jastey Posted September 11, 2007 Share Posted September 11, 2007 I just noticed that (BG1) bandit.cre uses shout.bcs... And I was wondering why my quest character tuned hostile if the groups gets attacked by bandits. Does that make any sense? Link to comment
devSin Posted September 13, 2007 Share Posted September 13, 2007 Most everyone in BG is using SHOUT. You have to be very careful that enemies and friends aren't ever going to be too close to each other. Link to comment
cmorgan Posted September 13, 2007 Share Posted September 13, 2007 Macready has some ways of handling this, in Tutu, by assignment od\f some different scripts, I think - you might grab a look at his division of MACSHOUT and some other scruipt reassignments. Link to comment
jastey Posted September 13, 2007 Author Share Posted September 13, 2007 Yes, while playtesting my mod in BG and BGTutu I noticed that in Tutu this was no problem. Good decision to change this for BGTutu. It's so... silly. Link to comment
Miloch Posted October 13, 2007 Share Posted October 13, 2007 Would you consider Tutu's improvements a fix (i.e. for the BG1 Fixpack)? Link to comment
jastey Posted October 13, 2007 Author Share Posted October 13, 2007 In this case yes, since bandits (the Bad People of the Sword Coast) attacking the PC and turning innocent bystanders hostile towards the PC (!) doesn't make any sense imho. Link to comment
berelinde Posted October 13, 2007 Share Posted October 13, 2007 I would definitely call migrating bandits to something other than SHOUT.bcs a fix. That's kinda silly. Link to comment
cmorgan Posted October 13, 2007 Share Posted October 13, 2007 SHOUT is definitely designed as an "innocents" call, as far as I can tell - you might get the Script Experts to weigh in, but I agree that having a bandit shout turn bystanders against the party instead of against the bandits (or fleeing) is easily and appropriately classified as a bug. Link to comment
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