, gorsta02.cre, gorsta09.cre, gorsta11.cre, harpass1.cre, helljon.cre, helljon2.cre, hlarch.cre, hspectr1.cre, hspectr3.cre, jade1.cre, jahei1.cre, jarev1.cre, jon1.cre, life01.cre, life02.cre, life03.cre, life04.cre, mgappr01.cre, ppdra2.cre, ppdradee.cre, ppireni1.cre, ppireni2.cre, ppsuna.cre, rielev.cre, senani01.cre, senani02.cre, sendro01.cre, sendro02.cre, senfod01.cre, senfod02.cre, sengua01.cre, senken01.cre, suelf10.cre, sujon.cre, sujon2.cre, suna.cre, thraxi.cre, tolmag02.cre, valran01.cre
- Changed to Half-Elf: beast.cre, dkhalid.cre, dkhalid2.cre, kaysmg01.cre, lin.cre, shank.cre
- Changed to Dwarf: d1mothdw.cre, druff2.cre, duemag01.cre, duemag02.cre, gorsta04.cre, neb.cre, sardw01.cre, sardw02.cre, sleepdw.cre, ToBpar05.cre
- Changed to Halfling: bbegg2.cre, chgood01.cre, d1mothha.cre, disrup01.cre, escort2.cre, escort2a.cre, mourner6.cre, sarbha02.cre, sarhal.cre, trevil01.cre, wellyn.cre
- Changed to Gnome: eyesek01.cre, udsvir07.cre, udsvir08.cre
- Changed to Basilisk: eyegor01.cre
- Changed to Gibberling: gibber01.cre, gibbersu.cre, fsgibb.cre, ttgibb.cre
- Changed to Gnoll: hlmafer.cre
- Changed to Hobgoblin: hobeli01.cre, hobgob01.cre, hobgobsu.cre
- Changed to Kobold: fsgobl.cre, icgob03.cre, icgob04.cre
- Changed to Ogre: ceglut.cre, gorsta12.cre
- Changed to Skeleton: sahskel.cre, skelwa02.cre, skelwa03.cre, skelwasu.cre
- Changed to Slime: slifis01.cre, slifis02.cre
- Changed to Fairy: hamasu.cre, kslave01.cre, rspirit1.cre
- Changed to Demonic: riftcr04.cre
- Changed to Lycanthrope: aewere2.cre, aewere3.cre, aewere4.cre, aewere5.cre, aewere6.cre
- Changed to Mind Flayer: gormind.cre, mindul01.cre
- Changed to Otyugh: otyugh01.cre
- Changed to Rakshasa: rakruh01.cre
- Changed to Troll: kptrol01.cre, kptrol02.cre, kptrol03.cre, kptrol04.cre, kptrol05.cre, kptrol06.cre, trolde01.cre, trolde02.cre, trolfr01.cre, trolfr02.cre, trolgi01.cre, trolgi02.cre, trolic01.cre, trolic02.cre, trolic03.cre, trolic04.cre, troll01.cre, troll02.cre, troll03.cre, trollens.cre, trollsm2.cre, trolsi01.cre, trolsi02.cre, trolsn01.cre, trolsn02.cre, trolsp01.cre, trolsp02.cre, troluo01.cre
- Changed to Sahuagin: sahangu.cre
- Changed to Specter: bodfgt01.cre, bodfgt02.cre, drshsp01.cre, elearb01.cre, elearb02.cre, elearb03.cre, elearb04.cre, elearb05.cre, elearb06.cre, elearb07.cre, elearb08.cre, elearb09.cre, elearb10.cre, elearb11.cre, elepuz01.cre, elepuz02.cre, elepuz03.cre, elepuz04.cre, senstalk.cre, stalke.cre
- Changed to Wraith: banshe01.cre, eyeded01.cre, firmon01.cre
- Changed to Mist: haksu.cre, nishrusu.cre
- Changed to Cat: coplion.cre, jaguarsu.cre, ncat.cre, slcat.cre, spirlion.cre, tranim03.cre
- Changed to Giant: giafir01.cre, yagaspir.cre
- Changed to Orc: ar18fig.cre, gromg02.cre, hlolaf.cre, kchild1.cre, kchild2.cre, sarbul04.cre, tobban02.cre
- Changed to Elemental Air: elemchan.cre
- Changed to Elemental Fire: plysala.cre
- Changed to Zombie: sahzomb.cre, zombie01.cre, zombse01.cre
- Changed to Lich: cedelich.cre, hgsku01.cre, hlskull.cre
- Changed to Rabbit: rabbit.cre, rabbit01.cre
- Changed to Yuan-Ti: bounha04.cre, icliz01.cre, icliz02.cre
- Changed to Planetar: planet01.cre
- Changed to Ettin: pettin.cre, plshfg01.cre, plshfg02.cre, sahoty01.cre
- Changed to Sword: statue01.cre, statue02.cre, statue03.cre, statue04.cre, statue05.cre, statue06.cre, sword01.cre, sword02.cre, sword03.cre
- Changed to Unknown: daabol.cre, mephsp1.cre, mephsp2.cre, mephsp3.cre, mephsp4.cre
Creature Class Fixes
Many creatures were assigned incorrect classes. In many cases BioWare set up classes that were more or less along racial lines--i.e. in addition to the player classes like fighter and mage, there are troll and otyugh classes.
- Changed to Fighter: icyuan01.cre, icyuan02.cre, icyuan04.cre, kpyuan01.cre
- Changed to Mage: icyuan03.cre, icyuan05.cre, kpsham01.cre, pbhunt03.cre, pbhunt04.cre, planet01.cre, planevil.cre, plangood.cre, planwish.cre
- Changed to Clercc: devagood.cre, devaevil.cre, devast01.cre, devmon01.cre
- Changed to Otyugh: otyugh01.cre
- Changed to Troll: trolde01.cre, trolde02.cre, trolfr01.cre, trolfr02.cre, trolgi01.cre, trolgi02.cre, trolic01.cre, trolic02.cre, trolic03.cre, trolic04.cre, troll01.cre, troll02.cre, troll03.cre, trollens.cre, trollsm2.cre, trolsi01.cre, trolsi02.cre, trolsn01.cre, trolsn02.cre, trolsp01.cre, trolsp02.cre, troluo01.cre
- Changed to Elemental (Fire): plysala.cre
- Changed to Mustard Jelly: gorjelf2.cre, gorjelfu.cre, pudden01.cre, pudden02.cre
- Changed to Gray Ooze: jelgra01.cre
- Changed to Green Slime: gorjelgr.cre
- Changed to Wyvern: nwyvbab.cre, plywyvrn.cre, wyvbab01.cre, wyvern01.cre, wyvgre01.cre
- Changed to Giant: pettin.cre
- Changed to Zombie (Normal): sahzomb.cre
- Changed to None: chickdef.cre, chicke.cr, chicker.cre, cow.cre, cowh.cre, deadcow1.cre, deadcow2.cre, gorstalk.cre, mephsp1.cre, mephsp2.cre, mephsp3.cre, mephsp4.cre, nchick.cre, ncow.cre, senstalk.cre, stalke.cre
General Categorization Creature Changes
Creatures are also defined by a very broad description, such as humanoid or undead. These affect how spells work as well as the Turn Undead ability.
- Changed to Humanoid: kchild1.cre, kchild2.cre, kuoarc20.cre, kuocle20.cre, sahchf01.cre, shagrl01.cre, townc01.cre
- Changed to Animal: eyeegl01.cre
- Changed to Undead: bodtan.cre, cedelich.cre, d1ghost.cre, d1gori.cre, d1mothdw.cre, d1mothel.cre, d1mothha.cre, d1mothhu.cre, d1skel.cre, hlskull.cre, laune.cre, rspirit1.cre, sahbeh02.cre, sdshadfi.cre, sdshadow.cre, skelded.cre, wellyn.cre
- Changed to Giant Humanoid: dgtrol01.cre, dgtrol02.cre, druear01.cre, elairl01.cre, elairsu1.cre, elairsu2.cre, elairsu3.cre, elairsuw.cre, elearpr.cre, elearpr2.cre, elearpr3.cre, elearsu2.cre, elearsu3.cre, elearsu4.cre, elearsuw.cre, elfirl01.cre, elfirsuw.cre, genie02.cre, gorair01.cre, gorsta12.cre, giafir01.cre, igolfle3.cre, kptrol01.cre, kptrol02.cre, kptrol03.cre, kptrol04.cre, kptrol05.cre, kptrol06.cre, mdearth.cre, mdearth2.cre, mekear01.cre, obsgol02.cre, plangood.cre, plshfg01.cre, plshfg02.cre, sahoty01.cre, sarfaki2.cre, sarfakie.cre, suelew2.cre, swaair01.cre, swaair02.cre, swaear01.cre, swaear02.cre, swafir01.cre, swaair01.cre, torgal.cre, trolde01.cre, trolde02.cre, trolfr01.cre, trolfr02.cre, trolgi01.cre, trolgi02.cre, trolic01.cre, trolic02.cre, trolic03.cre, trolic04.cre, troll01.cre, troll02.cre, troll03.cre, trollens.cre, trollsm2.cre, trolsi01.cre, trolsi02.cre, trolsn01.cre, trolsn02.cre, trolsp01.cre, trolsp02.cre, troluo01.cre, uhogre03.cre, yscara03.cre, ysguar01.cre
- Changed to Weapon: statue01.cre, statue02.cre, statue03.cre, statue04.cre, statue05.cre, statue06.cre, sword01.cre, sword02.cre, sword03.cre
- Changed to Monster: bounha04.cre, daabol.cre, daspitro.cre, dragblac.cre, dragshad.cre, finsol04.cre, glbear.cre, gormim01.cre, gormim02.cre, gormim03.cre, gormim04.cre, haksu.cre, hdragsil.cre, hdragred.cre, icsalcol.cre, icsalfir.cre, jugmim01.cre, mephsp1.cre, mephsp2.cre, mephsp3.cre, mephsp4.cre, mimic01.cre, nishrusu.cre, obsdem04.cre, planevil.cre, planwish.cre, riftcr04.cre
Creature Sex Fixes
Various creatures were incorrectly identified as male, female, or neither.
- Changed to Male: bazliz01.cre, bazliz02.cre, c6gofus.cre, c6kach.cre, cowenf1.cre, cscleric.cre, derrick.cre, dpmon01.cre, drofod03.cre, escort3.cre, kaysmg01.cre, kpsold10.cre, kuoarc20.cre, palern.cre, palkni02.cre, palkni04.cre, palkni05.cre, pcapt02.cre, sarbha01.cre, slvic02.cre, tobpar04.cre, trfued02.cre, winnkeep.cre, yarmy03.cre
- Changed to Female: amfem01.cre, amfem02.cre, amgirl01.cre, ammonk08.cre, ar18arch.cre, c6catti.cre, c6catti2.cre, c6cler3.cre, c6del.cre, c6guen.cre, c6guen2.cre, cefald02.cre, chickdef.cre, chicke.cre, chicker.cre, cow.cre, csheck3.cre, cssupp2.cre, deadcow1.cre, deadcow2.cre, deer01.cre, devaevil.cre, devast01.cre, devmon01.cre, dpfemale.cre, dpstat05.cre, drofod04.cre, drow04.cre, dsbody01.cre, fangel01.cre, finsol01.cre, garkid01.cre, gemch01.cre, gemch02.cre, gorsta05.cre, hlshyr.cre, hspectr1.cre, jade1.cre, jahei1.cre, jarev1.cre, mgkhol01.cre, nchick.cre, ncow.cre, nymphsu.cre, pirfsh02.cre, pirsal02.cre, planet01.cre, planevil.cre, plangood.cre, planwish.cre, ppmag01.cre, sendai7.cre, sleepfh.cre, solar.cre, solar01.cre, suendel2.cre, suendel4.cre, suendel6.cre, suendel8.cre, tobpar02.cre, trftow04.cre, trskin01.cre, uddoor06.cre, uddrow35.cre, vampaer.cre, vampjah.cre, vampvic.cre, vvmadman.cre, wpwench1.cre, yarmy01.cre, ysmage02.cre
- Changed to Neither: statue01.cre, statue02.cre, statue03.cre, statue04.cre, statue05.cre, statue06.cre, sword01.cre, sword02.cre, sword03.cre
Creature Gender Fixes
There exists a gender identifier for creatures in addition to sex. Gender has several different values beyond male and female, such as summoned or illusionary. Summoned, in particular, is what allows scripts to detect summoned creatures, the summoning cap to work, and for the death spell to work against just summons. Gender also controls the casting soundset of creatures.
- Changed to Male: bazliz01.cre, bazliz02.cre, bdock1.cre, c6gofus.cre, c6kach.cre, cowenf1.cre, dadrow2.cre, dadrow8.cre, dadrow9.cre, dadrow15.cre, dagnoll.cre, daumber.cre, derrick.cre, dgtrol01.cre, dgtrol02.cre, dorkus.cre, dpmon01.cre, drofod02.cre, drofod03.cre, escort3.cre, gith05.cre, gith06.cre, gorapr.cre, gorgua04.cre, gorgua05.cre, hlmage.cre, jondal.cre, kaysmg01.cre, kchild1.cre, kchild2.cre, kproen03.cre, kpsold10.cre, kptrol01.cre, kptrol02.cre, kptrol03.cre, kptrol04.cre, kptrol05.cre, kptrol06.cre, kruin.cre, kuoarc20.cre, lavok02.cre, ogre01.cre, ogrhal01.cre, ogrill01.cre, palern.cre, palkni02.cre, palkni03.cre, palkni04.cre, palkni05.cre, pcapt02.cre, pettin.cre, plyogre.cre, plysala.cre, rethug02.cre, riftg03.cre, sahbeh03.cre, sahoty01.cre, sarbha01.cre, sewerm.cre, shth03.cre, slvic02.cre, ToBban01.cre, ToBpar04.cre, tolger.cre, tolger2.cre, townc01.cre, trcut06.cre, trfued02.cre, trfued05.cre, trolde01.cre, trolde02.cre, trolfr01.cre, trolfr02.cre, trolgi01.cre, trolgi02.cre, trolic01.cre, trolic02.cre, trolic03.cre, trolic04.cre, troll01.cre, troll02.cre, troll03.cre, trollens.cre, trollsm2.cre, trolsi01.cre, trolsi02.cre, trolsn01.cre, trolsn02.cre, trolsp01.cre, trolsp02.cre, troluo01.cre, winnkeep.cre, yarmy03.cre
- Changed to Female: ammonk08.cre, ar18arch.cre, c6catti.cre, c6catti2.cre, c6cler3.cre, c6del.cre, c6guen2.cre, cefald02.cre, chickdef.cre, chicke.cre, chicker.cre, coplion.cre, cow.cre, csheck1.cre, csheck3.cre, cssupp2.cre, dadrow10.cre, dadrow23.cre, daghaun1.cre, daghaun2.cre, deadcow1.cre, deadcow2.cre, deer01.cre, devast01.cre, devmon01.cre, dpfemale.cre, dpstat05.cre, drofod04.cre, drow04.cre, dsbody01.cre, fangel01.cre, finsol01.cre, gemch01.cre, gemch02.cre, gorsta05.cre, hlshyr.cre, hspectr1.cre, jade1.cre, jahei1.cre, jarev1.cre, jameroni.cre, mgkhol01.cre, nchick.cre, ncow.cre, pirfsh02.cre, pirsal02.cre, planet01.cre, planwish.cre, ppbodhi3.cre, ppmag01.cre, ppvalen.cre, remage01.cre, sendai7.cre, sleepfh.cre, suendel2.cre, suendel4.cre, suendel6.cre, suendel8.cre, ToBpar02.cre, trftow04.cre, trskin01.cre, uddoor06.cre, uddrow35.cre, vamanc01.cre, vamemi01.cre, vammat01.cre, vampat01.cre, vamver01.cre, vampaer.cre, vampjah.cre, vampvic.cre, vvbodhi.cre, vvdel.cre, vvparis.cre, vvsalia.cre, vvtanov.cre, wpwench1.cre, yarmy01.cre
- Changed to Neither: abisred1.cre, abydem01.cre, ar18skel.cre, behhiv01.cre, bhghoul2.cre, bhghoul4.cre, dacemist.cre, deaddem1.cre, deathkni.cre, deck615.cre, delmist.cre, demabi01.cre, demcor01.cre, demgla01.cre, demnab02.cre, dempit01.cre, demilich.cre, demnab02.cre, demosum1.cre, demosum2.cre, demosum3.cre, dglab01.cre, dpdem01.cre, dpmon02.cre, elearb01.cre, elearb02.cre, elearb03.cre, elearb04.cre, elearb05.cre, elearb06.cre, elearb07.cre, elearb08.cre, elearb09.cre, elearb10.cre, elearb11.cre, elepuz01.cre, elepuz02.cre, elepuz03.cre, elepuz04.cre, firlch01.cre, firwra01.cre, fsskel.cre, ghogr01.cre, glbear.cre, gorbat1.cre, gorbat3.cre, gorcamb.cre, gorchr.cre, gormistp.cre, gortan1.cre, gortan4.cre, gorwom05.cre, grskel1.cre, grskel2.cre, hellfear.cre, hellgree.cre, hellprid.cre, hellself.cre, hgmis02.cre, hgskl01.cre, hgskl02.cre, hgskl03.cre, hgwra01.cre, hldemi.cre, hlskull.cre, icfung02.cre, icmyc01.cre, icmyc02.cre, igolfle3.cre, igolfle4.cre, kelzomb.cre, kshadow.cre, lester.cre, mistho01.cre, mistwa01.cre, nevm2.cre, obsdem01.cre, pmaster.cre, ppdemon.cre, pwarden.cre, ppnab01.cre, ppnab02.cre, ppnab03.cre, rngsha.cre, rngsha01.cre, rngsha02.cre, rngsha03.cre, rngsha04.cre, rngsha2d.cre, rskel01.cre, rskel03.cre, rumar02.cre, sdshadfi.cre, sdshadow.cre, sendark.cre, sewsha01.cre, sewsha02.cre, sewsha03.cre, shadel.cre, shadeld.cre, shadfi01.cre, shadfi02.cre, shadow01.cre, shape.cre, shawol01.cre, shawol02.cre, skelar01.cre, skelar02.cre, skele2.cre, skelet01.cre, skelhp1.cre, slifis01.cre, slifis02.cre, sword03.cre, tanari01.cre, tanomist.cre, telbal1.cre, telcam1.cre, telcor1.cre, telpit1.cre, telpit2.cre, telslav.cre, teltan1.cre, teltan2.cre, telwrai.cre, uddeath.cre, uddeath2.cre, uddoor07.cre, udnaba.cre, uhcreat.cre, valemist.cre, wish02.cre, wolfzo01.cre, wraith01.cre, wrashi01.cre
- Changed to Summoned: bearblsu.cre, beargrsu.cre, ettercsu.cre, sumdjinn.cre, sword02.cre, worgsu.cre, xvartsu.cre
Creatures Have Ranged Weapon With No Ammo (Or Vice-Versa)
Various creatures have bows or slings, but are unable to use them due to a lack of ammo (or vice-versa). The Fixpack adds basic ammo or launchers to these creatures.
Files altered: amarch01.cre, edwin12.cre, edwin13.cre, prisonk1.cre, refigh01.cre, yoshi11.cre
Amketheran Monk Doesn't Have Monk's Bare Fisted Attack
One of Balthazar's monks is missing the special monk fist item that allows him to strike with increased damage and as a magical weapon.
Files altered: ammonk03.cre
Juggernaut Golem Lacks Weapon and Immunities
The juggernaut golem summoned by the golem tome has special attack, but it's not referenced as his selected weapon so the golem attacks barehanded. The golem is supposed to be immune to +1 and normal weapons but lacked the correct item; he's only immune to normal weapons.
Files altered: tomegol4.cre
Several Errors With Familiars
In Throne of Bhaal, you have the option of feeding your familiar. The food is supposed to heal your familiar, but was not due to a bad spell reference. Familiars also had several discrepancies between their descriptions and their actual abilities--strings are updated as well (see Strings) where applicable:
- Every familiar had an incorrect armor class and (where applicable) thieving skills, as dexterity bonuses were not being taken into account
- SoA pseudo dragons did not have their proper magic resistance or weapon
- ToB pseudo dragons did not have their proper magic resistance and inexplicably lost 8 strength from SoA
- SoA rabbit had incorrect magic and elemental resistances as well as the wrong weapon
- ToB rabbit had incorrect elemental resistances
- SoA fairy dragons had incorrect elemental resistances and the wrong weapon
- SoA fairy dragons had incorrect hit points and the wrong weapon
- SoA cat received the full soundset that its ToB counterpart has and had zero attacks per round
- ToB cat had zero attacks per round
- SoA quasit was using the wrong weapon
- ToB dust mephit lost spells from SoA to ToB
- Fairy dragons and pseudodragons used the imp icon when stored in inventory
Files altered: famcat.cre, famcat25.cre, famdust.cre, famdus25.cre,
famfai25.cre, famfai25.itm, famfair.cre, famfair.itm, famfer.cre, famfer25.cre,
famil125.dlg, fmail225.dlg, famil325.dlg, famimp.cre, famimp25.cre, fampsd.cre,
fampsd.itm, fampsd25.cre, fampsd25.itm, famqua25.cre, famquas.cre,famrab.cre,
famrab25.cre, hastring.itm
Files added: cdfampsd.itm, famcat01.wav
Creatures Lacking Items Due to Typos
Several creatures did not have items due to typos in the resource references. The results of the errors run the gamut from missing a minor treasure to the Trademeet genies lacking their melee attack weapon and Phaere not wearing armor.
Files altered: arntra01.crecor.cre, cultist1.cre, cuphaer.cre, demosum4.cre, drow05.cre, excult1.cre, excult2.cre, genie01.cre, genie02.cre, genie03.cre, genie04.cre, gorcamb.cre, gorcamb6.cre, gorcamb7.cre, gorje.cre, gorsta10.cre, gorwom01.cre, hgfel01.cre, laune.cre, pirexe01.cre, pirsea01.cre, ppdjinn.cre, sahspc01.cre, senani03.cre, sendro03.cre, telimp1.cre, tirthold.cre, trgeni02.cre, trgeni03.cre, udchal.cre, udphae02.cre
More Than One Copy of Unique Items Can Be Obtained
In the Mazzy-Gorf encounter, the player has the opportunity to buy a potion from Festule the alchemist to weaken Gorf. Festule's Potion is also available inside a chest in the Temple of Helm--the potion should only be available from Festule in the course of the Mazzy-Gorf encounter, so the potion in the chest is changed to a healing potion.
Varscona, a unique +2 long sword, is available from many sources throughout the game, most notably amongst several of the Suldanessellar elves. Varscona now only exists on Ribald in the Adventurer's Mart and all other instances have been replaced with generic +2 long swords.
Suryris's Blade, a +2 halberd, is available for sale at the Adventurer's Mart as well as on a few creatures throughout the game. It remains on sale at the Adventurer's Mart and is swapped for a generic +2 halberd in all other instances.
Files altered: ar0901.are, bazliz04.cre, c6bran.cre, c6catti.cre, c6catti2.cre, c6elf1.cre, c6fake.cre, c6gener.cre, c6god.cre, c6kach2.cre, c6kalden.cre, c6levin.cre, c6nerit.cre, c6will.cre, cupris1.cre, cupris2.cre, e34.cre, gorsta02.cre, gorsta09.cre, jarevia.cre, suelf12.cre, suelf13.cre, suelleg1.cre, suendel1.cre, suendel2.cre, suendel3.cre, suendel4.cre, suendel5.cre, suendel6.cre
Creatures With Spurious Items
Many creature files have items listed in their creature files, but unassigned to an inventory space. In many cases, this is because the developers went with a special version of the item instead and left the old resource reference, i.e. Drizzt has a special pair of Boots of Speed equipped and an unused reference to normal Boots of Speed. The old references are removed.
Files altered: amwyvern.cre, bazdra03.cre, bearbr01.cre, bearca01.cre, bearpo01.cre, bhelm.cre, bodhi.cre, bodhi2.cre, bodhiamb.cre, braiwa2.cre, c6bodhi.cre, c6drizz.cre, c6drizz2.cre, c6drizz3.cre, c6guen.cre, c6guen2.cre, catjag01.cre, catjagsu.cre, catjagwp.cre, catlio01.cre, catliosu.cre, catliowp.cre, catlis01.cre, catpan01.cre, cefald02.cre, chevil02.cre, cubodhi.cre, deck622.cre, dopgre01.cre, dopple01.cre, dragyell.cre, drizzt.cre, e32.cre, famcat.cre, famcat25.cre, famimp.cre, famqua25.cre, famquas.cre, famrab.cre, firkra02.cre, fsridd.cre, genie1.cre, golsan01.cre, hellho01.cre, hellil01.cre, idjinni.cre, kgenie1.cre, kgenie2.cre, korgan8.cre, korgan9.cre, korgan11.cre, korgan12.cre, lacedo01.cre, lacedo02.cre, mumgre01.cre, nwyvbab.cre, obsdem04.cre, plywyvrn.cre, ppbhaal.cre, pries12c.cre, resuna.cre, riftcr03.cre, rngsta01.cre, rskel01.cre, sahlace.cre, sendai2.cre, sahoty01.cre, shape.cre, skele2.cre, skelet01.cre, skelhp1.cre, tranim03.cre, trevil05.cre, trgeni01.cre, uddeath2.cre, udlesa.cre, vbearca.cre, vvamn1.cre, weregrdr.cre, wolfdi01.cre, wraithsu.cre, wyvbab01.cre, ysfire02.cre
Creatures With Items Not Equipped
Many creatures also have items that are in inventory slots but not equipped.
Files altered: aegnoll.cre, aerie9.cre, ammerc07.cre, bhaal01.cre, c6coran.cre, c6elven2.cre, c6elvenw.cre, c6god.cre, c6lanf.cre, chgood09.cre, cowled.cre, d1ghost.cre, dacemist.cre, dagnoll.cre, delmist.cre, dragblac.cre, duearc01.cre, e32.cre, elekob01.cre, firmon02.cre, garkid02.cre, garock.cre, ghogr01.cre, gibbersu.cre, gibmut01.cre, gith04.cre, gnleli01.cre, gnlwar01.cre, gnoll01.cre, gnollhp1.cre, gorgith2.cre, gorkuo05.cre, hamasu.cre, hobcap01.cre, icliz01.cre, icliz02.cre, imoen.cre, imp01.cre, impqua01.cre, jaerto1.cre, jaerto2.cre, jondal.cre, kchild1.cre, kobcom01.cre, kobsla01.cre, kuowhi01.cre, lester.cre, pirmur02.cre, plfarm03.cre, plfarm06.cre, plmetg02.cre, plmetr01.cre, pries18c.cre, riftcr01.cre, rock.cre, rumar01.cre, rumar03.cre, sahbeh04.cre, sahcpt02.cre, sahextra.cre, sahimp01.cre, sahimp02.cre, sahimp03.cre, sahimp04.cre, sahimp05.cre, sahimp06.cre, sahimp07.cre, sahpri02.cre, sahramb1.cre, sahrnt01.cre, sarevok.cre, sarjai01.cre, suziyaad.cre, swsfoll1.cre, swsfoll6.cre, swshaman.cre, tasloisu.cre, teltief3.cre, tethto.cre, tethto2.cre, udduer01.cre, udimp.cre, uhogre03.cre, tanomist.cre, valemist.cre, vvshad1.cre, vvshad4.cre, warsage.cre, xvartsu.cre
Creatures With Items in Wrong Slot or Overlapping Inventory Errors
Some creatures have the wrong item types in slots; a very common error was mage robes being equipped in the cloak slot instead of armor. This batch of fixes also addresses creatures who have duplicate copies of the same item in their inventory due to malformed inventory lists. This will fix, for example, Aerie coming equipped with leather armor in one of her quick slots.
Files altered: aerie10.cre, amlich01.cre, anomen6.cre, anomen7.cre, anomen8.cre, anomen9.cre, anomen10.cre, aran02.cre, bshop01.cre, corneil.cre, dario.cre, drush.cre, dshop01.cre, edwin12.cre, edwin13.cre, elders.cre, elearb01.cre, elearb02.cre, elearb03.cre, elearb04.cre, elearb05.cre, elearb06.cre, elearb07.cre, elearb08.cre, elearb09.cre, elearb10.cre, elearb11.cre, elekob01.cre, ffactor2.cre, flyfgt04.cre, garrick.cre, gerhardt.cre, gmage14.cre, gorfirg.cre, gorsta11.cre, gorwom03.cre, gromg05.cre, gromg08.cre, gromg13.cre, hlsion.cre, icgob02.cre, impqua01.cre, jaga4.cre, jamage1.cre, jamage2.cre, jameroni.cre, jan15.cre, jangit02.cre, kobcom01.cre, kpsold06.cre, kuocle20.cre, loveone5.cre, nalia8.cre, nalia10.cre, nalia11.cre, nalia13.cre, nalia15.cre, ogrema01.cre, ogrmag01.cre, plshom01.cre, ppsail03.cre, pwarden.cre, rigen02.cre, rskel03.cre, rumar01.cre, sarmag01.cre, scyarryl.cre, sewyag03.cre, shugmg01.cre, shupol01.cre, stein.cre, surly.cre, swsfoll1.cre, swsfoll6.cre, temsup.cre, thief5.cre, trfued05.cre, valyg9.cre, valyg11.cre, valyg12.cre, vara.cre, yaga01.cre
Creature Without Bow Animations Shooting Arrows
Some Amnish guards and one zombie come equipped with bows and arrows. However, they lack an arrow shooting animation so the arrows appear to shoot out of their chest. The guards are changed to use their equipped melee weapons and the zombie to a normal zombie attack.
Files altered: bamng01.cre, bamng02.cre, bhghoul5.cre, circg1.cre
Creatures Attacking Barehanded Despite Having Weapons in Weapon Slots
Some creatures have weapons (even in weapon slots) but still attack barehanded because they have no weapon selected in their creature file.
Files altered: aemess.cre, alex.cre, ammajira.cre, amtcle01.cre, amtcler0.cre, antenos.cre, arled.cre, bazeye01.cre, bguard1.cre, boo.cre, bounha02.cre, bounha03.cre, c6kach2.cre, ch3mag01.cre, chgood09.cre, chsam01.cre, chsam02.cre, copamb01.cre, copamb03.cre, copamb04.cre, dadrow11.cre, dadrow17.cre, dadrow20.cre, dadrow4.cre, daqilue.cre, dawnmas.cre, democler.cre, derrick.cre, drow04.cre, eyeegl01.cre, firorc02.cre, firorc03.cre, glad2.cre, gorcamb2.cre, gorcamb3.cre, gorpri1.cre, gromg05.cre, gromg08.cre, gromg13.cre, hgber01.cre, hgnya01.cre, hgskl01.cre, hgskl03.cre, hlassa.cre, hlketta.cre, hlketta2.cre, hlmage.cre, hprelate.cre, jolus.cre, kendak.cre, kuocle20.cre, magetest.cre, mvpries.cre, pace.cre, pcapt04.cre, pettin.cre, pirmur09.cre, ppaltk1.cre, ppaltk2.cre, ppguard3.cre, ppsail03.cre, ppsuna.cre, reband05.cre, recler01.cre, recler02.cre, rethie01.cre, rethug03.cre, rigen02.cre, ribald.cre, ryan.cre, sahamb03.cre, sahamb06.cre, salvanas.cre, sarcult.cre, sarcult2.cre, sarculto.cre, sarhal.cre, sarmag01.cre, sartem01.cre, sendai.cre, sendai2.cre, sendai8.cre, senorc01.cre, senorc03.cre, senpri01.cre, shugmg01.cre, shugpr01.cre, snake01.cre, snakeg01.cre, suna.cre, teltief3.cre, temsup.cre, thief5.cre, ToBpar05.cre, trevil01.cre, trthf02.cre, turn.cre, uddear02.cre, uddrow14.cre, uddrow15.cre, uddrow31.cre, uddrow35.cre, udduer01.cre, udelf05.cre, udgirl.cre, udtrap05.cre, uhmer02.cre, vorsquir.cre, wauksna.cre, yaga02.cre, yaga04.cre, yssold14.cre, yssold16.cre, zilmag01.cre
Pickpocket Exploits
Several items could be pickpocketed, though it made no sense to be able to do so. For example, Ti'Vael's Head could be pickpocketed from Ti'Vael or an ankheg shell from an ankheg.
Files altered: ankheg01.cre, ar0901.bcs, bazdra02.cre, cltiva01.cre, firmag01.cre, gemch02.cre, hellgen.cre, hlkang.cre, sctelwyn.dlg, trrak01.cre, udprince.cre
Creatures With Illegitimate Critical Hit Protection
To avoid being pickpocketed, some items were placed in the head inventory slot. This ends protecting the creature illegitimately as anything in the helmet slot protects against critical hits, i.e. the Neb's Head protects Neb from critical hits.
Files altered: jarlich.cre, neb.cre, ppjoye2.cre, pptroll1.cre, trolsi01.cre, trolsi02.cre, trolsp01.cre, trolsp02.cre
Summoned Creatures Shouldn't Drop Items
Items that appear with summons should presumably disappear with them as well. To avoid this, summons no longer drop items when killed.
Files altered: dagnoll.cre, gibbersu.cre, gnollsu.cre, hamasu.cre, hobgobsu.cre, koboldsu.cre, ogremasu.cre, sahangu.cre, sahlace.cre, sahskel.cre, tasloisu.cre, wolfwisu.cre, wolfwwsu.cre, wyvernsu.cre, xvartsu.cre
Creatures Using Incorrect Script Names or Lacking Them Entirely
Several creatures are referenced in scripts, but the references do not work due to the lack of a scripting name or the creature having an incorrect name assigned in their creature file. This fixes, for example, the multiple Brus spawn bug.
Files altered: alex.cre, ar1002.bcs, baldur.bcs, bodfgt01.cre, bodfgt02.cre, brus.cre, brus2.cre, cattig01.cre, cldad.cre, ffcrowd1.cre, ffcrowd2.cre, ffcrowd3.cre, ffcrowd4.cre, ffcrowd5.cre, gerhardt.cre, guard3.cre, hobarc02.cre, kpumb01.cre, madeen.bcs, mgteos1.dlg, mourner4.cre, mpdust.cre, mugger3.cre, nobl4.cre, rogtro01.cre, rskel01.cre, spidgi01.cre, swsfoll1.cre, swsfoll2.cre, swsfoll3.cre, swsfoll4.cre, swsfoll5.cre, swsfoll6.cre, toady.cre, tolger2.cre, tolmag01.cre, uddoor02.cre, vammat01.cre, vamold01.cre, wcust01.cre, wcust02.cre, wcust03.cre, wcust04.cre, wolfdi.cre
Corrected Demon Animations
Throughout SoA, it seems that BioWare were unable to decide what animations they should use for various demons. This attempts to rectify this by standardizing the use of animations. All glabrezu in SoA now use the new animation that shipped with ToB. All pit fiends now use the "raver" or ravager animation (for lack of one fitting the description more closely), and all baalor now use the winged demon animation. Although the changes only affects SoA (the animation choices in ToB were better), the glabrezu animation changes will only occur if you have ToB installed.
Files altered: demgla01.cre, demglab.cre, demglab2.cre, demglasu.cre, dempit01.cre, enddem01.cre, enddem02.cre, gordem.cre, jondem01.cre, jondem02.cre, jondem03.cre, jondem04.cre, jondem05.cre
Carrion Crawler Soundset Fixes
Carrion crawlers were lacking several sounds. This was one fix we could not get working via their 2da files, so the creature files are altered directly.
Files altered: carcra01.cre, carrio.cre, carriosu.cre, polycarr.cre, sewcc.cre
Non-Shadow Thieves Using Shadow Thief Lines
Am-Si and Damien both use lines that identify themselves as shadow thieves (" No one crosses the Shadow Thieves... and lives!") but they are not part of the organization.
Files altered: amsi.cre, gpthief1.cre
Many Joinable NPCs Have Incorrect Proficiencies
Many of the joinable NPCs have errors in their weapon proficiencies; many were shorted stars but a few also had too many stars.
- Aerie had an extra star in clubs at level 7 mage/7 cleric.
- Anomen was shorted four stars at every level. We bump up his sword and shield and warhammer proficiencies both from one to two stars. The last two stars are moved into spears even though Anomen can no longer use them since dualing to cleric--he mentions his prowess with spears in banter.
- Cernd is missing a star in single weapon style at level 12. His level 13 versions also had some leftover BG-style proficiencies, which are removed.
- Haer'Dalis has one too many stars at level 15 so his second star in long swords is removed.
- Imoen is short one star at all levels, and short two in her level 13 mage/7 thief versions. Imoen receives a star in short swords at all levels and one in single weapon style at higher levels.
- Jaheira is missing a star at level 9 fighter/12 druid and 10 fighter/12 druid. The missing point is allocated to scimitars, increasing her proficiency from one to two stars.
- Jan is shorted one star at level 11 illusionist/12 thief. The star is allocated to darts.
- Keldorn is missing two stars at level 9 in long sword.
- Mazzy has an extra star at levels 9 and 12; the star is removed from her short sword proficiency.
- Nalia is shorted one star at all levels. At levels below 4 thief/11 mage she gets a star in dart; at levels above this she gets a star in slings as she already has a dart proficiency.
- Viconia is short one star at all levels, and two stars short at levels greater than 12. She gets a star in sword and shield at all levels, and a second star in flails at levels greater than 12.
Files altered: aerie7.cre, anomen6.cre, anomen7.cre, anomen8.cre, anomen9.cre, anomen10.cre, anomen12.cre, cernd12.cre, cernd13.cre, cernd13b.cre, haer15.cre, haer19.cre, imoen10.cre, imoen15.cre, imoen211.cre, imoen213.cre, jaheir12.cre, jahei14.cre, jan12.cre, jan15.cre, keldor9.cre, mazzy9.cre, mazzy12.cre, mazzy15.cre, nalia8.cre, nalia10.cre, nalia11.cre, nalia13.cre, nalia15.cre, nalia18.cre, viconi6.cre, viconi8.cre, viconi9.cre, viconi11.cre, viconi13.cre, viconi16.cre
Incorrect Animations
A skeleton warrior in the North Forest was using the regular skeleton avatar. Dradeel, trapped in the Asylum, is an elf but was using a human avatar. Shyressa, a female vampire, was using a male vampire avatar.
Files altered: ar18skel.cre, hlshyr.cre, ppdra2.cre, ppdradee.cre, redrad01.cre
Creatures With Specific Names Using Generic Names Instead
Several creatures have names but were not using them in-game; instead using generic monikers. For example, the ranger guarding Valygar's cabin is named Derrick but was using 'ranger' as his name. The strings were only added if they existed in game; no new strings were added. In a few cases, the given name and apparent name did not match.
Files altered: arnboy01.cre, clone1.cre, korcrazy.cre, korpimg1.cre, pirpir06.cre, shop03.cre, valran01.cre
Catti Brie Attacking Party Mages Without Provocation
Catti Brie had an odd script assigned that would prompt her to attack mages in the party, regardless of whether she was hostile. As the script serves no purpose, it was removed outright.
Files altered: c6catti.cre
NORH Ally in Bodhi's Lair Turn Allies Against Party
The party can enlist help from the Noble Order of the Radiant Heart when going to face Bodhi. The NORH sends Eric Van Straaten who, unfortunately, is assigned a copy of Harbinger--Harbinger will occasionally cause a fireball on a successful hit, damaging enemies and allies alike. Because the damage appears to be coming from an ally it drives anyone recruited to help the party away. The fireball effect is removed from Van Straaten's sword. We also alter his stats to bare minimum paladin stats, as they were previously all 9s.
Files altered: c6eric.cre, c6eric3.cre
Files added: c6sw2h07.itm
Cernd Not Assigned Script
At high levels in SoA and ToB, Cernd's script was not assigned. Among other things it prevented Cernd's SoA quests from starting if he was picked up at level 13 or above.
Files altered: cernd13.cre, cernd13b.cre, cernd14.cre
Guardian Djinnis Very Inconsistent
The six djinnis who possess the pieces of King Strohm III's mask were inconsistent from one another and had miscellaneous errors.
Files altered: ddguard2.cre, ddguard3.cre, ddguard4.cre, ddguard5.cre, ddguard6.cre
One of Semia's Party Often Runs Away
Ferric Ironblade, the fighter-thief in Semia's band, often flees prior to combat. Semia and friends spawn once the party obtains either the Dragonslayer sword or Dragon Scale shield. Ferric uses a combat script which contains a block for him to leave if he can't see any enemies and is not in combat. This often happens, as the script calls for him to continually run away if he's not invisible, so he often disappears without aiding Semia much. Ferric's script is changed to a more appropriate choice to make him more useful to Semia's group.
Files altered: deshar.cre
Good Devas Set at Too High a Level
Planetars and fallen devas are all set as 25th level characters. Devas, however, are level 30, which affects their spellcasting abilities. Devas are reduced to level 25 to be inline with the other celestials.
Files altered: devagood.cre
Halberd Flagged as Stolen
In the first level of Watcher's Keep, one of the statues can drop a +2 halberd. The item is erroneously flagged as stolen.
Files altered: gorsta09.cre
Joinable NPCs Have Empty Spellbooks
Minsc, Valygar, and one of the versions of Haer'Dalis come completely without any spells in their spellbooks. Valygar and Minsc are given spells appropriate to their ranger levels, and Haer'Dalis is given a spellbook based on the other versions of his creature file with spells.
Files altered: haer15.cre, minsc8.cre, minsc9.cre, minsc10.cre, minsc12.cre, valyg8.cre, valyg9.cre, valyg11.cre, valyg12.cre, valyg14.cre
Joinable NPCs Have Incorrect Thieving Skills
Haer'Dalis, Imoen, and Jan all get shortchanged on their thieving skills. Haer'Dalis has no pickpocketing ability at all; Imoen gets boosts to her pickpocketing, open locks, and detect/disarm traps abilities; and Jan gets a mix of gains in set trap, open locks, detect illusion, and detect/disarm traps.
Files altered: haer10.cre, haer11.cre, haer13.cre, haer15.cre, haer19.cre, imoen10.cre, imoen15.cre, imoen211.cre, imoen213.cre, jan10.cre, jan11.cre, jan12.cre, jan15.cre
Irenicus as Slayer Has Wrong Soundset
When Irenicus transforms into the slayer in hell, he uses an ogre's soundset. This is changed to be Irenicus' default soundset, as the PC also retains their soundset when transformed.
Files altered: hellslay.cre
Golems Should Be Immune to Backstabbing
The lesser clay golems in the opening dungeon lacked the normal golem item that protected them from backstabs.
Files altered: igolfle1.cre, igolfle2.cre, igolfle3.cre, igolfle4.cre
Errors in Imoen's Creature Files
In addition to the proficiency and thieving skill errors already documented, Imoen had other minor errors. Her biography post-Spellhold refers to her containment in the opening dungeon as if it was still current and she lost her battlecry sound as well. In her low-level versions, her THAC0 is off by a point. In one of the post-Spellhold versions, she is not assigned her script.
Files altered: imoen10.cre, imoen15.cre, imoen211.cre, imoen213.cre
Jaheira Has Inconsistent Dexterity
If Jaheira joins at level 9 fighter/12 druid, her dexterity is 14. In all other versions of Jaheira her dexterity is 17.
Files altered: jaheir12.cre
Mind Flayers Sounding Like Hobgoblins
Two mind flayers in the game were using hobgoblin sounds (i.e. "Forward march!" and "You be quiet!"). Mind flayers have no soundset, so the sounds are removed rather than replaced.
Files altered: melsum06.cre, mindal01.cre
Inconsistent Mephit Portals
Of the four mephit-spawning portals in the opening dungeon, one had a different dexterity than the other three. In all other ways they are the same.
Files altered: mephsp1.cre
Ice Mephit Errors
Two ice mephits were copied from radiant mephits, but a number of things were not updated to be inline with ice mephit stats. They had incorrect color, AC, dexterity, resistances and melee weapon. These two and another ice mephit had magma ball memorized instead of ice shard.
Files altered: mepice01.cre, mepice02.cre, obsice02.cre
Nalia Errors
In versions of Nalia from level 12 mage/4 thief and up, Nalia's save vs. death is too high. The level 12 mage/4 thief version has an additional error: the quantity in her stack of arrows is set to 0.
Files altered: nalia13.cre, nali15.cre, nali18.cre
Planetar Errors
Evil planetars could use Holy Word, a spell only available for non-evil aligned creatures. Holy Word is replaced by Unholy Word. Evil and good planetars also had significant differences in their regeneration rates.
Files altered: planevil.cre, plangood.cre
Irenicus Could Be Killed at Spellhold
Irenicus was wearing a special item to keep him alive in Spellhold, so he can teleport away at the end of the battle. Unfortunately, his invincibility item did not protect from all possible forms of death (he could be disintegrated, for example). His item has been swapped with a more thorough invincibility item.
Files altered: ppiren1.cre, ppiren2.cre
Items Without Charges
Arbane, carried by Suna Seni, is lacking a charge, as is the Ring of the Ram carried by Tolgerias.
Files altered: resuna.cre
Anath and Other Lycanthropes Well-Nigh Invincible
Anath and a few other lycanthropes were using an old BG item (ringloup.itm) that protected them from all but 'cold iron' weapons. Cold iron is an old BG flag that was used to determine which items could hurt lycanthropes, as BG had no enchantment levels to determine who could hit what. In BG2, this flag is all but unused (weapon enchantment is used instead) which is why only a very few (and very random) weapons would hurt Anath or other creatures with this item equipped. The item is replaced with a standard item that provides lycanthrope abilities.
... and the standard item that provides lycanthrope abilities had its own bug. The regeneration effect was set not to be in effect while equipped, but permanently. Every time the game was reloaded in an area with someone wearing this item, the regeneration effect would get applied again. This could lead to wolfweres regenerating at fantastic rates, much too high to be killed via anything other than a spell or effect that killed instantly.
Files altered: firwlf01.cre, firwlf02.cre, ringwolf.itm, rngwlf01.cre, rngwlf02.cre, rngwlf03.cre, rngwlf04.cre, rngwlf05.cre, weregr01.cre, weregrdr.cre
Amalas Should Challenge the PC
Amalas was lacking his script. The script has him initiate dialogue to taunt the PC, instead of waiting around endlessly for the PC to speak with him.
Files altered: ruffian.cre
Sea Zombie in City of Caverns Flagged as Everything
The sea zombie files have errors in their flags. They're flagged as everything from fallen ranger and fallen paladin to a dual-class from every possible class to being in the party. The flag errors were removed.
Files altered: sahzomb.cre
Sarevok (Joinable) Has Incorrect Saves
The joinable version of Sarevok in ToB has a save vs. breath attacks that is too low.
Files altered: sarevok.cre
Immunities of Boneblades and Mordenkainen's Sword Incomplete
Mordenkainen's swords and boneblades were supposed to be immune to numerous effects (confusion, charm, etc.) but in many cases the immunities were either missing or incomplete--i.e. the swords were immune to confusion, but were still playing the spinning animation if an attempt was made.
Files altered: sword01.cre, ipsion.itm
Different Versions of High Merchant Logan Coprith Inconsistent
High Merchant Logan Coprith has two different copies of his creature file, one for the cutscene and his regular one. There were significant differences between the two, such as equipment, class, level, etc. As one is only used for a cutscene, his regular creature file was cloned and adjusted for the cutscene.
Files altered: celogan.cre, trcut07.cre
Adalon Missing Soundset
In addition to the string fixes above, Adalon's creature file also had to be adjusted to fully supply her soundset.
Files altered: udsilver.cre
Viconia Has Incorrect Script
At low levels, Viconia has an incorrect secondary script assigned.
Files altered: viconi6.cre
Parisa Using Male Vampire Soundset
Parisa is using the standard soundset for vampire males. It's changed to the correct female vampire soundset.
Files altered: vvparis.cre
Different Versions of Wish Djinni Inconsistent
The two different versions of the wish genie vary wildly from one another. One is now cloned from the other.
Files altered: wish01.cre
Corrections to Item Usabilities
Many, many errors here. Items have sets of flags (64 in all) that determine which items can be used by what class, race, alignment, and kit. This list is only changes to usability flags:
- Adventurer's Robe (clck14.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Amulet of Power (amul21.itm): Now usable by rangers and paladins. Now unusable by monks and barbarians.
- Antidote (potn20.itm): Now usable by wizard slayers.
- Antidote (Cursed) (potn32.itm): Now usable by wizard slayers.
- Belm +2 (sw1h30.itm): Now unusable by beast masters.
- Big Metal Unit (scrladj.itm, secret01.itm, secret02.itm, secret03.itm, secret04.itm): The Big Metal Unit is supposed to be usable by all classes, races, alignments, and all kits.
- Blue Dragon Plate (plat20.itm): Now usable by druids.
- Boots of Speed (boot01.itm): Now usable by monks.
- Bow of Arvoreen (npbow.itm): Now unusable by bards, fighter-mages, rangers, paladins, fighter-mage-thieves, mage-thieves, half-orcs, and kensais.
- Champion's Strength (scrl5e.itm): Now unusable by monks.
- Chaos (npsw05.itm): Now unusable by half-orcs.
- Chaotic Commands (scrl5f.itm): Now unusable by monks.
- Contingency (scrl7u.itm): Now usable by dual-classes from berserkers (if allowed by new class).
- Corthala Family Blade (npsw04.itm): Now unusable by lawfuls, neutrals (good-evil axis), evils, chaotics, and half-orcs. Now usable by thieves (allows backstab). Removed redundant restriction flags for undead hunters, inquisitors, cavaliers, kensais, wizard slayers, and berserkers. Minimum stat requirements are also altered slightly to restrict this to Valygar more strictly.
- Crimson Dart +3 (dart08.itm): Now unusable by kensais.
- Cure Critical Wounds (scrl61.itm): Now unusable by monks.
- Cure Serious Wounds (scrl56.itm): Now unusable by monks.
- Dagger of <CHARNAME> (dagg19.itm): Now usable by druids.
- Defensive Harmony (scrl5b.itm): Now unusable by monks.
- Drow Adamantine Chain +5 (dwchan02.itm): Now unusable by beast masters, stalkers, and archers. Now usable by dual-classes from enchanters (if allowed by new class).
- Drow Crossbow of Speed (dwxbow01.itm): Now unusable by cavaliers and kensais.
- Drow Elven Chain +3 (dwchan01.itm): Now unusable by beast masters, stalkers, and archers. Now usable by dual-classes from enchanters (if allowed by new class).
- Drow Flail +3 (dwblun01.itm): Now unusable by beast masters.
- Drow Full Plate +5 (dwplat01.itm): Now unusable by barbarians, beast masters, stalkers, and archers. Now usable by dual-classes from enchanters (if allowed by new class).
- Drow Halberd +3 (dwhalb01.itm): Now unusable by beast masters.
- Drow Lance +3 (dwsper01.itm): Now unusable by beast masters.
- Drow Long Sword +3 (dwsw1h02.itm): Now unusable by beast masters.
- Drow Medium Shield (dwshld01.itm): Now usable by shapeshifters. Now unusable by monks.
- Drow Piwafwi Cloak (dwclck01.itm): Now unusable by wizard slayers.
- Drow Piwafwi Cloak (misc9w.itm): Now unusable by wizard slayers.
- Drow Scimitar +3 (dwsw1h01.itm): Now unusable by monks and beast masters.
- Dwarven Thrower (hamm06.itm): Now unusable by bards, fighter-mage-clerics, fighter-mages, cleric-rangers, cleric-thieves, cleric-mages, rangers, paladins, fighter-mage-thieves, and half-orcs.
- Elixir of Health (potn17.itm): Now usable by wizard slayers.
- Embarl's Dagger (misc4u.itm): Now unusable by beast masters.
- Entropy (npsw06.itm): Now unusable by half-orcs.
- Extra Healing Potion (potn52.itm): Now usable by wizard slayers.
- Extra Healing Potion (ttpot.itm): Now usable by inquisitors and wizard slayers.
- Firecam Full-Plate Armor (npplat.itm): Now unusable by neutrals (lawful-chaotic axis), neutrals (good-evil axis), evils, chaotics, half-orcs, monks, and gnomes. Minimum stat requirements are also altered slightly to restrict this to Keldorn more strictly.
- Fireshield (Blue) (scrl1w.itm): Now usable by dual-classes from Morninglords of Lathander, Watchers of Helm, Stormlords of Talos, swashbucklers, bounty hunters, assassins, kensais, wizard slayers, and berserkers (if allowed by new class).
- Flame Strike (scrl62.itm): Now unusable by monks.
- Free Action (scrl58.itm): Now unusable by monks.
- Gauntlets of Crushing (brac19.itm): Now usable by druids. Now unusable by kensais and wizard slayers.
- Gauntlets of Extraordinary Specialization (brac21.itm): Now unusable by monks. Now usable by barbarians and dual-classes from bounty hunter and assassin kits (if allowed by new class).
- Gauntlets of Ogre Power (brac06.itm): Now usable by bards.
- Gloves of Pickpocketing (brac17.itm): Now unusable by fighter-mages, fighters, rangers, paladins, and monks.
- Grandmaster Armor (leat24.itm): Now usable by monks.
- Hallowed Redeemer (npsw03.itm): Now unusable by neutrals (lawful-chaotic axis), neutrals (good-evil axis), evils, chaotics, elves, fighter-mage-thieves, half-orcs, monks, gnomes, halflings, half-elves, and dwarves.
- Handmaiden's Mace (hlolth.itm): Now unusable by half-orcs. Now usable by dual-classes from swashbucklers, bounty hunters, assassins, stalkers, archers, transmuters, necromancers, invokers, illusionist, enchanters, diviners, conjurers, abjurers, kensais, berserkers, and wizard slayers (if allowed by new class).
- Harp of Discord (misc3m.itm): Now unusable by paladins.
- Harper Pin (misc5x.itm): Despite its description, the developers clearly sought to limit this pin to Jaheira only. Stat restrictions are now in place and it is now unusable by bards, half-orcs, barbarians, avengers, shapeshifters, totemic druids, kensais, wizard slayers, and berserkers.
- Healing Potion (ipotn08.itm): Now usable by wizard slayers.
- Healing Potion (potn08.itm): Now usable by wizard slayers.
- Healing Potion (Cursed) (potn25.itm): Now usable by wizard slayers.
- Knave's Robe (clck12.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Knave's Robe (clck18.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Mage Robe of Cold Resistance (clck09.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Mage Robe of Electric Resistance (clck11.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Mage Robe of Fire Resistance (clck10.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Melf's Minute Meteors (scrla5.itm): Now unusable by abjurers.
- Mental Domination (scrl5a.itm): Now unusable by monks.
- Mercykiller Ring (wa2ring.itm): Now unusable by bards, cleric-mages, and monks.
- Metaspell Influence Amulet (amul16.itm): Now unusable by monks.
- Methild's Harp (misc3o.itm): Now unusable by paladins.
- Moon Dog Figurine (misc7t.itm): Now usable by dual-classes from Morninglords of Lathander, Watchers of Helms, and Stormlords of Talos (if allowed by new class).
- Neutralize Poison (scrl59.itm): Now unusable by monks.
- Ogre's Sword, The (misc4q.itm): Now unusable by fighter-druids and beast masters.
- Patrol Leader Helmet (misca6.itm): Now unusable by bards, mage-thieves, mages, and monks.
- Pierce Shield (scrl9a.itm): Removed redundant restriction flags for avengers, shapeshifters, totemic druids, beast masters, stalkers, archers, undead hunters, inquisitors, and cavaliers. Now usable by dual-classes from Morninglords of Lathander, Watchers of Helm, Stormlords of Talos, swashbucklers, bounty hunters, assassins, kensais, wizard slayers, and berserkers (if allowed by new class).
- Poisoned Throwing Daggers (dagg16.itm): Now usable by druids.
- Potion of Master Thievery (potn36.itm): Now unusable by monks.
- Protection from Electricity (scrl5t.itm): Removed redundant restriction flags for avengers, shapeshifters, totemic druids, undead hunters, inquisitors, and cavaliers. Now usable by dual-classes from Morninglords of Lathander, Watchers of Helm, Stormlords of Talos, swashbucklers, bounty hunters, assassins, kensais, wizard slayers, and berserkers (if allowed by new class).
- Protection From Evil 10' Radius (scrl5d.itm): Now unusable by monks.
- Protection From Lightning (scrl5c.itm): Now unusable by monks.
- Protection From The Elements (scrl8e.itm): Now unusable by thieves. Now usable by dual-classes from swashbucklers (if allowed by new class). Removed redundant restriction flags for beast masters.
- Raise Dead (scrl63.itm): Now unusable by monks.
- Remove Curse (scrl5g.itm): Now unusable by monks.
- Ring of Acuity (ring40.itm): Now unusable by monks.
- Ring of Holiness (ring22.itm): Now unusable by monks.
- Ring of Lock Picking (ring35.itm): Now unusable by bards, cleric-mages, and monks.
- Robe of the Apprenti (clck29.itm): Now unusable by monks. Now usable by dual-classes from wizard slayers (if allowed by new class).
- Robe of the Evil Archmagi (clck17.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Robe of the Good Archmagi (clck15.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Robe of the Good Archmagi (clck19.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Robe of the Good Archmagi (hgwra02.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Robe of the Neutral Archmagi (clck16.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Robe of Vecna (wa2robe.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Rod of Absorption (rods01.itm): Now unusable by fighter-druids and monks.
- Rod of Lordly Might - Mace (rodmace.itm): Now unusable by fighter-druids.
- Rod of Reversal (rods06.itm): Now unusable by monks.
- Rod of Smiting (rods04.itm): Now unusable by fighter-druids, fighter-thieves, and monks.
- Rod of Terror (rods05.itm): Now unusable by monks.
- Rogue's Potion of Frost Giant Strength (potn56.itm): Now usable by cleric-thieves, mage-thieves and by dual-classes from Morninglords of Lathander, Watchers of Helm, Stormlords of Talos, transmuters, necromancers, invokers, illusionists, enchanters, diviners, conjurers, abjurers, kensais, and berserkers (if allowed by new class). Now unusable by wild mages.
- Ruby Pendant of Beguiling (regisamu.itm): Now unusable by wizard slayers.
- Scarlet Ninja-To +3 (waninja.itm): Now unusable by neutrals (lawful-chaotic axis), chaotics, fighter-mage-thieves, and half-orcs.
- Scimitar (misc9q.itm): Now unusable by fighter-mage-clerics, fighter-clerics, cleric-rangers, cleric-thieves, and beast masters.
- Scimitar (sw1h20.itm): Now unusable by beast masters.
- Scimitar (sw1h56.itm): Now unusable by beast masters.
- Scimitar +1 (sw1h22.itm): Now unusable by beast masters.
- Scimitar +2, Rashad's Talon (sw1h23.itm): Now unusable by beast masters.
- Scimitar +3 (sw1h52.itm): Now unusable by beast masters.
- Sendai's Flail (sendai.itm): Now unusable by beast masters.
- Sensate Amulet (wa2amu.itm): Now unusable by monks.
- Shadow Dragon Scale (leat19.itm): Now unusable by shapeshifters.
- Shadow Thief Dagger (dagg18.itm): Now unusable by fighter-mage-clerics. Now usable by druids.
- Shaman's Staff (misc5t.itm): Now unusable by monks.
- Shazzellim +1 (sw1h50.itm): Now unusable by beast masters.
- Shield of Harmony (shld25.itm): Now usable by dual-classes from enchanters (if allowed by new class).
- Sling of Everard +5 (wasling.itm): Now unusable by cavaliers and kensais.
- Spellstrike (scrl9m.itm): Now unusable by abjurers.
- Staff (misc9o.itm): Now unusable by monks.
- Staff of Woodlands (staf14.itm): Now unusable by rangers.
- Stoneskin (scrl2b.itm): Now usable by dual-classes from Morninglords of Lathander, Watchers of Helm, Stormlords of Talos, swashbucklers, bounty hunters, assassins, kensais, wizard slayers, and berserkers (if allowed by new class).
- Stone to Flesh (scrl8c.itm): Now unusable by monks.
- Summon Fiend (scrl9b.itm): Removed redundant restriction flags for avengers, shapeshifters, and totemic druids. Now usable by dual-classes from Morninglords of Lathander, Watchers of Helm, and Stormlords of Talos (if allowed by new class).
- Summon Nishruu (scrl8b.itm): Now unusable by monks.
- Superior Healing Potion (potn55.itm): Now usable by wizard slayers.
- Sword of Arvoreen (npsw01.itm): Now unusable by bards, fighter-mages, rangers, paladins, mage-thieves, fighter-mage-thieves, and half-orcs.
- Sword of Chaos (sw1h99.itm): Now unusable by fighter-druids.
- Traveller's Robe (clck13.itm): Now usable by dual-classes from wizard slayers (if allowed by new class).
- Vocalize (scrl3g.itm): Now unusable by monks.
- Wakizashi (sw1h46.itm): Now unusable by fighter-druids and druids.
- Wakizashi +1 (sw1h47.itm): Now unusable by fighter-druids and druids.
- Wand of Apprenti (wand15.itm): Now unusable by monks.
- Wand of Cloudkill (wand13.itm): Now unusable by monks.
- Wand of Fear (wand02.itm): Now unusable by monks.
- Wand of Fire (wand05.itm): Now unusable by monks.
- Wand of Frost (wand06.itm): Now unusable by monks.
- Wand of Lightning (wand07.itm): Now unusable by monks.
- Wand of Monster Summoning (wand10.itm): Now unusable by monks.
- Wand of Paralyzation (wand04.itm): Now unusable by monks.
- Wand of Polymorphing (wand09.itm): Now unusable by monks.
- Wand of the Heavens (wand11.itm): Now unusable by monks.
- Web Sack (wand14.itm): Now unusable by monks.
- White Dragon Scale (chan20.itm): Now usable by mage-thieves. Now unusable by shapeshifters.
- Wizard Eye (scrla1.itm): Now unusable by abjurers.
- Wong Fei's Ioun Stone (helm34.itm): Now usable by berserkers and dual-classes from avengers, totemic druids, shapeshifters, Morninglords of Lathander, Watchers of Helm, Stormlords of Talos, swashbucklers, bounty hunters, assassins, transmuters, necromancers, invokers, illusionists, enchanters, diviners, conjurers, abjurers, and kensais (if allowed by new class).
- Yamato +4 (sw1h66.itm): Now unusable by fighter-druids and druids.
- Yoshimo's Katana (npsw02.itm): Now unusable by half-orcs.
Protection Items Failing Due to Bad Targeting
Some creatures have items equipped that provide racial bonuses, immunities, or protections. In a few cases these protections are not being applied due to bad targeting on the effects. For example, lichs are supposed to be protected from summoned demons and dragons are supposed to be immune to many projectiles such as arrows and axes.
Files altered: dragring.itm, jonhp1.itm, lich.itm
Item Effects Failing Due to Bad Timing Modes
Some items were failing to apply effects due to bad timing modes on their effects. Items should apply their effects continuously while equipped, but many were using instant or permanent timing modes. The former would cause the effect to disappear immediately, while the latter would force the effect to persist after the item had been removed, or even stack if they item was re-equipped. For example, Lilarcor would permanently make wielders immune to the spinning confusion animation (but not confusion itself). The infamous stacking regeneration of greater wolfweres is another effect of this bug.
For the most part, the effects are minor (usually colors not being set) but there a few very important ones, particularly monster immunities: many creatures (Bodhi, for example) have immunities to Nature's Beauty, Demogorgon is immune to Lower Resistance, and lichs were not getting many spell level protections and resistances.
Files altered: aegis.itm, aegis2.itm, ax1h04.itm, ax1h05.itm, ax1h06.itm, ax1h08.itm, bazpatrg.itm, blun01.itm, blun04.itm, blun06.itm, blun10.itm, blun23.itm, blun24.itm, blun31.itm, bodhi.itm, bow02.itm, bow05.itm, bow08.itm, bow09.itm, bow10.itm, bow11.itm, bow14.itm, bow15.itm, bow16.itm, bow18.itm, bow19.itm, bow20.itm, bow21.itm, bow24.itm, bow26.itm, bow99.itm, bownon.itm, cattac1.itm, cattibow.itm, chalslay.itm, chwraith.itm, clown.itm, dagg04.itm, dagg05.itm, dagg16.itm, dagg18.itm, daggshit.itm, demogorg.itm, demsuc01.itm, dwhalb01.itm, enmace.itm, enmorn.itm, ensw2h.itm, frosty.itm, fsspir.itm, ghost.itm, ghost2.itm, giafir.itm, giafir2.itm, giafir3.itm, giants01.itm, gorchr.itm, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, gorwom1.itm, halb01.itm, halbrd01.itm, hamm01.itm, helm14.itm, hgber01.itm, hgnymph.itm, hgwra01.itm, holdring.itm, hslaywpn.itm, hspectre.itm, iax1h01.itm, iblun04.itm, ibow03.itm, ihamm01.itm, innoc2.itm, invulner.itm, irongol.itm, kuobow.itm, lich.itm, mdog1.itm, npbow.itm, objring.itm, plymstar.itm, reaver.itm, ring94.itm, ring95.itm, ring99.itm, ringwolf.itm, seltest.itm, shalt01.itm, skelclub.itm, skelwasu.itm, slayerwp.itm, slaysh01.itm, spectr.itm, stalker.itm, stonring.itm, stonskin.itm, surehp1.itm, sw1h08.itm, sw1h14.itm, sw1h57.itm, sw1h99.itm, sw2h01.itm, sw2h01b.itm, sw2h02.itm, sw2h05.itm, sw2h14.itm, telslav.itm, telslav2.itm, ttsword2.itm, vamp.itm, vamp1.itm, vamp2.itm, vamp3.itm, wight.itm, wraith1.itm, xbow01.itm, xbow02.itm, xbow03.itm, xbow07.itm, xbow08.itm, xbow17.itm
Summoned Creature Weapons Should Have Names
The weapons of summoned creatures were either blank or 'skull'. These are changed to the very generic 'attack'.
Files altered: basilg1.itm, basilg2.itm, basilg3.itm, basill1.itm, basill2.itm, b1-6.itm, b1-8.itm, b1-8m1.itm, b1-10m2.itm, b1-12.itm, b1-12m3.itm, b1-20m3.itm, b1-20m4.itm, b2-16.itm, b3-24.itm, b4-32.itm, b4-32m3.itm, b4-32m4.itm, catjag.itm, catlio.itm, carrio1.itm, dogwawp.itm, elairl.itm, etterc1.itm, etterc2.itm, figspid.itm, fireelel.itm, fireelem.itm, genscim.itm, ghast1.itm, golfle.itm, golcla.itm, golsto.itm, jellmu1.itm, lacedo.itm, mistpo.itm, nishruu.itm, ogre1.itm, p1-4.itm, p1-8.itm, p1-8m1.itm, p3-12m4.itm, s1-8.itm, s1-10m4.itm, spidgi1.itm, spidph1.itm, spidsw1.itm, stalkesu.itm, wolfwi1.itm, wolfwi2.itm, wraith1.itm, wyvern1.itm, wyvern2.itm
Items Not Being Flagged as Magical
Several magical items were not being flagged as such. For weapons in particular this can result in magical weapons failing to harm a mage under the effects of Protection From Normal Weapons, or being unable to hit creatures which require +x weapons to hit. Additional items, such as familiars, were also flagged as magical so that the black dragon in Suldanessellar would not take them if the party handed over all of their gear.
Files altered: aeriebab.itm, bearspir.itm, bootdriz.itm, clck18.itm, dax1h01.itm, famcat.itm, famcat25.itm, famdus25.itm, famdust.itm, famfai25.itm, famfair.itm, famfer.itm, famfer25.itm, famimp.itm, famimp25.itm, fampsd.itm, fampsd25.itm, famqua25.itm, famquas.itm, famrab.itm, famrab25.itm, helmskwa.itm, kuobow.itm, kuosper.itm, lionspir.itm, misc4g.itm, misc84.itm, plat98.itm, plybass.itm, plyfist.itm, plymstar.itm, plysala.itm, plyspid.itm, plywyvrn.itm, snakspir.itm, wolfspir.itm
Magically Created Weapons Have Zero Weight
Nearly all magically created items in BG2 have zero weight, though there are a few exceptions. Fixpack changes Melf's Minute Meteors, Jan's Flasher Master Bruiser Mates, weapons created by Enchanted Weapon, Shillegagh, and a few others to have zero weight.
Files altered: bolt07.itm, brdflute.itm, enmace.itm, enmorn.itm, enstaff.itm, ensw1h01.itm, ensw1h02.itm, ensw2h.itm, melfmet.itm, plymstar.itm, plysala.itm, shille.itm, sorb.itm
Boots of Speed and Grandmaster Armor Applying Haste, Not Movement Rate Increases
The boots of speed and the grandmaster armor describes their effects as "increases movement rate" and "Increase movement rate as Boots of Speed", respectively. However, both were trying to apply haste effects instead of just a movement rate increase, which lead to miscellaneous errors (such as haste failing to work) on characters with these items equipped.
Files altered: boot01.itm, leat24.itm
Items With Incorrect Icons
Various items throughout the game had incorrect icons assigned. The 'inventory icon' is the graphic that's used on the screen with your paperdoll, where you move items around your inventory. The 'inventory graphic' is the nice black and white sketch that is displayed with the item description on a parchment background; only the Short Bow +1 had this wrong. The 'attack icon' is the icon used in the game screen to actually select the weapon.
- The Periapt of Life Protection (amul23.itm) and Necklace of Form Stability (amul24.itm) have their own, unique graphics but were instead using the icons from the Periapt of Proof Against Poison.
- The Flail of Ages +2 (blun14e.itm, the version with cold and acid heads only) was using the graphics from the cold-fire Flail of Ages +2.
- The Mace of Disruption +2 (blun25.itm) was using generic mace graphics.
- All generic composite long bow (bow01.itm) and generic long bow (bow03.itm) graphics were swapped.
- Short Bow +1 (bow06.itm) was terrible. It was using the generic long bow icon for its inventory and attack, and the composite long bow for its inventory graphic. Its actual graphics were only being mistakenly used by other bows.
- Ripper +2 (bow09.itm) was using the Composite Long Bow +1 icon for its attack icon.
- Strong Arm +2 (bow11.itm) was using the Composite Long Bow +1 icon for its attack icon.
- Elven Court Bow +3 (bow12.itm) was using the Long Bow +1 icon for its attack icon.
- Tuigan Bow +1 (bow14.itm) was using the Short Bow +1 icon for its attack icon.
- Tansheron's Bow +3 (bow15.itm) was using the Short Bow +1 icon for its attack icon.
- Composite Long Bow +2 (bow16.itm) was using the Composite Long Bow +1 icon for its attack icon.
- Long Bow +2 (bow17.itm) was using the Long Bow +1 icon for its attack icon.
- Short Bow +2 (bow18.itm) was using the Short Bow +1 icon for its attack icon.
- Taralash +4 (bow22.itm) and +5 (bow23.itm) were using the Mana Bow +4 icon for their attack icons.
- The Bow of Arvoreen +2 (npbow.itm) was using the generic short bow icon for its attack icon.
- The Helm of Brilliance (helm16.itm) was using graphics from the Helm of Glory instead of its own, unique set.
- The scroll of Conjure Lesser Fire Elemental (scrl6x.itm) was using the Conjure Lesser Earth Elemental icons.
- The Staff of Power (staf12.itm) was using the Quarterstaff +1 for it inventory and attack icons.
- Katana +2 (sw1h55.itm) was using the Katana +1 inventory icon.
- Two items unavailable to the party in the game were also fixed as part of this review: Algernon's Cloak (clck08.itm) and a copy of the Elven Court Bow +3 (gorwom2.itm) used by The Huntress in Watcher's Keep.
Files altered: amul23.itm, amul24.itm, blun14e.itm, blun25.itm, bow01.itm, bow03.itm, bow06.itm, bow09.itm, bow11.itm, bow12.itm, bow14.itm, bow15.itm, bow16.itm, bow17.itm, bow18.itm, bow22.itm, bow23.itm, clck08.itm, gorwom2.itm, helm16.itm, npbow.itm, scrl6x.itm, staf12.itm, sw1h55.itm
Arrows of Fire Have Spurious THAC0 Bonus
Arrows of Fire have a spurious +2 THAC0 bonus that is incorrect per the description.
Files altered: arow08.itm
Duplicate Gem Bags
The gem bags sold by the Amketheran smugglers and Arledrian (upstairs from Gaelan Bayle) use the same resources, so items placed n one will also appear in the other. A new resource is created for the Amketheran smugglers' store.
Files altered: amsmug02.sto
Files added: bag02j.itm, bag02j.sto
Black Blade of Disaster Should Disintegrate Targets
Per its description: "Also, every time this hits a target, the victim must make a save vs. death at +4 or be disintegrated." The blade itself was killing targets rather than disintegrating them.
Files altered: blakblad.itm
Weapons Using Incorrect Animations
Both the Blackblood club and Improved Club of Detonation were not using the club animation. Several drow were also carrying whips which had no animations.
Files altered: blun22.itm, blun27.itm, dwwhip.itm, dwwhip01.itm
Maces of Disruption Fixes
The Improved Mace of Disruption already has two fixes: Immunities Don't Suppress All Effects fixes the 'X level drained' messages and Items With Incorrect Icons already documents its generic mace icon. Improved Mace of Disruption had additional errors that needed to be addressed: the damage being done to undead was 1d6 + 5 instead of the listed 2d6 + 4, the 'Undead destroyed' string never appeared because of a bad order of effects, and it lacked the same glowing effect of the regular Mace of Disruption. The regular Mace of Disruption should have been doing 2d6+4 to undead but was actually only doing 1d6+4 damage.
Files altered: blun12.itm, blun25.itm, macedisr.eff
Files added: macedisu.eff
Items With Incorrect Item Types
Several items had their type defined incorrectly. This could prevent the equipping of a weapon, or allow reading books to be placed in the quickslot.
Files altered: book05.itm, book07.itm, book08.itm, book32.itm, book94.itm, book95.itm, book96.itm, dagg10.itm, misc73.itm, scrla9.itm, scrlaa.itm, scrlab.itm, scrlac.itm, scrlad.itm, scrlaf.itm, scrlag.itm, scrlhp.itm, scrlick.itm, scrlmz.itm
Club of Detonation Has Incorrect Fire Damage
The Club of Detonation is supposed to do 1d6 + 3 damage, plus an additional three points of fire damage, and an extra ten points fire damage on 20% of successful hits. The three points of fire damage were only occurring 20% of the time instead of 100%.
Files altered: blun26.itm
Heartseeker +3 THAC0 Bonus Exploit
The Heartseeker +3 has the ability to increase the wielder's THAC0 by seven for nine seconds for the bow. However, the bow was granting a generic THAC0 bonus, so the player could potentially swap to melee weapons and get the benefits of the bow's ability. The bonus is now applied strictly to missile THAC0. (Note that it's still possible to use this exploit with another missile weapon, but this is not possible to fix without a large hack.)
Files altered: bow10.itm
Slings Applying Strength Damage
Slings are very consistent in not applying strength bonuses to damage when used, save two (one by design, one by bug). However, many sling users were getting strength damage anyway because several magic bullets were flagged to use strength bonuses.
Files altered:bull02.itm, bull03.itm, bull04.itm, bull05.itm, bull06.itm, quiver05.itm, quiver06.itm, wasling.itm
Items Lacking Lore (Don't Need to be Identified)
Several items throughout the game lack a lore value, negating the need to identify them. For items that were also in BG, the BG lore value was used; otherwise an estimate was made based on similar items. Some items (such as those forged by Cromwell and Cespenar) are intentionally without lore and are not altered.
Files altered: bull06.itm, chan03.itm, chan21.itm, dwchan01.itm,
dwchan02.itm, dwplat01.itm, halb03.itm, leat03.itm, leat06.itm, plat02.itm,
plat23.itm, rodmace.itm, rods02.itm, rods06.itm, rodspear.itm, rodsword.itm,
tooltip.2da, shld17.itm, slng03.itm, staf06.itm, staf07.itm, sw1h06.itm, wand11.itm
Files added: rods02a.itm
Chain Mail +1 Using Chain Mail +2 Description
The string being used by Chain Mail +2 for its identified description was incorrect. The description being used was actually from Chain Mail +2.
Files altered: chan02.itm
Flail of Ages Name
When fully assembled, the Flail of Ages is named Flail of Ages +3. When it only has one head, it is the Flail of Ages +1. However, with two heads it is called the Flail of Ages. The versions with two heads are now named the Flail of Ages +2.
Files altered: blun14d.itm, blun14e.itm, blun14f.itm
Mage Robe of Fire Resistance Displays Wrong Portrait Icon
The Mage Robe of Fire Resistance was displaying a resist fire/cold icon instead of protection from fire.
Files altered: clck10.itm
Cloak of Mirroring Not Protecting Against All Area of Effect Spells
Area of effect spells such as fireball don't damage the wearer of the Cloak of Mirroring (though the damage is not reflected) except for three exceptions: cloudkill, incendiary cloud, and death fog. It also lacked a protection from magic icon.
Files altered: clck26.itm
Shadow Thief Dagger Providing Additional Attacks Per Round
Throwing daggers all alter the user's attacks per round to allow for two attacks per round. The shadow thief dagger also had this effect applied despite being a melee weapon.
Files altered: dagg18.itm
Dagger of <CHARNAME> Not Flagged as Magical
If the PC gains the planar sphere as a stronghold, one of the magic items that can be made is the dagger of <CHARNAME>. The dagger lacks a magical flag and is marked as zero enchantment.
Files altered: dagg19.itm
Issues With Normal Darts
Regular darts had a number of issues that needed to be addressed. Unlike all other darts, they were not setting attacks per round to 3, were doing slashing damage instead of missile, and were applying strength bonuses to their damage.
Files altered: dart01.itm
Drow Scimitar +3 Has Extraneous Vocalize Effect
There is an undocumented vocalize effect attached to Drow Scimitars +3. The effect is removed.
Files altered: dwsw1h01.itm
Weapons Created by Enchanted Weapon Spell Named Inconsistently
Weapons created by the spell Enchanted Weapon are named as regular items instead of by their enchantment levels.
Files altered: dwsw1h01.itm
Flame Blade Errors
Flame blades, per the description, do 1d4 slashing damage and an additional 1d2 +4 fire damage. The damage actually being done was swapped: 1d4 fire damage and 1d2 + 4 slashing. Flame blades were also adding an undocumented +4 THAC0 bonus.
Files altered: fblade.itm
Fire Giant's Warhammer Doing Slashing Damage
The warhammers wielded by fire giants was doing slashing damage instead of crushing.
Files altered: giafir.itm
Fire Giants Lack Two-Handed Sword Animation
Several fire giants use two-handed swords. However, the fire giant avatar lacks an animation for wielding and attacking with two-handed swords, so the giants appeared to attack unarmed. The animation is changed to an axe to allow the giants to not appear empty-handed while attacking.
Files altered: giants01.itm
The Wave Halberd Doesn't Kill Salamanders
The Wave Halberd was failing to instantly kill salamanders (per its description) due to a combination of effects. Some salamanders were not properly flagged as such in their racial or class fields, which is fixed by the creature patches above. The other issue is that most salamanders have a protection item that prevents the effect being used by The Wave to kill them. The Wave is altered to use a slightly different but equally effective effect.
Files altered: halb09.itm
Dwarven Thrower Fixes
The Dwarven Thrower is listed as doing 2d4+3 damage, but was only doing 2d4+2 when used in melee.
Files altered: hamm06.itm
Helm of Brilliance Sunray Fix
The Sunray ability of the Helm of Brilliance would occasionally fail due to the wearer's magic resistance. This was being caused by the ability being targeted incorrectly.
Files altered: helm16.itm
Imp and Quasit Poison Attack
Imps and quasits had a spurious poison attack attached to their melee attacks.
Files altered: imp.itm, impqua.itm
Corrupted Item Files
BG2 shipped with four zero-byte items. The items, though unused, are overridden with valid item files to eliminate issues with editing applications.
Files altered: iplot01k.itm, iplot04g.itm, iplot04h.itm, iplot04i.itm
Monk Unarmed Attacks Incorrect
Monks had slight issue with their unarmed attack. At levels 6-8, monks were receiving a spurious +1 THAC0 bonus, and were being shorted damage and THAC0 bonuses by one at levels 15-17. The 'fist' items that give monks their unarmed attacks are also named.
Files altered: mfist3.itm, mfist4.itm, mfist5.itm, mfist6.itm, mfist7.itm, mfist8.itm
'Devour Brain' Message From Mind Flayer Attack Not Appearing
On a successful intelligence draining attack by a mind flayer, the string 'devour brain' is supposed to appear in the message window. The string was being erroneously delayed for 300 seconds after the attack, preventing it from appearing.
Files altered: helm16.itm
'Invincible' Creatures Could Still be Killed
Creatures that must stay alive for plot- or dialogue-related reasons (i.e. Irenicus at Spellhold) have a special item equipped that prevents any and all forms of death. However, the item was not quite protecting against everything. Shapechanging into a mind flayer and killing such creatures via intelligence drain is a common way around this item, for example. The invincibility item has been beefed up to protect against additional fatal attacks. The item was also allowing many subsidiary effects of attacks go through, potentially confusing the player--i.e. it would prevent level drains but not the 'X levels drained' messages.
Files altered: minhp1.itm
Figurines Could Disappear Permanently
Miscellaneous figurines throughout the game were using an unusual method of recharging to try and simulate the figurine coming to life rather than simply being a charged item. However, the method used was causing issues--for example, if the character using the figurine was dead when the figurine was supposed to reappear, the figurine would never return.
Files altered: misc3d.itm, misc3e.itm, misc3f.itm, misc7t.itm
Methlid's Harp Doesn't Dispel Hold Effects
Per its description, Methlid's Harp is supposed to dispel 'hold-like effects'. It was not.
Files altered: helm16.itm
Weapons Using Incorrect Proficiencies
Several weapons had the incorrect proficiency set in their item file. This can result in characters not receiving proficiency bonuses when trying to wield them.
- Aegis Fang changed to warhammer proficiency. Another slight issue of Aegis Fang showing its identified name while still unidentified is addressed.
- Short Bow +1 changed to short bow proficiency.
- The Long Bow of Marksmanship changed to long bow proficiency.
- Bruenor's Axe changed to axe proficiency
- The Ogre's Sword changed to bastard sword proficiency
- Embarl's Dagger changed to dagger proficiency
- Shaman's Staff changed to staff proficiency
- Dagger of Venom changed to dagger proficiency
Files altered: aegis.itm, aegis2.itm, bow06.itm, bow07.itm, bruenaxe.itm, misc4q.itm, misc4u.itm, misc5t.itm, misc75.itm
Enchantment Level Errors
Every weapon in BG2 has an 'enchantment' level. The enchantment is generally straightforward: an axe +1 has one enchantment, axe +3 is three, etc. The enchantment level is what determines which weapons can bypass spells such as mantle or hit creatures that need +x weapons to hit. The enchantment level is incorrect in several cases. One very notable case is that the attack item of many demons was flagged as just one enchantment instead of four.
The engine does not handle weapons such as the Bastard Sword +1/+3 vs. Shapeshifters, Hammer +1/+4 vs. Giantkin, and Daystar +2/+4 vs. Evil Creatures consistently. In all but a few cases, the weapon uses the higher of the two bonuses as its enchantment level. All weapons of this nature use the higher of the two bonuses as their enchantment; i.e. Daystar will be treated as a +4 weapon.
Files altered: arow04.itm, bearspir.itm, bolt07.itm, bow06.itm, bruenaxe.itm, kuobolt2.itm, lionspir.itm, p3-12m4.itm, snakspir.itm, staf10.itm, sw1h03.itm, sw1h31.itm, wolfspir.itm
Short Bow +1 Errors
In addition to the incorrect proficiency, icon, and enchantment level already documented, the short bow +1 also had an incorrect weight.
Files altered: bow06.itm
Effects of Claw of Kazgaroth Can Be Dispelled
The equipped effects of the Claw of Kazgaroth can be removed via dispel magic and should not be. Items that provide effects when equipped normally can not be removed via a dispel magic effect.
Files altered: misc72.itm
Boo Has No Quickslot Icon
Boo occupies a quickslot icon on Minsc's inventory, but the slot shows as empty when Minsc is selected on the game screen. A Boo icon will now appear on the game screen.
Files altered: misc84.itm
Illithid Control Circlet Durations
The control circlets obtainable in the Underdark illithid lair have had their durations reduced to six hours, following the existing Baldurdash solution. The circlets could cause serious issues when used on party members, specifically, not being able to rejoin if they left the party for any reason while under the influence of the circlet.
Files altered: misc9x.itm
Blackrazor Missing Many Effects
Blackrazor was missing several effects, both while equipped and when used in melee. Blackrazor was not displaying regeneration and mind shield icons; other icons that are supposed to be suppressed are now handled by the Immunities Don't Suppress All Effects fix. On melee attacks, the strength bonus was supposed to happen on 15% of hits but was actually occurring on every hit. When Blackrazor successfully drains a target, it now displays haste and strength icons as well as 'Healed' and 'Four Levels Drained' strings appropriately.
Files altered: miscbc.itm
Neb's Dagger Fixes
Neb's Dagger is supposed to have poison on it. When the poison is gone, it is supposed to revert to a normal, enchanted dagger. Neb's Dagger was not changing into a non-poisonous dagger, and also had spurious slow effects attached to it.
Files altered: nebdag.itm
Files added: cdnebdag.itm
Corthala Family Not Restricting Arcane Casting
Valygar's armor is not restricting arcane spellcasting when worn. Its charm immunity icon and related effects are fixed in the Immunities Don't Suppress All Effects fix.
Files altered: npchan.itm
Name of Yoshimo's Katana
The short name of Yoshimo's katana was simply Katana +1, making it difficult to distinguish from the generic Katana +1. The name has been altered Yoshimo's Katana +1.
Files altered: npsw02.itm
Full Plate Mail Has Extraneous Movement and THAC0 Penalties
A handful of full plate mails had effects to slow movement and also imposed THAC0 penalties. As this was not consistent with other armors (or even regular full plate mail) the effects were determined to be bugs and removed.
Files altered: plat19.itm, plat22.itm, plat23.itm
Shuruppak's Plate +3 Displays Wrong Icon
Shuruppak's Plate +3 was displaying a resist fire/cold icon instead of protection from fire.
Files altered: plat22.itm
Potion of Storm Giant Strength Targeted Incorrectly
Some of the effects of drinking the Potion of Storm Giant Strength were targeted incorrectly, in particular the strength effect.
Files altered: potn07.itm
Potion of Magic Blocking Too Effective
Per its description, the potion of magic blocking should be effective against spells of level five and below. However, it was actually protecting against ninth level spells and below.
Files altered: potn33.itm
Potion of Freedom Errors
The potion of free action was erroneously protecting against charm and was displaying its Free Action portrait icon for the wrong duration. Other effects are handled by the Immunities Don't Suppress All Effects fix.
Files altered: potn45.itm
Ring of Gaxx Errors
The Ring of Gaxx was displaying a protection from magic icon instead of magic resistance. It was also not fully protecting against all effects of disease and poison, but these are now handled by the Immunities Don't Suppress All Effects fix.
Files altered: ring39.itm
Rod of Smiting Golem Damage Applied as a Global Effect
The extra 7 points of damage that the Rod of Smiting does to golems was being applied as an equipped effect rather than a melee effect.
Files altered: ring39.itm
Items From Rod of Lordly Might Has Generic Names
The three weapons that can be created from the Rod of Lordly Might had generic or incorrect names.
Files altered: rodmace.itm, rodspear.itm, rodsword.itm
Flaming Sword from Rod of Lordly Might Not Flaming
Despite being a 'flaming sword', the sword from the Rod of Lordly Might was a generic gray sword color.
Files altered: rodmace.itm, rodspear.itm, rodsword.itm
Casting Spells from Scroll Fixes
Several issues were identified with casting spells from scrolls. The common issues identified and addressed:
- Spells that could be cast at points were requiring a creature for a target (and vice-versa);
- Effects were also targeted differently than the underlying spell
- Scrolls were casting spells at an incorrect power level, causing incorrect interactions with spell protections
- Casting range between the scroll and spell disagreed, i.e. a spell that could be cast from sight range required the caster to be in touch distance when used from a scroll
Files altered: scrl1o.itm, scrl1u.itm, scrl2f.itm, scrl56.itm, scrl58.itm, scrl59.itm, scrl5b.itm, scrl5c.itm, scrl5d.itm, scrl5f.itm, scrl5i.itm, scrl5k.itm, scrl61.itm, scrl62.itm, scrl63.itm, scrl6j.itm, scrl6v.itm, scrl70.itm, scrl7i.itm, scrl76.itm, scrl7m.itm, scrl8c.itm, scrl8h.itm, scrl8p.itm, scrl8y.itm, scrl94.itm, scrl9h.itm, scrla1.itm, scrla3.itm, scrla6.itm, scrla7.itm, scrla8.itm, scrlai.itm, scrlaj.itm, scrlak.itm, scrlb4.itm
Protection Scrolls Not Bypassing MR
The various 'Protection from X' scrolls would occasionally fail when used as they were not bypassing the caster's magic resistance.
Files altered: scrl03.itm, scrl04.itm, scrl05.itm, scrl06.itm, scrl08.itm, scrl09.itm, scrl15.itm
Mage Dispel Magic Scroll Using Cleric Spell Description
The Dispel Magic scroll was using the description from the priest version of the spell.
Files altered: scrl1e.itm
Scroll of Melf's Minute Meteors Has Incorrect Name
Melf's Minute Meteors had the name 'scroll' set in one of its name fields.
Files altered: scrla5.itm
Crom Faeyr Scroll Not Flagged as Magical
The Crom Faeyr Scroll was not flagged as magical. It is also assigned a less generic icon.
Files altered: scrlag.itm
Ray of Enfeeblement Scroll Lacks Casting Icon
A typo in the item file was preventing the scroll of ray of enfeeblement's casting ability to be blank.
Files altered: scrl1e.itm
Shield of Harmony Effects Could Be Dispelled
Similar to the Effects of Claw of Kazgaroth Can Be Dispelled fix, the equipped effects of the Shield of Harmony could be removed via dispel magic and should not be. Items that provide effects when equipped normally can not be removed via a dispel magic effect.
Files altered: shld25.itm
Spear Ranges
The attack ranges of the various spears in the game were set inconsistently, resulting in some spears having the range of daggers and others being able to strike from well outside of physical range. Spears now have the same range as other two-handed melee weapons.
Files altered: sper02.itm, sper03.itm, sper05.itm, sper06.itm, sper07.itm, sper08.itm, sper09.itm, sper10.itm, sper11.itm, sper12.itm, spermel.itm, tasloiil.itm, waspear.itm
Staff of Curing Errors
The Staff of Curing's healing effects could fail due to magic resistance.
Files altered: staf10.itm
Staff of the Magi Errors
The Staff of the Magi had several errors. The staff was displaying a protection from magic icon instead of a mind shield icon, and several of its equipped effects (such as immunity to charm) could fail since they were not bypassing magic resistance or could be dispelled. (The invisibility effect alone remains disspellable; otherwise characters who left the part with the staff equipped could never rejoin, as they would be permanently invisible.) It also lacked additional effects from its equipped protection from evil, notably the -2 attack penalty of evil creatures and protection from demons. The dispel magic on hit was revamped since it could be occasionally flaky and the staff's spell trap now works exactly as the spell of the same name.
Files altered: staf11.itm
Files added: staf11.spl
Staff of the Woodlands Errors
The equipped barkskin effect was setting armor class to the wrong value and was lacking the save bonuses of barkskin. If the charm spell cast by the staff was dispelled the charm portrait icon would remain in effect.
Files altered: staf14.itm
Staff of the Ram +6 Not Doing Listed Piercing Damage
The Staff of the Ram +6 lists its damage as 1d6+12 crushing plus 1d4 piercing. The staff was not doing the listed 1d4 piercing damage.
Files altered: staf22.itm
Arbane's Sword Protecting From Extraneous Effects
Arbane's Sword confers hold immunity to the wielder, but was conferring effects closer to free action. As such, several effects were removed to bring the sword inline with its description.
Files altered: sw1h27.itm
Dragonslayer Lacks Regeneration Icon
The Dragonslayer +2 long sword provides regeneration to its wielder but does not display the regeneration portrait icon.
Files altered: sw1h32.itm
Adratha the Drinker's Healing Could Fail
Adratha the Drinker is supposed to heal the wielder one hit point on successful hits, but the healing was not bypassing the wielder's MR and could fail.
Files altered: sw1h35.itm
Shazzelim Damage Incorrect
The Shazzelim scimitar lists its melee damage as 1d8 + 1, but was actually doing 1d8 + 2.
Files altered: sw1h50.itm
Habib's Mighty Scimitar
Habib is the thief that appears and throws a scimitar at the party in the docks and then runs away. His scimitar is supposed to be 'caught' by the party member targeted, but was being created on the target as a magical weapon. The caught scimitar is now created in inventory.
Files altered: sw1h57.itm
Larloch's Minor Drain From Foebane Bypassing Magic Resistance
Foebane casts Larloch's Minor Drain on its target on every hit with no save. However, being as it was a spell being cast (instead of simply being a melee effect) it should still be subject to magic resistance.
Files altered: sw1h63.itm
Soul Reaver +4 THAC0 Drain Not Bypassing Magic Resistance
The THAC0 drain of Soul Reaver was not bypassing magic resistance.
Files altered: sw2h08.itm
Carsomyr Issues
Carsomyr +5 was only doing 1d10 + 5 melee damage instead of the listed 1d12 + 5 damage. The dispel magic on hit effects of both Carsomyr +5 and Carsomyr +6 were rebuilt as they were occasionally flaky. The ability to cast Dispel Magic was also not requiring the sword to be identified first and it was also requiring a creature target, unlike the spell.
Files altered: sw2h10.itm, sw2h19.itm
Wand of the Heavens Damage and Animation Fix
Wand of the Heavens does 12d4 damage (save for only 6d4) instead of the listed 8d6 (save for only 4d6). The wand was also using the old BG-style flame strike animation instead of the new-fangled BG2 one.
Files altered: ttwand.itm, wand11.itm
Instant Healing Exploits
The Sensate Amulet and Spear of Kuldahar could be exploited for instantaneous healing by re-equipping them repeatedly. The problem lay in that they were increasing both current and maximum hit points instead of just increasing the maximum.
Files altered: wa2amu.itm, waspear.itm
Vhailor's Helm Simulacrum Ability Could Fail Due to MR
Casting Simulacrum from Vhailor's Helm was subject to a magic resistance check, which could cause it to fail.
Files altered: wa2helm.itm
Jerrod's Mace Not Getting Bonuses v. Demons
Due to typos in the resource references of Jerrod's Mace, the player was not receiving their +5 THAC0 and +5 damage bonuses against demons.
Files altered: wamace.itm
Wand of Cloudkill Bypassing Magic Resistance
The cloud created by the Wand of Cloudkill bypassed magic resistance, allowing it to affect on otherwise immune creatures.
Files altered: wand13.itm
Draining Spells Healing Caster Even if Target Magic-Resistant
Larloch's Minor Drain and Vampiric Touch were healing the caster, even if the target was not affected due to magic resistance. Both spells now only heal the caster if the target is affected. This also fixes an additional bug of Vampiric Touch being able to boost the caster's multple times through multiple castngs, though the description explicitly states this shouldn't happen. This also fixes a damage bug with the innate version of this spell (the one added as a Bhaalspawn ability and used by Foebane on hit) where it did 1d4 damage instead of 4 points, per its description.
Files altered: spin104.spl, spin106.spl, spin997.spl, spwi119.spl,
spwi314.spl
Files added: spin104a.spl, spin106a.spl, spin997a.spl, spwi119a.spl,
spwi314a.spl
Hallowed Redeemer Summoning Cowled Wizards
The Hallowed Redeemer's ability to damage attackers would summon cowled wizards if used in Athkatla. The spell that provided this effect was copied from Fireshield, and still had a number of fields that were causing it to trip the appearance of the cowled wizards.
Files altered: keldorn.spl
Simulacrum Restoration Exploit
Simulacrums are basically level-drained copies of the caster. As such, an exploit existed where the party could cast restoration on simulacrums to make them as powerful as the original caster. This exploit has been removed.
Files altered: simulacr.spl
Innate Speed Bonuses Could be Negated by Free Action Effects
Barbarians and monks receive innate speed increases. These speed increases could be negated by spell effects such as free action. In the worst case scenario, a monk under the effects of free action when leveling up could miss their speed boost permanently.
Files altered: spcl151.spl, spcl812.spl, spcl813.spl
Cavalier's Resist Fear Ability Could Fail Due to MR
A cavalier's resist fear kit ability was being subjected to magic resistance checks, causing it to fail occasionally.
Files altered: spcl222.spl
Beast Master's Find Familiar Not Displaying Warning in Tutorial
Find familiar is not allowed to be cast in the tutorial. When the mage version is attempted, a warning message was being displayed. The beast master version was not as it was not setting the proper variable when cast.
Files altered: spcl342.spl
Blade Spin Fixes
The blade's offensive spin ability had a few issues. The THAC0 bonus was being applied in a fashion such that it worked, but was not reflected in the character sheet. Blades using offensive spin could also be hasted, despite the description. The attacks per round and movement rate were being applied via a haste bonus, which caused a number of flaky issues, such as losing offhand attacks. The attacks per round and movement rate bonus are now applied explicitly. Defensive spin was not protecting against movement rate changes, allowing an exploit of a defensively spinning blade being free to move. One minor issue is that Melf's Meterors can now cause the number of attacks to 'overflow' and wrap around to only 0.5 attacks per round. As a workaround, blades can no longer cast Offensive Spin when wielding Minute Meteors.
Files altered: melfmet.itm, spcl521.spl, spcl522.spl, spcl741.spl
Files added: spcl521.spld, spcl741d.spl
Deathblows Allowing Save
Because they were re-using an effect from the monk's quivering palm, deathblow and greater deathblow were allowing saves by their target and were not restricted to the hit dice indicated by their descriptions.
Files altered: spcl902.spl, spcl903.spl
Files added: spcl902a.eff, spcl903a.eff
Power Attack Not Displaying String With Ranged Attacks
Power attack was not displaying the 'stunned' string when used in conjunction with ranged attacks.
Files altered: spcl906.spl
Hardiness Not Increasing Duration With Levels
The hardiness HLA was being capped at level 20; most HLAs don't top out their abilities to level 30.
Files altered: spcl907.spl, spwish12.spl
Chromatic Orb Fixes
Chromatic orb has a few minor issues with targeting and durations. Some effect durations were incorrect, the AC penalty was being applied to the caster rather than the target, the 'petrified' string and stun icons were bypassing magic resistance though the petrification/stun itself were not, and the slay effect itself was bypassing magic resistance. These errors did not manifest themselves at all levels of casting, but did affect both the normal mage spell and the stalker version.
Files altered: spdr101.spl, spwi118.spl
Faldorn's Summon Dread Wolf Can Crash Game
Faldorn's Summon Dread Wolf ability can crash the game as it is trying to use an old BG resource that is no longer present. The spell is updated to use the BG2 dread wolf, though the spell is not scripted to be used.
Files altered: spin114.spl
Anti-Magic Ray Not Destroying All Magically Created Weapons
The anti-magic ray used by beholders and hive mothers destroyed most, but not all, magically created weapons such as flame blades and shillelaghs. The spells now cover all magically created weapons.
Files altered: spin550.spl, spin779.spl, spin992.spl
Deck of Many Things Fixes
Various cards and effects of the Deck of Many Things had slight errors.
- If you gamble your experience against Aesgareth and lose, or if you draw the jester card and gain experience, both changes are applied with incorrect timing mode
- The blind portrait icon from the Talons card was being applied with a different timing and duration than the blind effect itself
- The Moon card would increase maximum hit points but did not increase current hit points as well
- The Emperor card is supposed to provide immunity to charm and confusion for a week; however, the charm immunity had a duration of zero so it wasn't being applied and the sound effect that indicated the effects of the card had ended was playing after only 120 rounds.
Files altered: spin607.spl, spin613.spl, spin618.spl, spin632.spl, spin640.spl
'Gliding' Edwin/Edwina Animation Fixes
When Edwin gets transformed into Edwina by the nether scroll, his animation cycles as a female can cause him to appear to glide, especially when under the effects of a spell that changes his movement rate. The issue persists after his transformation back as well. This is due to an incorrect timing mode being used when changing Edwin's gender.
Files altered: spin661.spl, spin662.spl, spin916.spl
Nether Scroll Bonuses Not Being Applied
The bonuses that Edwin receives from reading the nether scroll could fail due to magic resistance checks. A sound that is played to accompany the changes was also subject to a save.
Files altered: spin664.spl
Moon Dog's True Sight Using Wrong Icon
The True Sight ability of the moon dog figurine was using the icon from Conjure Fire Elemental instead of True Sight.
Files altered: spin696.spl
Spells Using Old Flame Strike Animation
Several spells were using the old flame strike animation from BG instead of the updated BG2 flame strike.
Files altered: spin799.spl, sppr985.spl, spwi979.spl, spwm186.spl
Heal Spells Failing Due to MR Checks
Before facing the ettin in the City of Caverns, the king heals the party. However, the spell was subject to a magic resistance check, which could cause it to fail. Similarly, the illithid's heal was also subject to magic resistance, which, given the high magic resistance of illithid, made it fail consistently. Both now properly bypass magic resistance.
Files altered: spin923.spl, spin958.spl
Mind Flayer Psionic Blast Animation Adjusted
The spinning animation that accompanies the psionic blast of a mind flayer was altered. It was changed from the spflayer.vvc to the spmindat.vvc animation, which looks identical. It was changed as many spells which protect against hold effects protect against the spmindat.vvc animation but not the spflayer.vvc one. It was deemed easier to alter the one spell that uses spflayer.vvc instead of the many, many items that lacked protection against it.
Files altered: spin974.spl
Mutually Exclusive Spells
Several spells should not stack with themselves, but because they have several different spell files they could. For example, there are five different versions of slow that could interact with one another.
- Slow no longer stacks: spin575.spl, spin977.spl, spin983.spl, spwi312.spl, spwish25.spl, spwm164.spl
Beholder Death Ray Bypassing Magic Resistance
Unlike other attacks, the beholder death ray does not check the target's magic resistance.
Files altered: spin991.spl
Harper's Call Not Draining Stats
Harper's Call was not draining the stats of the person resurrected, per the description.
Files altered: spja01.spl
Files added: cdspja00.eff, cdspja01.eff, cdspja02.eff, cdspja03.eff,
cdspja04.eff, cdspja05.eff
Entangle Lacks Save Bonus
Entangle was checking against a save vs. spells, but not at the +3 bonus listed in the spell description.
Files altered: sppr105.spl
Barkskin Granting Incorrect AC Bonus
Barkskin was not setting AC to the correct value, particularly when cast at higher levels.
Files altered: sppr202.spl
Resist Fire/Cold Has Incorrect Duration
When cast at level 20 or above, resist fire/cold is supposed to last for 20 rounds (120 seconds). It was actually lasting for 33 1/3 rounds (200 seconds).
Files altered: sppr210.spl
Animate Dead Errors
The divine version of Animate Dead had a number of minor issues. It used the mage spell icon at most levels; it lacked headers for being cast at levels 6-9, meaning when it was cast at those levels it behaved as if the caster was level 5; when cast at level 5 it had a 25% chance of three summons instead of two; when cast at level 11 there was a 10% chance of no summons at all.
Files altered: sppr301.spl
Hold Animal Errors
Hold Animal was imposing an undocumented save penalty. The casting time is addressed by the Casting Speed Fixes.
Files altered: sppr305.spl
Holy Smite Errors
Holy Smite was not scaling its effects past level 19 (divine and arcane spells scale to level 20) and had bad targeting and durations when cast at level 6 or 7.
Files altered: sppr313.spl
Files added: sp313l20.eff
Free Action Errors
Free Action was not scaling its effects past level 18 (divine and arcane spells scale to level 20). It was protecting against charm, and part of the immunity to hold was always being applied to the caster, even when cast at other creatures.
Files altered: sppr403.spl
Neutralize Poison Failing to Cure Disease
Neutralize poison is supposed to (among other effects) remove disease. However, the remove disease effect was always being applied to the caster instead of the recipient of the spell.
Files altered: sppr404.spl
Death Ward Effects Incorrectly Targeted
Death Ward sets a scripting state so that AI scripts can properly adjust to its effects. However, the scripting state was always being applied to the caster instead of the recipient of the spell.
Files altered: sppr409.spl
Righteous Magic Duration Incorrect
When cast at level 10, the caster would only do maximum damage on each hit for 9 rounds instead of 10. When cast at level 20 or above, the portrait icon would last too long.
Files altered: sppr513.spl
False Dawn Could Be Blocked By Caster's Spell Protections
False Dawn is technically cast with the caster as the target. As such, it was subject to being blocked by the caster's own spell protections. It now has a power level set to 0 to bypass the protections of the caster.
Files altered: sppr609.spl
Gate Fixes
Gate, both the arcane and divine versions, is supposed to be visual range. In BG2 visual range is 30 feet, and the spell is only set to range 15 feet. The arcane version has an additional error in that the duration is also incorrect.
Files altered: sppr703.spl, spwi905.spl
Energy Blades Has Incorrect Power Setting
The power of energy blades, both divine and arcane versions, is incorrect. A bad power setting can affect whether it gets countered by spell protections properly.
Files altered: sppr721.spl, spwi920.spl
Grease Fixes
Grease has several issues. It only has abilities to level one, meaning that its abilities never scale. Its range and duration are incorrect and it's using the wrong icon for the spellbook. The casting time is addressed by the Casting Speed Fixes.
Files altered: spwi101.spl
Armor Fixes
The Armor spell was lasting for 10 hours instead of 9 and the visual effect was also playing just a bit long. The casting time is addressed by the Casting Speed Fixes.
Files altered: spwi102.spl
Burning Hands Fixes
Burning Hands had its range set to two feet instead of five. The spell was also causing a caster pause for an extra second when cast at level one.
Files altered: spwi103.spl
Color Spray Fixes
Color Spray should have a range of 30 feet, but was set to only 15. It was also imposing an undocumented -3 penalty to saves against its effects and was not affecting a full 60 degrees of arc.
Files altered: cspray.pro, spin937.spl, spwi105.spl
Friends Fixes
Friends was scaling its effects past level 20 (divine and arcane spells scale to only level 20). The duration was also only scaling at every level.
Files altered: spwi107.spl
Magic Missile Fixes
Magic Missile's range was set incorrectly, and its damage was also incorrect. The spell was causing 2d2 + 1 damage per missile, instead of the listed 1d4 + 1 per missile.
Files altered: spin685.spl, spin962.spl, spwi003.spl, spwi112.spl
Protection From Fire, Protection From Cold Fixes
Both Protection from Fire and Protection From Cold were not scaling their effects past level 18 (divine and arcane spells scale to level 20).
Files altered: spwi319.spl, swi320.spl
Confusion Lacking Save Penalty
Saves vs. the arcane spell Confusion are supposed to be made at a -2 penalty, but the penalty was not being imposed.
Files altered: spwi401.spl
Otiluke's Resilient Sphere Fixes
Otiluke's Resilient Sphere was not working, pretty much at all. Because of misordered effects, it blocked most of its own effects and was missing quite a few anyway. The sphere should now behave pretty close to how the developers intended--because of engine limitations this is probably the closest we can get. The Sphere causes by a bounty hunter's special snares is also fixed.
Files altered: spcl415.spl, spwi413.spl
Files altered: spcl415a.spl, spwi413a.spl
Polymorph Other Has Incorrect Save Bonuses
Polymorph Other was giving its target an undocumented +2 save bonus. The spell was also setting the target's attacks per round to zero, despite giving them a squirrel paw weapon.
Files altered: plyrate.eff, spwi415.spl, spwm183.spl
Farsight Has Incorrect Duration
The arcane spell Farsight was lasting 10 seconds longer than its listed duration.
Files altered: spwi424.spl
Cone of Cold Fixes
Cone of Cold was doing incorrect damage at all levels. It lacked a level 10 header, so characters of level 10 casting the spells were only getting the benefits of being a level 9 caster. It also had an incorrect range when cast at level 9.
Files altered: spwi503.spl
Monster Summoning III Fixes
When cast at level 9, there was a 99% chance of one monster being summoned and 1% chance of two, instead of the listed 60/40% split.
Files altered: spwi504.spl
Invisible Stalker Has Incorrect Duration
Invisible Stalkers were only being summoned for eight hours instead of the listed nine hours.
Files altered: spwi601.spl
Conjure Earth/Air Elemental Fixes
Conjure Earth Elemental and Conjure Air Elemental were both lacking ability headers. This caused spellcasters of level 12-14 to cast the spell as if they were level 11.
Files altered: spwi621.spl, spwi622.spl
Cacofiend Has Incorrect Duration
Cacofiends were being summoned for 20 rounds instead of the listed 15.
Files altered: spwi601.spl
Sphere of Chaos Has Incorrect Duration
All effects caused by the Sphere of Chaos affected their target for nine seconds, save the sleep effect, which only lasted eight.
Files altered: spwi711.spl
Delayed Blast Fireball Has Incorrect Damage
The Delayed Blast Fireball was doing 14d6+15 damage instead of the listed 15d6.
Files altered: spwi712.spl
Casting Mordenkainen's Sword Should Break Invisibility
Casting Mordenkainen's Sword should break invisibility.
Files altered: spwi716.spl
Summon Hakeashar Fixes
Summon Hakeashar had an incorrect duration when cast at level 13. It also lacked abilities at level 14 and 15, causing spellcasters at that level to cast the spell as if they were level 13.
Files altered: spwi719.spl
Symbol, Fear and Symbol, Stun Fixes
In addition to the casting speed fixes above, Symbol, Fear and Symbol, Stun were using different sound effects when cast at level 17 than at any other level.
Files altered: spwi811.spl, spwi816.spl
Power Word: Blind Has Incorrect Duration, Doesn't Affect Allies
Power Word: Blind was lasting for ten rounds instead of the listed duration of six rounds and was only affecting enemies instead of all creatures in the area of effect.
Files altered: holdsumm.pro, spwi815.spl
Absolute Immunity Has Incorrect Duration
Absolute Immunity was lasting for 28 seconds instead of the listed 24 seconds (four rounds).
Files altered: spwi907.spl
Meteor Swarm Has Incorrect Duration
Meteor Swarm was only lasting three rounds instead of the listed four rounds.
Files altered: metswarm.pro
Energy Drain Fixes
The arcane spell Energy Drain is designed to bypass magic resistance. However, one effect (lighting effects) was not bypassing magic resistance, which would lead to confusion as the spell would work but the message window could also indicate that magic resistance had rebuffed the spell.
Files altered: spwi914.spl
Bigby's Crushing Hand Fixes
The power of Bigby's Crushing Hand was set inconsistently, which could cause some effects to incorrectly bypass or fail against spell protections. The damage in the final round is against a save vs. paralyzation, but an incorrect -2 penalty was being imposed.
Files altered: spwi918.spl
Dragons' Breath (Arcane Spell) Fixes
The Dragon's Breath spell was not displaying a sleep portrait icon on its victims. The sleep effect itself had an undocumented save penalty which is removed.
Files altered: spwi922.spl
Improved Alacrity via Wish
The spell being cast via Wish in the 'Cast a double-length 'Time Stop' and 'Improved Alacrity' on the caster.' option of dialogue had some issues. The Improved Alacrity was not working as it was using the wrong opcode, and the sound effect that was supposed to indicate the end of the duration was playing over a minute after the spell effects ended.
Files altered: spwish17.spl
Wild Surge: Destroy Gold Has Wrong Target
The wild surge that destroys gold is supposed to affect the caster, not the target (confirmed by BioWare).
Files altered: spwm117.spl
Improved Invisibility Fixes
Of the many forms of Improved Invisibility, most do not provide the +4 save bonuses that it is supposed to confer. Improved Invisibility is also not supposed to be able to stack with itself.
Files altered: balth10.spl, spdr401.spl, spin544.spl, spin687.spl,
spin698.spl, spwi405.spl, spwi505.spl, spwi607.spl, spwi721.spl
Files added: balth10a.spl, balth10b.spl, spdr401a.spl, spdr401b.spl, spin544a.spl,
spin544b.spl, spin687a.spl, sspin687b.spl, spin698a.spl, spin698b.spl, spwi405a.spl,
spwi405b.spl, spwi505a.spl, spwi505b.spl, spwi607a.spl, sspwi607b.spl, spwi721a.spl,
spwi721b.spl
Many Spells Should Not Be Able To Stack With Themselves
Many spells should not be able to stack with themselves. Some of the spells fixed are non-player versions of spells (such as Abazigal's Righteous Magic and Armor of Faith) whereas others are player-available spells that were simply not protecting against this (Tenser's Transformation or Evasion HLA).
Files altered: dgfaith.spl, dgright.spl, spcl423.spl, spcl907.spl, spcl913.spl, spcl914.spl, spcl917.spl, spin943.spl, sppr111.spl, sppr113.spl, sppr210.spl, sppr306.spl, sppr406.spl, sppr412.spl, sppr513.spl, spwi107.spl, spwi201.spl, spwi319.spl, spwi320.spl, spwi603.spl, spwi702.spl, spwi703.spl
Spell Range Fixes
Some spells had only range issues, and are not documented individually.
Files altered: spin104.spl, spwi106.spl, spwi111.spl, spwi116.spl, spwi119.spl, spwi125.spl, spwi313.spl
Scriptable Spells
Innate spells can cause game crashes with script that use them. If an innate spell is set to a level other than one and used in a HaveSpell() trigger, the game will crash. A number of innates are altered to level one to address this issue.
Files altered: spcl232.spl, spcl412.spl, spcl414.spl, spcl621.spl, spcl721.spl, spcl722.spl, spcl731.spl, spcl732.spl, spcl741.spl, spcl742.spl, spcl910.spl, spcl911.spl, spcl912.spl, spcl923.spl, spin683.spl, spin696.spl, spin697.spl, spin698.spl, spin891.spl
Stores Have Infinite Magical Items
Several stores have infinite quantities of items. While it's common for non-magical items (particularly ammunition such as arrows or bolts) to be in infinite quantities at stores, the magical items should not be infinite. In a few cases, normal items were made to be finite in quantity, as there were other factors that made the infinite flag look suspect (such as a nonzero quantity).
- Arcana Archives (25spell2.sto): Removed infinite flag from Shadow Door (scrl2h.itm)
- Shadow Thief Fence (arled.sto): Removed infinite flags from Katana +1 (sw1h44.itm), Two-Handed Sword +1 (sw2h02.itm), and Halberd +1 (halb02.itm)
- Five Flagons (bdbart01.sto): Removed infinite flag from the History of the Fateful Coin (book40.itm)
- Copper Coronet (bernard2.sto): Removed infinite flag from Prismatic Spray (scrl8p.itm)
- Five Flagons (ffbart.sto): Removed infinite flag from the History of the Fateful Coin (book40.itm)
- Gorch (gorch.sto): Removed infinite flag from Mace +2 (blun21.itm)
- Karthis al-Hezzar (hgkar01.sto): Removed infinite flag from Club +3 (blun31.itm)
- Copper Coronet (lehtinan.sto): Removed infinite flag from the History of the Fateful Coin (book40.itm)
- Merchant (ppstor01.sto): Removed infinite flag from Dart +1 (dart02.itm)
- Adventurers' Mart (ribald.sto): Removed infinite flags from Ring of Animal Control (ring03.itm) and Ring of Air Control (ring28.itm)
- Adventurers' Mart (ribald2.sto): Removed infinite flag from Potion of Agility (potn19.itm)
- Adventurers' Mart (ribald3.sto): Removed infinite flags from Heartseeker +3 (bow10.itm), Warblade +4 (sw2h09.itm), and Two-Handed Sword +2 (sw2h11.itm)
- Waukeen's Wares (sartem01.sto): Removed infinite flag from Elven Holy Water (miscau.itm)
- Merchant (shop03.sto): Removed infinite flag from Bullets +1 (bull02.itm)
- Merchant (shop07.sto): Removed infinite flag from Large Shield (shld05.itm)
- Sea's Bounty (thumb.sto): Removed infinite flag from the History of the Fateful Coin (book40.itm)
- Khan Zahraa (trgeni01.sto): Removed infinite flags from Katana +1 (sw1h44.itm), Two-Handed Sword +1 (sw2h02.itm), and Halberd +1 (halb02.itm)
- Anvil of the Right (trmer04.sto): Removed infinite flag from Potion of Agility (potn19.itm)
- Anvil of the Right (trmer04a.sto): Removed infinite flag from Two-Handed Sword +2 (sw2h11.itm)
- Adventurers' Mart (type2.sto): Removed infinite flags from Splint Mail +1, Potion of Agility (potn19.itm), and Katana +1 (sw1h44.itm)
- Merchant (uddrow23.sto): Removed infinite flag from Harbinger +3 (sw2h07.itm)
Files altered: 25spell2.sto, arled.sto, bdbart01.sto, bernard2.sto, ffbart.sto, gorch.sto, hgkar01.sto, lehtinan.sto, ppstor01.sto, ribald.sto, ribald2.sto, ribald3.sto, sartem01.sto, shop03.sto, shop07.sto, thumb.sto, trgeni01.sto, trmer04.sto, trmer04a.sto, type2.sto, uddrow23.sto
Stores Selling Stacks of One Throwing Axe
Save for these shops, normal throwing axes are always sold in stacks of five.
Files altered: bshop02.sto, garlena.sto, sahpr1.sto, suelf10.sto
Name of Arcana Archives is Incorrect
Lazarus Librarus refers to his store as the Arcana Archives in his opening dialogue, but in the actual store screen it was using the name 'Pen and Parchment'. Pen and Parchment is the name of the store that Lady Yuth runs in the back of the Adventurers' Mart.
Files altered: 25spell.sto, 25spell2.sto
Items in Bags of Holding at Start of ToB Without Charges
When you start a game directly in Throne of Bhaal, the player is given a bag of holding with goodies for equipping their character. The items contained, however, all lack charges which forces the player to rest before being able to their full abilities (or get full purchase price when selling).
Files altered: bag21.sto, bag23.sto, bag24.sto, bag25.sto, bag26.sto, bag27.sto, bag28.sto, bag29.sto, bag30.sto
Infinite Gold Store Exploit
At the City of Caverns Temple and again from the elf merchant in Suldanessellar, the store markups are set in such a way so that a very high charisma PC can buy and sell the same item repeatedly to the merchant and make a profit. The markups have been adjusted to more conventional levels to eliminate this exploit.
Files altered: sahpr1.sto, suelf10.sto
Helm Temple Graphics Fix
At the Helm Temple in the bridge district, the two bowls where water is supposed to be were showing lime green holes due to errors in the area graphics. This glitch would only manifest with 3d acceleration enabled. The Fixpack Screenshot Gallery has before-and-after shots of this graphical glitch.
Files altered: ar0512.mos, ar0512.tis, ar0512.wed, ar0512ht.bmp, ar0512lm.bmp, ar0512sr.bmp
Errors in Spell Animations
A few spell projectiles had minor errors, as did animations that play for spell effects. Errors in projectiles were typically missing shadows, whereas the animations were typically not playing intro sequences or misordered frames.
Files altered: iceglyp.pro, spattck1.vvc, spattck2.pro, spauraff.vvc, spbldbtm.vvc, spbldtop.vvc, spcloud1.vvc, spgreorb.pro, spwood.vvc
Bolt of Glory Damage Type Fixes
Bolt of Glory does magic damage, in every form--except for the bonus damage to undead, which is classed as missile damage.
Files altered: boltund.eff
Flame of the North Doing Damage Against All Evil Alignments
The Flame of the North +2 is supposed to do an extra four points of damage against chaotic evil opponents, but it was doing the extra damage to any evil-aligned opponent.
Files altered: flamenor.eff
Assassin Poison Weapon Ability Fixes
The poison weapon ability of assassins was allowing a save against the target's best saving throw, instead of against poison. The damage over the first 12 seconds was also incorrect.
Files altered: spcl422.eff, spcl422a.eff
Spells/Abilities Allowing Second Save
Some spells and abilities use secondary files to deliver effects targeted at only one type of creature. In some cases, the spell was providing a save against the effects, and then a second save attempt was allowed by the secondary file. These secondary files, used primarily in spells which have extra effects for undead, are used by multiple spells. As the save is being properly handled by the spell, the second save is removed from the external files.
Files altered: udead66.eff, undchstr.eff, undchvis.eff
Conjured Earth Elemental Always Hostile
When summoned via the divine Conjure Earth Elemental spell, the elemental is always hostile. The elemental should match the allegiance of the caster.
Files altered: speart3p.eff
Spell Messages Displayed With Incorrect Timing
Three secondary spell effect files used to display stings (i.e. the 'Stunned' string from Power Attack) were using incorrect timing modes.
Files altered: spcl906b.eff, spin935d.eff, stunstrg.eff
Looping Music Fixes
Area music could loop incorrectly in several areas due to incorrect music files.
Files altered: bc1.mus, bc2.mus, bd1.mus, bd2.mus, bd3.mus, bf1.mus,
bf2.mus, bjr.mus, bm1.mus, bm2.mus, bp1.mus, bp2.mus, brd.mus, bsd.mus, bst.mus,
dream2.mus, harp_v2.mus, harp_v6.mus, mb.mus, vb.mus
Files added: bd3zg2.acm, mxkalah.mus, mxkhali.mus, mxthief.mus
Spellcasters Missing Triggers for Casting Dispel Magic
Many spellcasting scripts have two missing stat checks in their triggers for casting Dispel Magic. Based on the other checks in the block, they appear to be checking for stoneskins or improved haste effects.
Files altered: abazdrag.bcs, amlich02.bcs, dragbrow.bcs, finsol04.bcs, gorgua02.bcs, gorsal.bcs, meliss01.bcs, meliss02.bcs, meliss03.bcs, planet.bcs, senbattl.bcs
Creatures Not Casting Spells Due to Null References
Several blocks are very simple 'if I have spell X, cast spell X' blocks in their AI scripts that were failing due to null spell references in either the action or trigger. Healers were especially hard hit, as it seemed the various cure and heal spells suffered repeatedly from this issue.
Files altered: aeriex.bcs, amlich02.bcs, anomx.bcs, anvskel.bcs, gphealer.bcs, jatermin.bcs, mage20a.bcs, mage20c.bcs, mage16m.bcs, mage8d.bcs, pries18a.bcs, pries18b.bcs, pries18c.bcs, pries18d.bcs, saerkx.bcs, senbattl.bcs, vicvskel.bcs, vicx.bcs
Scripted Banters Could Prompt Wrong Banter
Five banter triggers were trying to check if they were outside (verified from dialogue trigger). Since the script and dialogue triggers were different, this could lead to either the wrong banter or none at all (best case) or a stutter (worst case).
Files altered: aerie.bcs, anomen.bcs, minsc.bcs, nalia.bcs, yoshimo.bcs
Malformed Allegiance Checks
Many creatures have blocks in their AI scripts to turn into enemies if attacked. To prevent the block from repeating, it included a check to make sure the creature was not already hostile, but part of the check was malformed.
Files altered: amduel1.bcs, amduel2.bcs, balmonk.bcs, chalpc01.bcs, gorbat.bcs, gorbat1.bcs, gortan.bcs, gortan1.bcs, gparcher.bcs, gphealer.bcs, gpkensai.bcs, gpmage1.bcs, gpmage2.bcs, gpshout.bcs, grpsht01.bcs, sarbul01.bcs, sarbul02.bcs, sarbul03.bcs, sardw01.bcs, sardw02.bcs, sardw03.bcs, sarrein.bcs, teltief3.bcs, trgrd02.bcs, trgrd03.bcs, trgrdr01.bcs, trgrdr02.bcs, trgrdr03.bcs, trgrdr04.bcs
Fleeing Githyanki Not Hasted
When you enter Carston's level in Watcher's Keep, he is entertaining himself by watching a fight between githyanki and illithid. One of the githyanki is not hasting itself before running away.
Files altered: cut207c.bcs
Enemy Spell Triggers Not Working
A few spells in forced spell triggers were not being executed due to null spell references.
Files altered: dlich01.bcs, jatermin.bcs
Mages Not Properly Responding to Cloak of Fear
Two mage AI scripts were checking for fear-inducing spells being cast, but one entry was null. The missing reference was Cloak of Fear.
Files altered: gpmage1.bcs, magehigh.bcs
Opening Dungeon Shadow Thief Script Errors
In the opening dungeon, the shadow thieves fight Irenicus' mephits until the mephits die, and then turn on the party. They had null allegiance checks, though they do not appear to cause any actual ingame issues.
Files altered: ishthf01.bcs, jonthief.bcs
Mages Not Properly Responding to Cloak of Fear
One of the 10th level mage AI scripts checks for party buffs, but is missing a low level divine spell. Based on the ordering of the list it appears to be Remove Fear.
Files altered: mage10d.bcs
Suldanessellar Rakshasas Have Many Spellcasting Errors
Four rakshasas in Suldanessellar had many calls to null entries for casting spells. Fortunately, the scripts were identical and a comparison between different scripts filled in the missing gaps.
Files altered: surakw2.bcs, surakw3.bcs, surakw4.bcs
Missing Teleports in Promenade Cutscene
When the party escapes the opening dungeon, a cutscene ensues between Irenicus, the shadow thieves and the Cowled Wizards. At the end of the cutscene, four of the Cowled Wizards simply disappear--they're supposed to use Dimension Door to escape but were not due to a malformed spell reference.
Files altered: cut01g.bcs
References to Non-Existent and Dropped Spells
Several creatures and items refer to spells that do not exist, either because the spells were dropped prior to the release of the game or typos. Where appropriate, the spells are either corrected or removed.
Files altered: amcarras.cre, amelm01.cre, bhaal4a.spl, drow06.cre, jael01.cre, jatermin.cre, ppumb01.cre, pries18b.cre, slmage2.cre, spellh01.itm, spinhum.spl, spja01.spl, sppr504.spl, sppr712.spl, sppr729.spl, spwish10.spl, uddrow19.cre
Undroppable Portal Key Could Trap Party in Opening Area
The portal key that is used to escape the opening area in SoA can cause the party to be trapped. If the key is in possession of a party member that gets killed, it does not get dropped and remains on their corpse. If the party has no means to revive the dead character they can be trapped with no way to escape.
Files altered: misc4g.itm
Firetooth Missing Minimum Strength Requirements
The Firetooth crossbow, both the regular and upgraded version from Cespenar, lack the normal minimum strength requirement of crossbows.
Files altered: xbow15.itm, xbow16.itm
Armor of Faith Issues
Armor of Faith was applying its reduction from missile damage twice and lacked damage reduction against electrical and acid damage.
Files altered: dgfaith.spl, sppr111.spl
Spells Lacking Sounds and Animations
Several spells had typos in calls to external resources, such as sound effects and animations, when cast; these typos are corrected. In a few cases, the spells referred to old BG resources that are not present in BG2 and the resources were imported from BG.
Files altered: drgrbrht.spl, spin691.spl, spin783.spl, spin852.spl,
spin893.spl, spwi995.spl
Files added: amb_e09b.wav, amb_m09a.wav, amb_m09b.wav
Using Ranger Tracking Will Permanently Increase the Number of Uses Available
To make the ranger's tracking ability an 'at-will' ability, it creates a new version of itself whenever it's cast so that the ranger always has it available for casting. However, it was not removing the instance just cast. After resting, all of the times tracking had been cast would be re-memorized, leading to several copies in memory.
Files altered: spcl922.itm
Spells Not Setting Miscast Effects for Divine Magic
Both Abizigal's Shockwave and the Anti-Magic Ray of hive mothers cause miscast magic effects. However, in both cases, they were removing any divine spellcasting miscast effects instead of setting them. Both now properly set miscast effects for divine spells.
Files altered: spin531.spl, spin500.spl
Enemy Entangle Spells Not Causing Entangle Icons
Two versions of the Entangle spell used by enemies were not setting the 'entangled' portrait icon.
Files altered: spin688.spl, spwm111.spl
Protection From Evil Has Incorrect Duration
The first level mage spell Protection From Evil has an incorrect duration when cast at higher levels.
Files altered: spwi113.spl
Monster Summoning I and II Have Incorrect Duration
The mage spells Monster Summoning I and Monster Summoning II have an incorrect duration when cast at higher levels.
Files altered: spwi309.spl, spwi407.spl
Enemy Versions of Symbol Spells Lacked Casting Sounds
Several versions of the enemy mage Symbol spells lacked casting sounds due to typos in the resource references.
Files altered: spwi897.spl, spwi898.spl, spwi899.spl, spwm123.spl
Raissa Multiple XP Exploit
Raissa, the girl in Trademeet who's been turned into a skin dancer against her will, can be expolited for multiple XP. If the party restores her, she can be spoken to repeatedly for her XP reward. The loophole is now closed.
Files altered: trskin01.dlg
Imprisoned Summons Counting Against Summoning Cap
If a summoned creature gets imprisoned, it never becomes unsummoned, forever counting against the summoning cap of five creatures. The Fixpack changes summoned creatures so that they will not count against the cap while imprisoned; if they are freed than they will count against the cap again.
Files altered: gender.ids, spin580.spl, spin626.spl, spin788.spl,
spwi910.spl, spwi917.spl
Files added: cdwi917a.spl, cdwi910.eff, cdwi917a.eff
Shield Amulet Does Not Protect Against Magic Missile
Per its description, the Shield Amulet is supposed to protect the user per the mage spell Shield. However, the amulet was not protecing against the Magic Missile spell.
Files altered: amul15.itm
Items And Spells Lacking Miscast Magic and Spell Failure Icons
Items and spells that caused miscast magic effects were, by and large, not setting portrait icons to indicate the effect including the Miscast Magic spell itself. In the handful of places where icons were used, they were used very inconsistently. Fixpack alters these spells and items to always apply portrait icons: spell failure when the miscast effect exceeds 99% and miscast magic otherwise.
Files altered: ax1h07.itm, scrl11.itm, spcl132.spl, spin531.spl, spin550.spl, spin646.spl, spin689.spl, spin712.spl, spin731.spl, spin779.spl, spin992.spl, sppr310.spl, sppr319.spl, sppr517.spl, sppr717.spl, sppr986.spl, spwish30.spl, spwm128.spl
Holy Power's Effects Not Scaling to Level 20
Holy Power lacked specific abilities when cast at levels 19 or 20, causing casters of level 19 or higher to cast the spell as if they were only level 18. Spells are supposed to be capped at level 20; as such level 19 and 20 abilities have been added.
Files altered: sppr412.spl
Areas Using Old Baldur's Gate Area Scripts
Two areas, the Helm temple in the bridge district and the North Forest, were using leftover area scripts from BG. The scripts remain assigned to the areas for compatibility concerns, but have been blanked as there was no BG2-specific scripting present. These scripts are, for the most part, harmless but can cause effects, particularly with mods that reintroduce BG content.
Files altered: ar0512.bcs, ar1800.bcs
Lavok Dies Too Quickly if Moved Outside
Lavok has an invincibility item so that he can survive attacks from the player and still deliver his required dialogue to advance the plot and allow the party to escape the planar sphere. He's also assigned a script that kills him instantly if the item is removed. In Lavok's dialogue, this item is removed during the course of his fnal dialogues. Occasionally, the script will kick in and kill Lavok before he is able to deliver his final dialogue. This is most prevalent when he is taken outside, as he can die before offering the player the sphere as a stronghold. As Lavok's final dialogues already kill him at their conclusion, the removal of the invincibility item is unnecessary--the action is removed to prevent him from dying prematurely. This fix also addresses a second bug--if the player sneaks up and kills Lavok before his initial dialogue--say, via backstab--then he'll transform, give his opening dialogue, and go hostile, breaking the quest and trapping the player in the sphere.
Files altered: lavok.dlg, lavok02.bcs
Creatures Lacking Scripts
Several creatures were supposed to have scripts assigned. However, the scripts were never going into effect because of typos in the resource references.
Files altered: bazpat03.cre, boy01.cre, dadrow09.cre, dadrow10.cre, dadrow12.cre, dadrow15.cre, daghaun1.cre, demgla01.cre, demnab02.cre, dempit01.cre, helmbyr.cre, latlara.cre, sarpro01.cre, sendro05.cre, talvilon.cre, telpit2.cre, vvstand3.cre, yarmy01.cre
Traps Not Doing Anything if Sprung
One of the traps in the Prebek's House didn't do anything if sprung due to a missing script.
Files altered: ar0407.are
Characters Know Alignment- or Class-Restricted Divine Spells
Spells such as Holy Smite, Holy Word, Unholy Blight, and Unholy Word have alignment-based restrictions. The first two can be learned or used by evil priests, and the latter two by good priests. In addition, divine spells can also be flagged as restricted from cleric/paladins or druid/rangers. These spells were removed. Viconia no longer knows Holy Smite (good characters only), Fire Seeds (druids only), but should know Flame Blade. Jaheira no longer knows Remove Fear, Zone of Sweet Air, Mental Domination, or Champion's Strength (only for clerics/paladins).
Files altered: jaheir7.cre, jaheir8.cre, jaheir11.cre, jaheir12.cr, jahei14.cre, viconi6.cre, viconi8.cre, viconi9.cre, viconi11.cre, viconi13.cre, viconi16.cre
Creatures Have Illegal Attribute Scores
A number of creatures had attributes exceeding the maximum score of 25, including Anath of the Umar Hills. The scores are adjusted to the maximum value of 25.
Files altered: bonebld.cre, deadb01.cre, deadb02.cre, deadb03.cre, firwlf01.cre, firwlf02.cre, rngwlf01.cre, rngwlf02.cre, rngwlf03.cre, rngwlf04.cre, rngwlf05.cre, sword01.cre
Galvarey Stutters if Jaheira Returns to the Harper HQ While Invisible
Because of a disagreement between the his script and dialogue triggers, Galvarey would stutter if the party returned to the Harper HQ and Jaheira was invisible. His dialogue and script have been altered to remove this issue.
Files altered: jagalvar.cre, jagalvar.dlg
Horror Has Spurious Save Bonus
The spell Horror was providing an undocumented +4 save bonus to its victims. The bonus has been removed.
Files altered: spin105.spl, spwi205.spl
Chant Not Affecting Enemies
Chant is supposed to confer save, attack, and damage bonuses to the party but penalize enemies. However, chant was not affecting enemies.
Files altered: sppr203.spl
Files added: sppr203d.spl, sppr203e.spl
Jaheira Has Incorrect THAC0 Upon Joining
Jaheira had an incorrect THAC0 score when joining the party that would correct itself at her next level-up. It's now fixed when she joins.
Files altered: jaheir7.cre, jaheir8.cre, jaheir11.cre, jaheir12.cre, jahei12b.cre, jahei14.cre
Missing Reply Option in Svirfneblin Patrol Leader Dialogue
Due to a malformed action, the option to buy the helmet from the svirfneblin patrol leader was not appearing.
Files altered: udsvir08.dlg
Docks Commoner Has Malformed Trigger
One of the commoners in the Docks has a broken state trigger, though this appears to have no effect in game.
Files altered: dmtown1.dlg
Elgea Has Malformed Trigger
Elgea, the noblewoman who gets kidnapped, has a broken reply trigger, though this appears to have no effect in game.
Files altered: elgea.dlg
Waukeen's Promenade Temple of Ilmater Has Wrong Character
The temple of Ilmater in Waukeen's Promenade was re-using the priest of Ilmater character from the Ilmater temple in the Slums. The original priest had dialogue for events and creatures that were not appropriate for the Waukeen's Promenade temple; the originally intended character there was a priestess. The area has been updated to use the intended priestess instead of the priest.
Files altered: ar0703.are, wilmat.dlg
Fixed Bug That Prevents Saving Games (OS X Only)
On the OS X version of the game, 'temp' would be created as a file instead of a folder. This would prevent the player from saving their game. If 'temp' is a file, Fixpack will change it to a folder.
Files altered: temp, if file, changed into folder
Amalas' Buddies Not Leaving Together
If you kill Amalas in the pit and speak to either of his buddies afterwards, both are supposed to leave together. A broken trigger prevented the other buddy (whichever one you did not speak with) from leaving until you spoke with him as well.
Files altered: rufpal.bcs
Ust Natha Tavern Combat Music Would Never End
After dueling, the background combat music would never end. This was due to an error in the script of an invisible creature that controls the music during duels.
Files altered: ucounter.bcs
Valygar's Departure in the Slums Can Cause Cutscene Hang
The Slums has a special trigger so that Valygar can make a comment during a cutscene about the Planar Sphere as the party approaches. If the party kicks out Valygar and he runs over this trigger as he leaves, the game will initiate the cutscene--however, as Valygar is leaving, he can not start dialogue and properly close the cutscene. This leaves the party stuck in a cutscene, unable to escape and continue the game. The special trigger conditions have been tightened to make sure Valygar is in the party and eligible to deliver his dialogue.
Files altered: valyorb.bcs
Area Animation Glitches
Many animations in areas had bad perspective or were displayed over background tiles despite being behind them. This was typically due to a bad layer order; the most common errors were ovens not displaying their internal fire or forges/stoves displaying their flames on top of their hoods. The Fixpack Screenshot Gallery has before-and-after shots of these graphical glitches. Some of these glitches are only encountered with certain graphical settings.
Files altered: ar0307.are, ar0312.ar, ar0313.are, ar0334.are, ar0335.are, ar0406.are, ar0529.are, ar0706.are, ar0713.are, ar1601.are, ar1603.are, ar2001.are, ar2300.are, ar3001.are
Soldier Barracks in the Docks Has Reversed Entry and Exit Points
One of the areas (ar0333) in the soldier barracks has reversed entry and exit points. You leave the other barracks area (ar0332) by a northeastern exit, but appear on the northeastern side of ar0333. If you try to leave ar0333 by the southwestern doorway, you'll end up outside. Swapping the transition and entry points results in the more sensible (and optically correct) entrance on the southwest edge of the area.
Files altered: ar0333.are
Unsellable Items
Two of the normal books in the game--the History of Shadowdale (subtitled Doust Chooses Mourngrym Amcathra to Succeed Him) and the History of the Drow (subtitled The Dark Wars)--could not be sold, despite being able to sell every other similar item of this type.
Files altered: book27.itm, book39.itm
Familiar Attacks Lack Icons
The melee attacks of some familiars had a blank icon in their attack ability. They now use the same icon (a wolf's paw) as the other familiars.
Files altered: imp.itm, impclaw.itm, impqua.itm, quasclaw.itm
Incorrect Damage for Oil of Fiery Burning
This potion is supposed to do 5d6 damage and only half damage on a save. However, the oil was actually doing 3d4 + 3d6 on a failed save and 3d4 on a successful one. The oil now does 5d6 on a failed save and 2d6 on a successful one. (BioWare often split odd numbers of dice like this for half-damage on saves, so this is consistent with other spells and items.)
Files altered: potn13.itm
Small Shields Erroneously Providing Protection Against Missiles
The Shield of Harmony and Small Shield +2 were providing an erroneous +1 bonus against missiles.
Files altered: shld25.itm, shld28.itm
Assassin and Skald THAC0 Bonuses Not Displaying in Character Record
Similar to the issue with Blades, the innate +1 THAC0 bonuses of Skalds and Assassins was being applied in such a way that it worked, but was not being reflected in their character record sheets.
Files altered: spcl421.spl, spcl541.spl
Dispel/Remove Magic Generating Spurious Magic Resistance Message
The cosmetic graphical effect and feeblemind removal effects attached to the Dispel and Remove Magic spells had an incorrect dispel/bypass setting. This could cause false positive 'magic resistance' messages in the message window, though the spell worked as intended. This also affected items that used the Dispel Magic spell as a spell to be cast or invoked on hit.
Files altered: deva.itm~ ~override~ // deva weapon
~devaevil.itm~ ~override~ // deva weapon
~elemchan.itm~ ~override~ // chan weapon
~elemcryo.itm~ ~override~ // cryomix weapon
~elemhydr.itm~ ~override~ // cryomix weapon
~elemimix.itm~ ~override~ // imix weapon
~elemogre.itm~ ~override~ // ogremoch weapon
~elemsunn.itm~ ~override~ // sunnis weapon
~elemyanc.itm~ ~override~ // yan-c-bin weapon
~elemzaam.itm~ ~override~ // zaaman rul weapon
~planetar.itm~ ~override~ // planetar weapon
~ravag01.itm, spin866.spl, sppr303.spl, spwi302.spl, spwi326.spl, sw2h10dm.spl,
Immunities Don't Suppress All Effects
If a creature is immune to a hold effect, they frequently failed to suppress the associated effects--the hold portrait icon might still appear, or the 'Held' message might get displayed in the battle text despite the creature not actually being held. This is a very common error, and was not limited creatures, but items and spells as well. The basic idea behind this patch is that it checks for these supplementary immunities, and adds them if they're not present. (One exception: portrait icon effects are ignored on creatures and undroppable items, as the party will never see these portrait icons.) This fix combines several smaller fixes and expands them:
- Negative Plane Protection Doesn't Suppress All Level Drain Effects
- Confusion Immunity Doesn't Suppress All Confusion Effects
- Hold Immunity Doesn't Suppress All Hold Effects
- Fear Immunity Doesn't Suppress All Fear Effects
- Periapt of Proof Against Poison Not Preventing Poison Damage
- Creatures With Incomplete Spell Immunities
- Ring of Free Action Errors
- Inquisitor and Undead Hunter Hold Immunity Not Stopping All Effects
- Monks Get Fatigued From Haste Spell, Not Suppressing Nausea Icon
- (Minor) Globe of Invulnerability Fixes
- Poison Immunity Doesn't Suppress All Poison Effects
- Potion of Freedom Errors (partially replaced)
- Corthala Family Not Restricting Arcane Casting (partially replaced)
- Blackrazor Missing Many Effects (partially replaced)
- Ring of Gaxx Errors (partially replaced)
- Barbarian Rage and Berserker Enrage (partially replaced)
The immunities addressed and files patched as a result are as follows:
Free Action: Free action is supposed to provide immunity to haste, slow, hold, change in movement rate, entangle, web, and grease effects. It's also supposed to remove any of these effects (and their icons) that are currently active. You'll notice that these files also get patched in other batches to round out their full protections.
Files altered: blun30.itm, potn45.itm, ring09.itm, sper12.itm, sppr403.spl
Entangle: Entangle immunity should suppress the entangle icon and explicitly protect against entanglement spells. If not, a creature would be immune to the entangle itself, but still receive the armor class penalty for being entangled.
Files altered: abazring.itm, aldeth.itm, bazpatrg.itm, beholder.itm, blun30.itm, chaldt01.cre, chalin01.cre, chalslay.cre, dragring.itm, freering.itm, fsspir.itm, gorair01.cre, gorair02.cre, gorchr.itm, gormistp.cre, gorstalk.cre, holdring.itm, invulner.itm, jwsuper.itm, mage05.itm, mistpo01.cre, npplat.itm, objring.itm, palring.itm, potn45.itm, ring09.itm, ring97.itm, rossring.itm, shalt01.itm, spcl415.spl, sper12.itm, spin853.spl, sppr403.spl, spwi853.spl, surehp1.itm, sw2h06.itm, sw2h13.itm
Grease: Grease immunity should suppress the grease icon.
Files altered: blun30.itm, jwsuper.itm, potn45.itm, ring09.itm, rossring.itm, spcl415.spl, sper12.itm, spin853.spl, spwi853.spl, sw2h06.itm, sw2h13.itm
Slow: Slow immunity should suppress the slow icon as well as prevent 'slow' and 'slowed' from appearing in the text window. Slow immunity also adds explicit protections against slow spells--otherwise a slow immune creature would not be slowed, but still suffer the related AC and THAC0 penalties.
Files altered: aldeth.itm, ammgrd01.cre, ammgrd02.cre, ammgrd03.cre, ammgrd04.cre, ammgrd05.cre, ammlegs.cre, ammonk01.cre, ammonk02.cre, ammonk04.cre, ammonk05.cre, ammonk06.cre, balelite.cre, balth.cre, bazmonk.cre, bazpatrg.itm, beholder.itm, blun30.itm, cutamgrd.cre, cutbalth.cre, dragring.itm, freering.itm, fsdragon.cre, fsspir.itm, golstone.itm, gorchr.itm, holdring.itm, invulner.itm, jwsuper.itm, killmonk.cre, killsw01.itm, kuoring.itm, mage05.itm, npplat.itm, npsw01.itm, potn45.itm, ring09.itm, ring97.itm, rossring.itm, senmonk.cre, spcl814.spl, sper12.itm, sppr403.spl, surehp1.itm, sw2h06.itm, sw2h13.itm, tobpar03.cre
Confusion: Confusion immunity should suppress the chaos, confusion, and rigid thinking icons as well as suppressing 'confused' and 'rigid thinking' from appearing in the text window. It should also suppress the confusion animation that plays with some confusion spells.
Files altered: abazring.itm, ammonk07.cre, ammonk08.cre, amul17.itm, chalcy3.itm, chalslay.itm, chwraith.itm, demogorg.itm, devaevil.cre, devagood.cre, devast01.cre, devmon01.cre, elearb11.cre, fangel01.cre, finmel01.itm, finsol01.cre, finsol04.cre, firlch01.cre, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, helljon.cre, helljon2.cre, hllich.cre, hlshade.cre, innoc.itm, ipsion.itm, killsw01.itm, leat20.itm, lichel01.cre, mage20.cre, mage20b.cre, mage20c.cre, maharper.itm, mane01.itm, mdk2gun.itm, mdk2ring.itm, objring.itm, palring.itm, planet01.cre, planevil.cre, plangood.cre, planwish.cre, potn21.itm, ppguy01.cre, ppireni2.cre, ravag03.itm, ring94.itm, ring95.itm, ring98.itm, ring99.itm, ringdemn.itm, ringkora.itm, sendai7.cre, sengua04.itm, sewyag04.cre, shalt01.itm, shararm.itm, shld25.itm, solar.cre, solar01.cre, spcl152.spl, spcl321.spl, spcl542a.spl, spcl920a.spl, spin117.spl, spin632.spl, spin783.spl, spin823.spl, spin852.spl, spin872.spl, spin906.spl, sppr508.spl, stalker.itm, sujon.cre, sujon2.cre, suraam.cre, susuneer.cre, sw1h54.itm, sw2h14.itm, sw2h21.itm, sword01.cre, telslav2.itm, trollimm.itm, tstatue.itm, uddrow50.cre, udsola01.cre, umber01.itm, umber02.itm
Level Drain : Level drain immunity should suppress the level drain icon, display the negative plane protecton icon, and suppress 'X levels drained' from appearing in the text window.
Files altered: abazring.itm, balth02.spl, bazpatrg.itm, bhaal3a.spl, bhaalhp1.itm, bhaalimm.itm, blun25.itm, chalslay.itm, chwraith.itm, demogorg.itm, deva.itm, devaevil.cre, devagood.cre, devast01.cre, devmon01.cre, famcat25.cre, famdus25.cre, famfai25.cre, famfer25.cre, famimp25.cre, fampsd25.cre, famqua25.cre, famrab25.cre, fangel01.cre, finmel01.itm, finsol01.cre, finsol04.cre, fsspir.itm, gorchr.itm, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, hamm10.itm, hamm11.itm, holdring.itm, immcloud.itm, imoenhp1.itm, innoc.itm, invulner.itm, jonhp1.itm, jwsuper.itm, killsw01.itm, mel01.itm, objring.itm, palring.itm, planet01.cre, planevil.cre, plangood.cre, planwish.cre, ppguy01.cre, ravag03.itm, ring94.itm, ring95.itm, ring97.itm, ring98.itm, ring99.itm, rossring.itm, sengua04.itm, shalt01.itm, solar.cre, solar01.cre, spcl152.spl, spcl242.spl, spcl321.spl, spcl415.spl, spcl741.spl, spcl917.spl, spin117.spl, spin783.spl, spin852.spl, spin853.spl, sppr413.spl, spwi853.spl, stalker.itm, surehp1.itm, sw1h61.itm, sw1h69.itm, telslav2.itm, tstatue.itm, vampreg1.itm, vampreg2.itm, vvarkan.cre, vvcat.cre, vvryokoi.cre
Hold: There are two types of effects which cause hold, so immunity must be provided against both. In addition, the hold icon must be suppressed, the 'held' string should not appear in the text window, and the spinning animations caused by mind flayer hold should be suppressed.
Files altered: aldeth.itm, amul17.itm, antiweb.itm, beholder.itm, bhaalhp1.itm, bhaalimm.itm, blun30.itm, chalcy3.itm, chalslay.itm, chwraith.itm, demglab.cre, demglab2.cre, demglasu.cre, demilich.itm, demogorg.itm, dragring.itm, elemhydr.cre, elemimix.cre, elemogre.cre, elemsunn.cre, elemzaam.cre, enddem01.cre, enddem02.cre, enddem03.cre, enddem04.cre, enddem05.cre, finmel01.itm, finsol04.cre, freering.itm, golbra.itm, golcla.itm, golfle.itm, golmag01.itm, golstone.itm, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, icbone01.cre, immchs.itm, imoenhp1.itm, innoc.itm, ipsion.itm, irongol.itm, jondem01.cre, jondem02.cre, jondem03.cre, jondem04.cre, jondem05.cre, jwsuper.itm, killsw01.itm, kuoring.itm, lich.itm, mage05.itm, magiweb.itm, mel01.itm, mindva01.cre, mindvam.cre, minhp1.itm, npplat.itm, objring.itm, palring.itm, plytroll.itm, potn45.itm, ravag03.itm, ring09.itm, ring94.itm, ring95.itm, ring97.itm, ring98.itm, ring99.itm, ringkora.itm, rossring.itm, sengua04.itm, shalt01.itm, shld25.itm, spcl152.spl, spcl233b.spl, spcl242.spl, spcl321.spl, sper07.itm, sper12.itm, spin117.spl, spin872.spl, spin906.spl, sppr508.spl, stalker.itm, surehp1.itm, sw1h27.itm, sw2h06.itm, sw2h13.itm, sword01.cre, telslav2.itm, torgal.cre, torgal2.cre, torgal3.cre, trollall.itm, trollimm.itm, udvamp.cre, vampreg.itm, vampreg1.itm, vampreg2.itm
Fear: There are a couple of effects which can cause fear or panic, so all must be guarded against. The icon for panic and the string 'panic' are suppressed and the resist fear icon should be displayed. Fear immunity also removes existing fear effects.
Files altered: abazring.itm, ammonk07.cre, ammonk08.cre, amsmith.cre, amul17.itm, balth.cre, bazdra02.cre, bazpatrg.itm, bhaalhp1.itm, bhaalimm.itm, brdflute.itm, chalcy3.itm, chalslay.itm, chwraith.itm, clck30.itm, ddguard1.cre, ddguard2.cre, ddguard3.cre, ddguard4.cre, ddguard5.cre, ddguard6.cre, ddguard7.cre, demogorg.itm, elemhydr.cre, finmel01.itm, firlch01.cre, fsspir.itm, golbra01.cre, golbra.itm, golcla.itm, golfle.itm, golmag01.itm, golstone.itm, gorair01.cre, gorair02.cre, gorcamb6.cre, gorcamb7.cre, gorchr.itm, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, gormistp.cre, gorstalk.cre, hamm11.itm, helljon.cre, helljon2.cre, helm14.itm, hgber01.itm, hgfel01.cre, hllich.cre, hlshade.cre, holdring.itm, igolem01.cre, imoenhp1.itm, innoc.itm, invulner.itm, ipsion.itm, irongol.itm, jonhp1.itm, kaypal02.cre, kaypal03.cre, kaysmg01.cre, kaysmg02.cre, kaysmg03.cre, killsw01.itm, lichel01.cre, mage20.cre, mage20b.cre, mage20c.cre, maharper.itm, mane01.itm, mdk2gun.itm, mdk2ring.itm, mdog1.itm, mel01.itm, minhp1.itm, miscbc.itm, mistpo01.cre, nofear.itm, objring.itm, palring.itm, potn21.itm, ppireni2.cre, ravag03.itm, ring94.itm, ring95.itm, ring98.itm, ring99.itm, ringdemn.itm, ringkora.itm, sarvie01.cre, sendai7.cre, sengua04.itm, sewyag04.cre, shalt01.itm, shararm.itm, spcl152.spl, spcl221.spl, spcl222.spl, spcl321.spl, spcl542a.spl, spcl920a.spl, spcl921a.spl, spec01.itm, spec02.itm, spin117.spl, spin676.spl, spin823.spl, spin872.spl, spin891.spl, spin906.spl, sppr108.spl, spwi210.spl, spwi411.spl, stalker.itm, sujon.cre, sujon2.cre, suraam.cre, surehp1.itm, susuneer.cre, sw1h32.itm, sword01.cre, telslav2.itm, torgal.cre, torgal2.cre, torgal3.cre, trollimm.itm, tstatue.itm, uddrow50.cre, udgolem.cre, udlesa.cre, vampreg.itm, vampreg1.itm, vampreg2.itm
Charm: Charm immunity should prevent charm, dire charm, and domination portrait icons as well as suppressing 'charmed' and 'dire charmed' from the text window. It should also prevent the visual effect normally associated with charm as well as displaying the mind shield icon.
Files altered: ammgrd01.cre, ammgrd02.cre, ammgrd03.cre, ammgrd04.cre, ammgrd05.cre, ammlegs.cre, ammonk01.cre, ammonk02.cre, ammonk04.cre, ammonk05.cre, ammonk06.cre, ammonk07.cre, ammonk08.cre, amul17.itm, balelite.cre, balth.cre, bazmonk.cre, bhaalhp1.itm, bhaalimm.itm, c6guen.cre, chalcy3.itm, chalslay.itm, chevil02.cre, chevil06.cre, chevil07.cre, chgood04.cre, chgood05.cre, chgood09.cre, chwraith.itm, cuphaer.cre, cutamgrd.cre, cutbalth.cre, demogorg.itm, devaevil.cre, devagood.cre, devast01.cre, devmon01.cre, dragring.itm, drow05.cre, fangel01.cre, finmel01.itm, finsol01.cre, finsol04.cre, golbra01.cre, golbra.itm, golcla.itm, golfle.itm, golmag01.itm, golstone.itm, gorair01.cre, gorair02.cre, gorcamb6.cre, gorcamb7.cre, gorfirg.itm, gorjelfu.itm, gorjelgr.itm, gormisti.itm, gormistp.cre, gorstalk.cre, helm06.itm, hgber01.itm, hgfel01.cre, icbone01.cre, immchs.itm, imoenhp1.itm, innoc.itm, ipsion.itm, irongol.itm, jonhp1.itm, killmonk.cre, killsw01.itm, maharper.itm, mane01.itm, mdk2gun.itm, mdk2ring.itm, mdog1.itm, mel01.itm, mindva01.cre, mindvam.cre, minhp1.itm, miscbc.itm, mistpo01.cre, npchan.itm, objring.itm, palring.itm, planet01.cre, planevil.cre, plangood.cre, planwish.cre, potn21.itm, ppguy01.cre, ravag03.itm, reaver.itm, ring95.itm, ring98.itm, ringdemn.itm, sendai.cre, sendai2.cre, sendai3.cre, sendai4.cre, sendai5.cre, sendai6.cre, sendai7.cre, sendai8.cre, sengua04.itm, senmonk.cre, shalt01.itm, shld25.itm, solar.cre, solar01.cre, spcl152.spl, spcl221.spl, spcl233b.spl, spcl321.spl, spcl817.spl, sper07.itm, spin117.spl, spin121.spl, spin632.spl, spin783.spl, spin823.spl, spin852.spl, spin872.spl, spin906.spl, sppr508.spl, staf11.itm, stalker.itm, surehp1.itm, sw1h35.itm, sw1h54.itm, sw2h14.itm, sword01.cre, telslav2.itm, tobpar03.cre, torgal.cre, torgal2.cre, torgal3.cre, trollimm.itm, tstatue.itm, udgolem.cre, udphae01.cre, udsola01.cre, udvamp.cre, vampreg.itm, vampreg1.itm, vampreg2.itm
Haste: Haste immunity should prevent the haste icon and the 'hasted' message in the text window. Explicit protections against some haste spells are added--otherwise the haste spell would fail, but the target would still become fatigued.
Files altered: ammgrd01.cre, ammgrd02.cre, ammgrd03.cre, ammgrd04.cre, ammgrd05.cre, ammlegs.cre, ammonk01.cre, ammonk02.cre, ammonk04.cre, ammonk05.cre, ammonk06.cre, balelite.cre, balth.cre, bazmonk.cre, blun30.itm, cutamgrd.cre, cutbalth.cre, finmel01.cre, killmonk.cre, potn45.itm, ring09.itm, senmonk.cre, spcl521.spl, spcl814.spl, sper12.itm, sppr403.spl, tobpar03.cre
Disease: Disease immunity should prevent the nauseated icon as well as the 'stricken by a foul disease' and 'diseased' messages in the text window.
Files altered: demogorg.itm, finmel01.itm, minhp1.itm, misc8j.itm, ravag03.itm, ring39.itm, sengua04.itm, spcl814.spl, sword01.cre, tstatue.itm
Poison: Poison immunity can come in two forms, either as a reducton of poison damage to zero or an immunity to the poison effect itself. Unfortunately neither by themselves actually confer full poison immunity, so they both must be added. Poison immunity should also suppress the poison and bleeding icons and display the protection from poison icon.
Files altered: amcst02.cre, amcst03.cre, ammgrd01.cre, ammgrd02.cre, ammgrd05.cre, ammlegs.cre, ammonk01.cre, ammonk02.cre, ammonk03.cre, ammonk07.cre, ammonk08.cre, amul22.itm, balelite.cre, balth.cre, barl.cre, barlfl.itm, bazdra02.cre, bazdra03.cre, bazmonk.cre, bazpatrg.itm, bhaalhp1.itm, bhaalimm.itm, chalslay.itm, chwraith.itm, cutamgrd.cre, cutbalth.cre, demogorg.itm, demosum1.cre, deriny01.cre, devaevil.cre, devagood.cre, devast01.cre, devmon01.cre, dimp01.cre, elemprin.itm, fangel01.cre, finmel01.itm, finsol01.cre, finsol04.cre, fsdragon.cre, fsspir.itm, golbra01.cre, golbra.itm, golcla01.cre, golcla.itm, golem01.cre, golfle.itm, golice01.cre, goljug01.cre, golmag01.itm, golsan01.cre, golsto01.cre, golstone.itm, gorbat1.cre, gorbat2.cre, gorbat3.cre, gorbat4.cre, gorcamb6.cre, gorcamb7.cre, gorfirg.itm, gorgua01.cre, gorgua02.cre, gorjelfu.itm, gorjelgr.itm, gormisti.itm, gormistp.cre, gormistp.itm, gorwom01.cre, gorwom03.cre, gorwom04.cre, helm30.itm, hgber01.itm, hgfel01.cre, holdring.itm, icbone01.cre, imoenhp1.itm, innoc.itm, invulner.itm, irongol.itm, killmonk.cre, mdog1.itm, mel01.itm, melsum05.cre, mindva01.cre, mindvam.cre, minhp1.itm, mistpo01.cre, morsword.itm, nishrusu.cre, objring.itm, planet01.cre, planevil.cre, plangood.cre, planwish.cre, ppguy01.cre, ppiron.cre, pudden01.cre, pudden02.cre, ravag03.itm, ring39.itm, ring46.itm, ring94.itm, ring95.itm, ring98.itm, ring99.itm, ringdemn.itm, ringkora.itm, scrl08.itm, sengua04.itm, senmonk.cre, shalt01.itm, shararm.itm, solar.cre, solar01.cre, spcl221.spl, spcl415.spl, spcl818.spl, spcl924.spl, spin853.spl, spwi853.spl, stalker.itm, surehp1.itm, sw1h34.itm, telimp1.cre, telpit1.cre, telslav2.itm, tobpar03.cre, tomegol2.cre, tomegol3.cre, trolldie.itm, tstatue.itm, udgolem.cre, udvamp.cre, vampreg.itm, vampreg1.itm, vampreg2.itm
Web: Web immunity should prevent the web icon and the 'held' string in the message window. It should also protect against the hold that accompanies web.
Files altered: abazring.itm, bazpatrg.itm, chaldt01.cre, chalin01.cre, chalslay.cre, fsspir.itm, gorchr.itm, gormistp.cre, gortan3.cre, holdring.itm, invulner.itm, jwsuper.itm, killsw01.itm, mistpo01.cre, npplat.itm, potn45.itm, rossring.itm, sw2h06.itm, sw2h13.itm
Spell Immunities: Some creatures are immune to spells of less than level X and some items and spells provide the same immunities. However, the effects that grant these immunities often don't protect against spells that target with projectiles; i.e. one of the most commonly known oversights is a (minor) globe of invulnerability not protecting against skull trap.
Files altered: aurstaf.itm, balth.cre, bazpatrg.itm, demilich.itm, demogorg.itm, finmel01.itm, fsspir.itm, golmag01.cre, holdring.itm, icbone01.cre, invulner.itm, jwglobe.spl, lich.itm, mageamul.itm, misc73.itm, potn33.itm, rakring.itm, ravag03.itm, scrl07.itm, spcl415a.spl, spellh01.itm, spwi406.spl, spwi413a.spl, spwi602.spl, spwm126.spl, ucounter.cre, uhostile.cre
Cleric-Rangers Not Offered Temple Stronghold
Cleric-rangers are not offered the Lathander temple as a stronghold, though all other variants of clerics are eligible. This is altered so that cleric-rangers can now acquire the Lathander temple as their stronghold instead of the Umar Hills ranger cabin.
Files altered: ar0900.bcs, ar0902.bcs, arval.bcs, bharval.dlg, borinall.dlg, scsain.dlg, travin.dlg
NPCs Joining High-Level Parties in SoA Would Join At Minimum Level
When one of the BioWare NPCs joins the party, the engine looks up which specific version of the creature to join the party in a table based on the PC's level. However, the table ended at level 25, so NPCs joining in SoA when the PC's level was higher than 25 would use their lowest-level version instead of their highest. The table is now extended so that they use their highest-level incarnation in these circumstances.
Files altered: npclevel.2da
Under- and Overcharged Items
Items with special abilities have charges to use those abilities. They can be a total number (such as wands) or they can be of the form 'x per day' uses. Each item has a number of maximum charges set in its item file. When listed in containers, at stores, in a creature's inventory, or when created via dialogue/script, the game assigns the actual number of charges. By convention items sold in stores, items with x-per-day abilities, and items created by dialogue or scripting (for example, items forged by Cespenar or Cromwell) always come fully charged. Where this is not the case, these items are adjusted to be fully charged. A few examples of this already exist in the core fixes--the Items in Bags of Holding at Start of ToB Without Charges and Items Without Charges both address this issue for a handful of items. However, a broader review of charges was initiated and the fixes grouped under this umbrella. Some items were also found to be created with charges in excess of the listed maximum in their item file. The most egregious example is the Wand of Wonder, which came with 50 charges despite have a listed maximum of 10. This meant this 3,000 gp item was sellable for 15,000 gp.
Files altered: aerbod01.cre, aerie6.cre, aerie9.cre, aerie10.cre, aerie11.cre, amarch01.cre, amarch02.cre, amcarras.cre, ammerc08.cre, amsmug01.sto, amsmug02.sto, ar0018.are, ar0305.are, ar0311.are, ar0317.are, ar0329.are, ar0334.are, ar0405.are, ar0505.are, ar0527.are, ar0530.are, ar0706.are, ar0801.are, ar0903.are, ar1202.are, ar1302.are, ar1514.are, ar18dwaf.cre, ar2400.are, ar3016.are, ar3021.are, ar3022.are, ar5502.are, ar6300.are, aran.cre, aran02.cre, bag20.sto, bag21.sto, bag22.sto, bag23.sto, bag24.sto, bag25.sto, bag26.sto, bag27.sto, bag28.sto, bag29.sto, bag30.sto, bdturm02.cre, beast.cre, bhcrypt.cre, bonebld.cre, botsmith.bcs, bshop01.sto, bshop02.sto, c6catti.cre, c6kngt1.cre, c6regis.cre, chalcy02.cre, chalpc01.cre, chalpc02.cre, chalpc03.cre, chalpc04.cre, chalpc05.cre, chalpc06.cre, chalpc07.cre, chalpc08.cre, chalpc09.cre, chalpc10.cre, chalpc11.cre, chalpc12.cre, chalpc13.cre, chalpc14.cre, chalpc15.cre, chalpc16.cre, chang01.cre, chang02.cre, chevil09.cre, chgood08.cre, chsam01.cre, chsam02.cre, chtaz01.cre, deckass1.cre, deshar.cre, docsol01.cre, docsol02.cre, drshsp01.dlg, duearc01.cre, e33.cre, elemimix.cre, firkra02.cre, firmon01.cre, flyfgt03.cre, fsdragon.cre, fshorde2.cre, fshorde6.cre, garlena.sto, gorcamb.dlg, gordeck5.cre, gordeck6.cre, gordeck7.cre, gordeck8.cre, gordeck9.cre, gordecka.cre, gorkuo05.cre, gorlic01.cre, gororc02.cre, gorsta09.cre, gorwom02.cre, grvlch01.cre, habib.cre, hgnya01.cre, hgskl02.cre, hldemi.cre, hlkang.cre, hobarc02.cre, icgob01.cre, icgob02.cre, jaga4.cre, jaylos.cre, kaysmg01.cre, keldor8.cre, kobarc01.cre, kobcap01.cre, kproen03.cre, kuoarc20.cre, kuowhi01.cre, latkni01.cre, latkni02.cre, maevar.cre, marlowe.dlg, nalia13.cre, orc02.cre, pbhunt03.cre, pcapt03.cre, pcapt04.cre, pirexe01.cre, pirmur07.cre, pirsea02.cre, plshhg01.cre, pparan2.cre, ppcowled.cre, ppguard1.cre, ribald.sto, ribald3.sto, rumar01.cre, saerk.cre, sahpr1.sto, sahuag01.cre, sargrd05.cre, sargrd09.cre, sarkis01.cre, sarkis02.cre, sarkis03.cre, sarkis04.cre, sarvie01.cre, senani05.cre, sendai.cre, sendai3.cre, sendro05.cre, sevpat05.cre, sewdue01.cre, sewyag01.cre, shabod01.cre, shadeld.cre, shop03.dlg, shth01.cre, shth011.cre, shth03.cre, suelf10.sto, sword01.cre, swsfoll4.cre, swsfoll5.cre, swshaman.cre, tanthf01.cre, teltief3.cre, trcar04.sto, trmer02.sto, trrak01.cre, uddemon.dlg, uddrow23.sto, uddrow24.sto, udtrap02.dlg, uhman02.cre, uhogre04.cre, vakg02.cre, viekang.cre, vulfgt02.cre, wand12.itm, waukni01.cre, wish.dlg, xappren1.cre, yaga05.cre
Anomen Banter Fixes
Once Anomen is summoned home on the death of his sister, his second complaint about the matter (if you dawdle too long) does not fire because the proper variable is not set in his first complaint. His script can also cause another issue (due to action misordering) when he tries to complain about rescuing Garren Windspear's child. Worse, if you choose to cut a deal with Firkraag, Anomen will whine endlessly that you should rescue Garren's child, even though the child was killed when you made the deal. Anomen also has a comment on the dead NORH paladins in the Windspear Hills that often gets preempted by Garren Windspear's appearance. A slight delay is introduced to Garren in this circumstance to allow Anomen's banter, as it will not fire after Garren has his say.
Files altered: anomen.bcs, anomenj.dlg, garren.bcs
Flydian Doesn't Disappear
Flydian remains in the City Gates, ready to hand out the quest to rescue Trademeet, even after Trademeet has already been rescued. He now goes away if Trademeet's troubles have already been settled.
Files altered: ar0020.bcs
Saerk's Estate Accessible
Saerk's Estate in the Bridge district is accessible because the scripts that lock and unlock the doors are not affecting the upstairs entrance. The estate is only supposed to be accessible during the course of Anomen's romance. The scripts now lock and unlock both doors in tandem.
Files altered: ar0500.bcs
Belmin Gergas 'No Valid Links' Dialogue Fix
If the player has a mod NPC or a multiplayer character that is elven, Belmin has no valid triggers (except for his one shot NPC banters). There are also issues with the Jaheira/Aerie/Viconia banters--if they're in the party but not valid for dialogue, or if the random number check fails, he will also have no valid banters. His triggers are adjusted so that he will always have something to say and generate this error.
Files altered: belmin.dlg
Slave Leader in Ust Natha 'No Valid Links' Dialogue Fix
Under certain circumstances--buy the slaves in Ust Natha, with no equipment, and Jaheira and Nalia are either not in the party or not valid for dialogue--this dialogue will end prematurely with a 'No Valid Links' error.
Files altered: daslave1.dlg
Low-Reputation Parties Face NORH Paladins Too Often
When the party is at a low reputation, it can be attacked by paladins from the Noble Order of the Radiant Heart. Once encountered, the paladins set a one day timer before they can possibly appear again. However, the variable name of the timer is the same as another variable used by the knights, meaning they respawn faster than originally intended (four hours instead of the intended 24). The variable name is changed so that the knights now operate on a 24-hour timer.
Files altered: amntrp01.bcs, amntrp02.bcs, amntrp03.bcs, knight.dlg
Reedle Missing Variable Checks
Reedle, a fishmonger in the bridge district, has dialogue about the skinner murders in the area. However, Reedle is still willing to discuss the murders as if they are ongoing even after the case is solved due to some missing variable checks in his dialogue triggers.
Files altered: reedle.dlg
Arnolius Using Wrong Variable Scope
Arnolius, the fletcher right off the Promenade, uses area variables set to the Promenade rather than to his specific area. As the Promenade is the master area for his shop, it's unlikely that this would cause issues except under unlikely situations, but it is fixed nonetheless.
Files altered: shop02.dlg
Trademeet Militia Wizard 'No Valid Links' Dialogue Fix
In the Trademeet tavern, representatives of the two dueling families can have a fight. After one (or both) are dead, a militia wizard appears. If one of the two duelists is still alive, they'll initiate dialogue. In the process of the dialogue, they increment a variable that leaves the wizard with no valid dialogue. The wizard now checks his own unique variable so he'll properly comment on the duel and the families.
Files altered: trfued11.dlg
Viekang in Trademeet Initiates Dialogue Twice
When he spots the PC in the Trademeet tavern, Viekang initiates dialogue, takes some lightning damage, and then tries to teleport away. However, Viekang's script is structured such that, if he takes any damage he'll initiate dialogue (essentially along the lines of 'why are you hurting me?') and teleport away. Presumably this is so he would teleport away if the party attacks him, but it also trips when he self-inflicts his lightning, resulting in two dialogues instead of one. Viekang will no longer initiate the second dialogue if he takes damage from his own lightning.
Files altered: viekang.bcs, viekang.dlg
Invincible Bat in Bodhi's Lair
When entering Bodhi's Lair in Chapter Six, you initially encounter Valen. If you somehow kill Valen before she notices the party (for example, an invisible thief backstabbing and killing her in one blow), Del never changes out of bat form and will remain in the hallway as an invincible bat. Del relies on variables set in Valen's initial actions to trigger his transformation. He will now perform his normal actions if Valen is killed without seeing the party.
Files altered: c6valen.bcs
Guards Summoned Well After Containers Are Burgled
When you burgle certain locked containers, an invisible creature is created to determine whether or not you've been caught (i.e. 'you've been noticed, you hear someone summoning the guards'). Due to how the creature's script is structured, guards can be summoned if you leave the area and come back later, even if no one noticed the original crime. The script is now tightened to only behave as originally intended.
Files altered: enforam.bcs, tempv01.bcs
Extra Journal Entry for Illithid Doors
When you are trapped by the illithid in their Underdark lair, you encounter doors that either require you to transform into the slayer or to use one of the illithid to open them for you. When you first encounter one of these doors, they set a journal entry that is erased when the door is opened. However, if you open the doors quickly enough these script blocks can fire in reverse order, resulting in a journal entry that will remain forever. An additional check is added to prevent the journal entry if the door is already opened.
Files altered: uddoor2.bcs, uddoor3.bcs
Ice Mephit in Opening Dungeon Missing Script
One of the ice mephits in the opening dungeon (fighting a shadow thief) is supposed to have an additional script. It's supposed to wait until the PC is spotted to engage in its fight with the shadow thief to prevent the party from missing the fight.
Files altered: ar0603.are
Madeen's Friend Has Wrong Script Assigned
Madeen's friend in his shop off the Promenade has one of the general outdoor scripts assigned. This causes him to wait for a bit when the party enters, then leave forever. The script is replaced by something more appropriate.
Files altered: ar0713.are
Door in de'Arnise Keep is Offset From Actual Door
If the PC acquires Nalia's Keep, the interior areas all change area files. In the stronghold version of the ground floor, the secret entrance that the party originally used to enter the Keep has an error--the travel trigger is actually over a solid wall, rather than over the door itself. The travel trigger is now properly over the door, as it is in the non-stronghold version of the area.
Files altered: ar1306.are
Imp Stuck In A Wall
In the Spellhold maze, the party encounters a group of kobolds and imps around a large crystal. One of the imps is on impassable ground (in a wall) preventing it from moving. The imp is moved out of the wall.
Files altered: ar1513.are
Regular Door in Saradush Flagged as Secret
In the militia headquarters in Saradush, the area re-uses a generic tavern area (same as the Crooked Crane and the Bynnlaw brothel's lobby). The area has a door hidden in the wall, and when used elsewhere this is indeed a secret door. However, it's a normal door in the militia headquarters--it's opened and used in the cutscene that triggers when you first enter the area--but still flagged as secret. This means you'll still hear the sound for detecting secret doors when you approach it, despite it being open.
Files altered: ar5015.are
Expiring Items
New research has uncovered new information on items in creatures. Items on some flags have expiry tags set, meaning they can disappear from creatures after a certain time. These items are regular items and should not be disappearing from inventories, so the expiry tags are removed.
Files altered: abydem01.cre, bdturm02.cre, csiren.cre, deaddem2.cre, demosum2.cre, demosum3.cre, dglab01.cre, dquas01.cre, duegau01.cre, duegau02.cre, duemag01.cre, duemag02.cre, duergar1.cre, duergar3.cre, gorbat1.cre, gorchr.cre, gortan1.cre, gortan2.cre, gortan3.cre, gortan4.cre, gortan5.cre, lavok01.cre, lavok02.cre, melsum01.cre, melsum04.cre, obsdem01.cre, pmaster.cre, ppdemon.cre, shth01.cre, shth011.cre, shth03.cre, sumtan01.cre, sumtan02.cre, tanari01.cre, teltan1.cre, teltan2.cre, teltief3.cre, tolger.cre, tolger2.cre, uddwarf.cre, uhman02.cre, uhogre04.cre, vakg02.cre
Joinable NPC Spellbook Fixes
Several of the divine spellcasters in the game have access to spells they shouldn't, either based on their alignment or class, or lack spells that they should have in their spellbook. Aerie lacks Flame Blade, Anomen has Fire Seeds, and Cernd has Mental Domination and Zone of Sweet Air.
Files altered: aerie6.cre, aerie7.cre, aerie9.cre, aerie10.cre, aerie11.cre, aerie12.cre, anomen6.cre, anomen7.cre, anomen8.cre, anomen9.cre, anomen10.cre, anomen12.cre, cernd10.cre, cernd12.cre, cernd13.cre, cernd13b.cre, cernd14.cre
Anomen Save Fix
Anomen, in his lowest level incarnation, has an incorrect value for his save against breath attacks when he joins.
Files altered: anomen6.cre
Keldorn Save Fix
At every level, all of Keldorn's saves are two higher than they should be when he joins.
Files altered: keldor8.cre, keldor9.cre, keldor10.cre, keldor12.cre, keldor14.cre
Valygar One Level Too Advanced
In one of Valygar's incarnations, he's a level 11 ranger with 800,000 experience points. With that much XP, he should only be level 10. His level is changed to correctly match his XP total.
Files altered: valyg11.cre
Yoshimo Has Too Many Thieving Points
Yoshimo has too many thieving points for his level and kit. As Yoshimo is possibly the only thief available to the party while escaping the opening dungeon, it's probably intentional that he has good Open Locks and Detect/Remove Traps skills. With that in mind the extra points are removed primarily from his stealth skills.
Files altered: yoshi7.cre, yoshi8.cre, yoshi10.cre, yoshi11.cre, yoshi12.cre
Wong Fei's Ioun Stone Using Wrong Icon
Wong Fei's Ioun Stone causes its wearer to regenerate. However, the item uses the wrong portrait icon for regeneration--it uses the one reserved for regeneration via spell, not the one used by all other regeneration items.
Files altered: helm34.itm
Abazigal Hurts Himself With Dragon Transformation
When transforming into his dragon form, Abazigal knocks the party away with a wing buffet effect. He's also supposed to cause damage to the party when this happens, but the effect was erroneously affecting him instead.
Files altered: abzaway.spl
Spectator Beholder's Geas Spell Lacks Sound
Due to targeting errors, the geas spell cast by the Spectator Beholder in ToB was not playing its intended sound effect.
Files altered: senbehkd.spl
Fear Effect in Hell Trials Causes Spurious Magic Resistance Message
In the fear trials in hell, the party can be affected by fear. The spell bypasses magic resistance, but one of the cosmetic effects (the sound that plays when the fear expires) is not set to bypass magic resistance. This results in a spurious 'magic resistance' message if the target passes their magic resistance check, even though they still suffer all of the effects of the spell.
Files altered: spin772.spl
Cutscene Spell Allows Save
One of the spells in the opening Promenade cutscene allows a save against a cosmetic visual. The spell, a petrification, is supposed to always work and hence the save is spurious; all it does is sometimes prevent the spell graphics from playing over its shadow thief target. The save chance is removed to force this animation to always play.
Files altered: spin950.spl
Stores With Duplicate Item Entries
Two stores in the game have two entries for Large Shields +1, but lack any entries for normal large shields. The duplicate entry, based on its ordering and other parameters, can be determined to be intended as the missing normal large shield entry, and is changed.
Files altered: ribald.sto, shop02.sto
Joinable NPC Spellbook Errors
Several joinable NPCs have issues with their spellbooks:
- Minsc has no spells in his spellbook at all.
- Valygar has no spells in his spellbook at all
- One of the versions of Haer'Dalis has no spells in his spellbook at all
- Aerie should have Flame Blade
- Anomen has Fire Seeds but should not
- Cernd has Mental Domination and Zone of Sweet Air but should not
- Some versions of Nalia have more meorized spell slots than she should
- All versions of Edwin have more memorized spell slots than he should
Files altered: aerie6.cre, aerie7.cre, aerie9.cre, aerie10.cre, aerie11.cre, aerie12.cre, anomen6.cre, anomen7.cre, anomen8.cre, anomen9.cre, anomen10.cre, anomen12.cre, cernd10.cre, cernd12.cre, cernd13.cre, cernd13b.cre, cernd14.creedwin7.cre, edwin9.cre, edwin11.cre, edwin12.cre, edwin13.cre, edwin15.cre, haer15.cre, minsc8.cre, minsc9.cre, minsc10.cre, minsc12.cre, nalia8.cre, nalia10.cre, nalia13.cre, valyg8.cre, valyg9.cre, valyg11.cre, valyg12.cre, valyg14.cre
Casting Time Fixes
Several spells had an incorrect casting speed per their description.
Files altered: spin101.spl, spin103.spl, spin104.spl, spin105.spl, sppr104.spl, sppr214.spl, sppr301.spl, sppr302.spl, sppr305.spl, sppr309.spl, sppr310.spl, sppr311.spl, sppr403.spl, sppr502.spl, sppr506.spl, sppr608.spl, sppr711.spl, sppr717.spl, sppr720.spl, sppr723.spl, sppr724.spl, spwi101.spl, spwi102.spl, spwi123.spl, spwi124.spl, spwi208.spl, spwi211.spl, spwi214.spl, spwi217.spl, spwi309.spl, spwi402.spl, spwi408.spl, spwi420.spl, spwi501.spl, spwi504.spl, spwi505.spl, spwi511.spl, spwi517.spl, spwi522.spl, spwi608.spl, spwi609.spl, spwi617.spl, spwi710.spl, spwi723.spl, spwi802.spl, spwi809.spl, spwi811.spl, spwi816.spl, spwi817.spl, spwi897.spl, spwi898.spl, spwi899.spl, spwm123.spl
Arcane Magic School Fixes
Several spells were set as the wrong school and are corrected.
Files altered: spwi114.spl, spwi124.spl, spwi721.spl. spwi920.spl, spwi921.spl, spwi922.spl, spwi923.spl, spwi924.spl, spwi925.spl
Spell Shield Uses Wrong Portrait Icon, Duration Incorrect
Spell Shield has a fixed duration of 48 rounds, instead of the 3 rounds/level indicated by its description. The opcode was also hardcoded to display the wrong icon, Protection from Magic Energy--because of this, the icons had to be swapped and spells using either icon also had to be adjusted.
Files altered: spwi519.spl, spwi606.spl, statdesc.2da, states.bam, states2.bam
Borok's Fist Hammer Not Using Unique Icon
The Ashideena and Borok's Fist hammers were using the same icon even though Borok's Fist has its own existing unique icon.
Files altered: hamm05.itm, ihamm05.bam
Blades Not Receiving Their One-Half Pickpocket Penalty
Per their kit description, blades are only supposed to have one-half the pickpocket ability of normal bards. However, they were not receiving a penalty at all.
Files altered: clabba02.2da
Files added: cdblpp1.spl, cdblpp2.spl, cdblpp3.spl, cdblpp4.spl, cdblpp5.spl
NPC Talks Prior to Resting Prevent Actual Resting
Both Viconia and Anomen have some dialogues in their romance tracks which occur prior to resting. However, under some dialogue branches, they were not actually sending a command to the party to actually rest.
Files altered: banomen.dlg, bvicon25.dlg
Missing Anomen Interjection in Bodhi's Abduction
When you return to the Graveyard in Chapter Six to confront Bodhi, she will kidnap the romantic partner of the PC. Bodhi first taunts the PC, followed by an interjection from the love interest, and then the dialogue continues. In Anomen's case, the dialogue link was pointing to the wrong place, preventing this exchange.
Files altered: bodhiamb.dlg
Viconia Could Repeat Banter
One of Viconia's non-romance banters with the PC was lacking a tracking variable, meaning it could occur multiple times.
Files altered: bviconi.dlg
Bad Viconia Interjection Ends Aerie Lovetalk Prematurely
If both the Aerie and Viconia romances are active, both Aerie and Viconia will eventually force the PC to choose one for a romance partner. In one of Aerie's lovetalks, Viconia's jealous interjection, under certain dialogue branches, could prematurely end the dialogue.
Files altered: bviconi.dlg
Sea's Bounty Wench Doesn't Recognize Female Edwin
Gracie at the Sea's Bounty has a banter with Edwin where she flirts heavily and reminds him of their past affair, but there's no check to make sure Edwin is not currently under his nether scroll transformation. Being as she mentions his (current) beard, a check is added.
Files altered: sbwench.dlg
Dialogues Not Recognizing That You've Already Found Valygar
Even if you've already met Valygar, you can present the Corthala tax notice to Llarsh in the Council Building to learn where to find Valygar. This is fixed.
Files altered: llarsh.dlg, valygar.dlg
Fanatics May Still Burn Viconia if Freed
The fanatics that try to burn Viconia at the stake can still kill her even after she's freed. Under moderately rare circumstances, initiating dialogue with the fanatics after you've freed Viconia can cause them to proceed as if she's still tied up, killing her instantly.
Files altered: vicg.dlg
Limited Wish Quest Issues if Started Via Unusual Means
If the party casts (Limited) Wish via a projected image, the scroll given to start the quest is given to the image with no way for the party to recover it short of killing the image. The scroll is now always given to the PC, regardless of the summoner.
Files altered: wish.dlg
Jaheira Does Not Recognize She's Been Freed
In the opening dungeon, Jaheira starts a dialogue after her cell door has been opened to discuss plans now that she's free. However, if the player initiates this dialogue instead, she may not realize she's free and will instead tell the PC to hurry up and find the key despite the open cell door. Her dialogue now properly recognizes her freedom regardless of who initiates the conversation.
Files altered: jaheira.dlg
Exploit of Invincible Imoen in the Opening Dungeon
For plot continuity, in the opening dungeon Imoen's belt has secret powers which make her unkillable. If she ever drops to one hit point, she leaves the party and flees to the surface. However, under certain circumstances she can be quickly healed and forced to rejoin the party--with her invincibility item, this allows the party to trot her into every room and soak up damage without ever dying. This exploit is closed.
Files altered: imoenp.dlg
Mekrath Not Clearing Journal Entries
Mekrath can send the party on a mission to retrieve a mirror from an imp and sets a journal entry to go with it. After completing the mission, under certain dialogue branches, Mekrath was not clearing the journal entry. Similarly, if the party later decides to simply kill Mekrath the journal entry would remain. Both os these instances are now fixed.
Files altered: ar0705.bcs, mekrat.dlg
Hostile Aledrian Doesn't Do Anything
Aledrian, the shopkeeper upstairs in Gaelan Bayle's home, goes hostile if you work for Bodhi. However, a typo in the area script was making him stand there and stutter instead of doing anything.
Files altered: ar0312.bcs
Game Broken if Saved During Bodhi's Spawn
At the end of chapter three, you confront Bodhi and her vampires if you side with the shadow thieves. A bug could occur if the game was saved after you staked the last of Bodhi's vampire lieutenants but before Bodhi herself appeared. Bodhi would never spawn, making the chapter (and by extension, the game) imposible to complete. The actions in Bodhi's spawn have been reordered to prevent this from occurring.
Files altered: ar0801.bcs
Multiple Captain Rerdes Bug
Due to a bad variable scope, Captain Rerdes in Lady Galvena's festhall could be spawned (and killed) multiple times.
Files altered: ar1613.bcs
Ust Natha Cutscene Could Occur Offscreen
On the upper levels of Ust Natha, a drow priestess tries to push through some duergar in a cutscene. However, due to the odd nature of the trigger here, this cutscene could occur entirely offscreen with few, if any, of the actors visible. The net result is that the game could go into cutscene mode and the player have no idea as to why. When this cutscene is triggered, the screen will now be moved to the scene and the fog of war removed so that the player can see this interaction.
Files altered: dadrow20.bcs
Ring of Djinni Summoning Not Always Disappearing on Death of Djinni
Per its description, the ring of djinni summoning is supposed to disappear if the summoned djinni dies. However, the ring would only disappear if the djinni's hit points were reduced to zero and was not accounting for other ways to die (i.e. level drained to zero, disintegrated, etc.) The ring should now disappear if the djinni is killed via any means.
Files altered: sumdj01.bcs
Bug with Valygar in Party with a Hostile Hervo
Valygar goes hostile if you abuse his housekeeper Hervo in any way. However, the script to make this occur was not first dropping Valygar out of the party, meaning he would go hostile, but remain in the party and just stand there. He now properly leaves the party first.
Files altered: valygar.bcs
Devas Using Wrong Script, Spell Errors
Fallen devas have their own script but were instead using the script of normal devas. This causes the devas to behave slightly differently in their combat scripting and properly display different effects when they perish. A discrepancy between the number of spells memorized between devas and fallen devas is also fixed.
Files altered: devaevil.cre, devagood.cre
Killer Mimic Issues
The mimic in the Umar Hills cave lacked a standard mimic item.
Files altered: jugmim01.cre
Hostile Planetars Using Wrong Script
If you summon a hostile planetar via a wish spell, it used the same script as a summoned planetar which would cause it to cast beneficial spells on the party despite being hostile. This has been changed to use its intended, hostile script.
Files altered: planet01.cre, planwish.cre
Items and Spells Not Interacting Properly with Spell Immunities and Protections
There are numerous items and spells which either protect from or reflect spells up to a certain level. However, many effects and spells could be erroneously deflected or bypass these protections because of bad parameters in their effects, known as power levels. Power level is what actually determines how effects interact with spell protections. For the most part the effects with errors were cosmetic, but there are some notable exceptions--for example, the Short Sword of Mask is supposed to entangle its target on a hit, but it would be blocked by spell protections, or even reflected.
Files altered: arow06.itm, arow08.itm, arow09.itm, aurstaf.itm, ax1h07.itm, blakblad.itm, blun20.itm, bolt03.itm, bolt05.itm, bonedag.itm, brac20.itm, chalcy2.itm, dart03.itm, dart04.itm, dart05.itm, dartmel.itm, eneblade.itm, globblu1.itm, globred1.itm, globred2.itm, gorcamb.itm, halb06.itm, hamm03.itm, hamm05.itm, hgber01.itm, hgnya01.itm, icetrl.itm, killsw01.itm, kuobolt3.itm, misc5c.itm, mistcd.itm, mistho.itm, mistice.itm, mistva.itm, mistva2.itm, mistwa.itm, mound.itm, nebdag.itm, potn13.itm, potn26.itm, potn27.itm, quasclaw.itm, ravag01.itm, ravag02.itm, revent1.itm, ring20.itm, rods03.itm, scrl03.itm, scrl04.itm, scrl05.itm, scrl06.itm, scrl08.itm, scrl09.itm, scrl15.itm, secret02.itm, sendai.itm, shille.itm, slaylive.itm, spermel.itm, sppr105.spl, sppr210.spl, sppr303.spl, sppr306.spl, sppr315.spl, sppr401.spl, sppr502.spl, sppr512.spl, sppr712.spl, spwi106.spl, spwi111.spl, spwi113.spl, spwi210.spl, spwi223.spl, spwi224.spl, spwi302.spl, spwi321.spl, spwi326.spl, spwi410.spl, spwi414.spl, spwi613.spl, spwi711.spl, spwi721.spl, spwi803.spl, spwi910.spl, spwi922.spl, spwi925.spl, staf10.itm, staf12.itm, staf14.itm, sw1h06.itm, sw1h51.itm, sw1h58.itm, sw1h59.itm, telslav.itm, trolltor.itm, ttwand.itm, wand11.itm, wand12.itm, wolfwi1.itm, wolfwi2.itm, xbow15.itm, xbow16.itm
Item Weapon Speed Fixes
Many items had errors in their weapon speed per their listed description.
Files altered: aegis.itm, aegis2.itm, bow25.itm, dart01.itm, misc4u.itm, misc9q.itm, sper12.itm, staf04.itm, staf05.itm, staf11.itm, staf13.itm, sw1h26.itm, sw1h53.itm
Weapons Lacking Bonuses Due to Mistargeted Effects
Skullcrusher and Hammer +1, +4 vs. Giantkin were mistargeting their bonuses. For example, the THAC0 and damage bonuses of the hammer were only being applied when a giant was attacking another giant. This is fixed.
Files altered: blun18.itm, hamm04.itm
Item Weight Fixes
Many items had errors in their weight per their listed description.
Files altered: brac15.itm, sper06.itm, staf04.itm
Weapon of Cyric's Favored Not Displaying Portrait Icon or String
The undroppable weapon of the Cyric's Favored from a pocket plane challenge causes blindness. However, it was not also causing a portrait icon to be displayed, nor was it showing 'blinded' in the text window.
Files altered: chalcy2.itm
Blackmist's Blindness Does Not Have the Correct Radius
The blindness ability of the Blackmist halberd is supposed to affect creatures in a 10' radius, but was only affecting one target creature.
Files altered: halb06.itm
Items Which Cast Spells Can Cause Double Immunity Messages
Due to redundant parameters, spells cast from items can cause two messages in the text window indicating a spell does not work on a creature. The redundant parameter is removed so that these messages will only be displayed once.
Files altered: helm16.itm, helm17.itm, staf11.itm, staf12.itm, staf13.itm, sw1h31.itm, sw1h51.itm, wa2helm.itm
Full Plate +1 Not Disabling Thieving Skills, Wrong Strength Requirement
Full Plate Mail +1 was not disabling thieving skills. One of the two copies also had the wrong strength requirement.
Files altered: plat05.itm, plat14.itm
Oil of Fiery Burning Says 'Gulp!' When Thrown
Despite being thrown at enemies, the Oil of Fiery Burning would display 'Gulp!' on the user.
Files altered: potn13.itm
Champion's Strength Being Capped at Level 18
Spells in BG2 are usually capped at level 20; exceptions to this are usually explicitly noted in spell descriptions. Champion's Strength is capped at level 18 but should extend to level 20. The durations at high levels were also incorrect.
Files altered: sppr507.spl
Remove Magic Not Dispelling Feeblemind
Remove Magic is supposed to be the combat form of Dispel Magic, affecting only enemies. However, Dispel Magic removes feeblemind effects but Remove Magic did not.
Files altered: spwi302.spl
Minor Spell Turning Behaves as Spell Turning
The fifth level spell Minor Spell Turning is supposed to reflect spells of up to level four and not affect spells of fifth level or higher. However, it was affecting spells of up to level seven.
Files altered: spwi522.spl
Conjure Fire Elemental Was Not Restricted from Diviners
Conjure Fire Elemental was lacking its exclusion flag to prevent it from being learned by diviners.
Files altered: spwi620.spl
Spotty Golem Immunities
Golems used a mishmash of items to provide their mormal immunities, and often these immunities were incomplete or the golem did not have its immunity item equipped.
Files altered: arngol01.cre, csgolem.cre, golbra.itm, golcla.itm, golfle.itm, golem01.cre, golice01.cre, golmag01.itm, golstone.itm, icbone01.cre, igolem01.cre, igolem02.cre, irongol.itm, xgolem.cre


