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Problem: many enemies just stand around


Guest marsh24

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Guest marsh24

I'm using SCS with a few components from Unfinished Business, BG2 Tweaks, and the NPC project and I have the following semi-random problem with many encounters. I often encounter packs of monsters in the wilderness who just stand still doing nothing and only respond if I engage them in meele (if attacked at range they do nothing). This also happens with other encounters such as Neira in the Nashkel inn. Her buffs triggered then she just stood there. After engaging her in melee she started attacking but did not cast any spells.

 

This seems to happen randomly, some encounters go fine while others are bugged. Should I just reinstall since I doubt this is a widespread problem?

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I'm using SCS with a few components from Unfinished Business, BG2 Tweaks, and the NPC project and I have the following semi-random problem with many encounters. I often encounter packs of monsters in the wilderness who just stand still doing nothing and only respond if I engage them in meele (if attacked at range they do nothing). This also happens with other encounters such as Neira in the Nashkel inn. Her buffs triggered then she just stood there. After engaging her in melee she started attacking but did not cast any spells.

 

This seems to happen randomly, some encounters go fine while others are bugged. Should I just reinstall since I doubt this is a widespread problem?

Can you post your WeiDU.log?

 

Greetings Leomar

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Guest marsh24

Sure, here it is:

 

// 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]

~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier

~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens

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

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

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #5 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 80%

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #14 // Respawn Interval Selection -> Respawn Interval: 7 game days

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v17

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v17

~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v17

~BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders.: v17

~BG1NPC.TP2~ #0 #19 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts in the Cloakwood Forest.: v17

~BG1NPC.TP2~ #0 #21 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Wyrm's Crossing.: v17

~BG1NPC.TP2~ #0 #23 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Baldur's Gate.: v17

~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v17

~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v17

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v17

~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: 7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v7

~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v12

~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v12

~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v12

~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: v12

~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v12

~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility: v12

~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v12

~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v12

~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v12

~SETUP-SCS.TP2~ #0 #2011 // Replace many magic weapons with fine ones -> Fine weapons are immune to the iron crisis: v12

~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v12

~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v12

~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v12

~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v12

~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v12

~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v12

~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v12

~SETUP-SCS.TP2~ #0 #5021 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v12

~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v12

~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v12

~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v12

~SETUP-SCS.TP2~ #0 #5060 // Harder giant and phase spiders: v12

~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v12

~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v12

~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v12

~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v12

~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v12

~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v12

~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v12

~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v12

~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v12

~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v12

~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v12

~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v12

~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v12

~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v12

~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v12

~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v12

~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v12

~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v12

~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v12

~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v12

~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v12

~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v12

~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v12

~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v12

 

Sorry I didn't post this earlier and thanks for any help you can provide.

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I apologize for bumping such an old topic, however my issue remains and I would greatly appreciate help since I've once again gotten the calling to go through BG1 again.

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I think this is something localised to your system - it's quite a severe bug, but I haven't heard reports of it from anywhere else (and your list of mods looks fairly standard). At a guess, your install has got corrupted somehow, so I'd try a reinstall. Sorry not to be more helpful.

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And if our quest is unable to correct the behavior of those creatures, I would suggest that if he can, to first of all; download NearInfinity from here(the .jar file at Reply #23) or some other IE moding tool... second; open the a savegame near where there is several of those monsters, push x to get the location info where the fwxxxx is the map's name... third use the map name to open the .are file with the NI, then take look at the creature files that are on the area, and determine what's wrong.

You do that by first giving us the names of the creatures(double click on the creature will show you it more specifically), giving us the names of their active script files(they are the Override, Class, Race, General scripts that are painted black on the creature screen...

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