BG2 Fixpack Documentation: Core Fixes
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Status: Completed
Authors: Multiple
Languages: English, French, German, Italian, Korean, Polish, and Spanish
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Readme (German)
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Download (OS X):
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Gibberlings Three
This documentation is complete as of Version 6. 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: cromwel
