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Flesh golem oddity


coaster

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Hi David

 

I'm in the flesh golem cave (FW3601) and am having an issue with them - basically my Sanctuary spell wore off, and although they are red-circle they are not attacking (even if I start attacking them). Even if I rest, they don't attack, unless my rest is interrupted & another golem spawns - then both the new golem & the original attack. Do you know if this is an SCS issue?

 

cheers

 

coaster

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Bumping an old thread here. This bug seems to persist in the latest SCS 12, the golems are hostile with a red circle but do not attack at all. Is there anyway to force the golems to attack?

This also sometimes happened to me.

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How weird...

... I can't see how it could be. But then I can't see where it's coming from at all...

Well perhaps it's because they(_golemf.cre) do not have an assigned script at all.

As I have a EasyTutu install with multiple mods.

 

The --change-log gives:

Mods affecting _GOLEMF.CRE:

00000: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3010 // For All Creatures in Game

00001: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items

00002: ~SETUP-SCS.TP2~ 0 120 // Smarter general AI

Now, it could be that the EasyTutu might have skipped the _golem.cre completely, and we just see this now. That's actually no if I read this right, as I did the loging, the WeiDU gave me _golemf.00000.cre, _golemf.00001.cre and _golemf.00002.cre which are presumably backups, and so would indicate that the setup-scs.tp2 removes the normal macshout.bcs and _dasight.bcs from the _golemf.cre at the end, as the _golemf.00002.cre still has them.
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OK so I could replace my _golemf.cre with a pre-SCS version of _golemf.cre if I have one somewhere, see if that works...I'll give it a go thanks.
Try the Tutu game directory\SCS\backup\120\ :rolleyes:
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OK so I could replace my _golemf.cre with a pre-SCS version of _golemf.cre if I have one somewhere, see if that works...I'll give it a go thanks.
Try the Tutu game directory\SCS\backup\120\ :rolleyes:

 

That directory did not exist but I found a back up in backup\5000. Replacing the .cre in the override with this back up was successful, the golems acted normally and attacked.

 

Thank you very much for your help.

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I'm still, infuriatingly, totally unable to track this down. On my Easytutu install, the golems get the right scripts and attack normally. (The irony is, the only script change they get is to stop them using advanced AI, golems not being that smart.)

 

Obviously there's something subtle that I'm missing. If someone can reproduce this bug on SCS v14 or v15 and the latest version of EasyTutu or BGT, I'd very much appreciate (a) your WEIDU.log and (b) a detailed account of just what happens. Failing that, there's very little I can do.

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As far as I can recall, the flesh golems start out hostile, but do not react to your presence at all, even when you attack them.

 

Weidu Log.

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks

~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced

~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells

~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards

~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: v12

~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v12

~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries

~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table

~SETUP-D0TWEAK.TP2~ #0 #21 // NPCs/Summons Set Off Traps -> Only green-circles and enemy summons can set off traps

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.37

~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.37

~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.37

~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.37

~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.37

~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.37

~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.37

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9

~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v14

~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v14

~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v14

~SETUP-SCS.TP2~ #0 #40 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v14

~SETUP-SCS.TP2~ #0 #50 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v14

~SETUP-SCS.TP2~ #0 #1001 // Make Protection from Normal Missiles block magical missiles -> Only +1 and better missiles penetrate Protection from Normal Missiles, and +1 missiles are replaced by nonmagical Masterwork versions: v14

~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v14

~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word and Ruby Ray get areas of effect (default option): v14

~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v14

~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v14

~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v14

~SETUP-SCS.TP2~ #0 #1060 // Cosmetic change: stop Stoneskins from changing your character's colour: v14

~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v14

~SETUP-SCS.TP2~ #0 #2011 // Replace many magic weapons with fine ones -> Fine weapons are immune to the iron crisis: v14

~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v14

~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v14

~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v14

~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v14

~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v14

~SETUP-SCS.TP2~ #0 #3040 // NPCs go to inns: v14

~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v14

~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v14

~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v14

~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v14

~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v14

~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v14

~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v14

~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v14

~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v14

~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v14

~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v14

~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v14

~SETUP-SCS.TP2~ #0 #5032 // Smarter mages -> Mages use BG1 spells only; mages pre-buff: v14

~SETUP-SCS.TP2~ #0 #5042 // Smarter priests -> Priests use BG1 spells only; priests pre-buff: v14

~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v14

~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v14

~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v14

~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v14

~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v14

~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v14

~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v14

~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v14

~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v14

~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v14

~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v14

~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v14

~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v14

~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v14

~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v14

~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v14

~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v14

~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v14

~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v14

~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v14

~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v14

~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v14

~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v14

~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v14

~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v14

~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v14

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #7 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 100% (default)

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #15 // Respawn Interval Selection -> Disable Respawning (interval set to 1000 game days)

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Got it.

 

It was a weird interface between "smarter general AI" and "smarter calls for help", only affecting creatures whose AI isn't improved by the former, and I wasn't seeing it because it only shows up if the relevant creatures are created off-screen (so my strategy of teleporting in to test it was unwise.)

 

Thanks for the help, everyone.

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