Jaesun Posted July 18, 2009 Share Posted July 18, 2009 When I approached the caravan with Kagain, we start the conversation with the Caravan Leader and then she and her bandits go hostile. However, only the Leader actually starts attacking the party, the bandits are RED, but they just stand there. I'm not sure if some other mod could be causing this? Here is my install 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] ~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier ~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 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v17 ~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable until In Party: v17 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: 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 #11 // Scar and the Sashenstar's Daughter: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: 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 #17 // Creature Restorations: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: 7 ~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area 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 ~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: 7 ~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #4 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 70% ~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #14 // Respawn Interval Selection -> Respawn Interval: 7 game days ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: 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 #1120 // Stores Sell Higher Stacks of Items: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: 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 #3001 // Higher HP on Level Up -> NWN Style: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3072 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 80% (Luiz): v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v7 After the leader died, Kagain said his but and the quest ended just fine, I just wanted to report this oddity. I'm using EasyTutu_ToB.exe (last updated 28 March 2009) version. Thanks! Link to comment
cmorgan Posted July 19, 2009 Share Posted July 19, 2009 I can't see anything in that install that would cause that - I am logging this for a recheck of the _TASIGHT assignment and a test run (I thought we solved this ine). You have a good, clean, tight install there, perfectly ordered and the only mod in that stack that I know of that touches those .cres is BG1NPC. I will also check the .cre weapons assignment; we assume that the default combat script equips and uses the weapons existing on the .cre. Perhaps the creature needs something equipped first. Check back Monday morning, and I should have some more info for you - I probably won't be online tomorrow Link to comment
Jaesun Posted July 19, 2009 Author Share Posted July 19, 2009 I can't see anything in that install that would cause that - I am logging this for a recheck of the _TASIGHT assignment and a test run (I thought we solved this ine). You have a good, clean, tight install there, perfectly ordered and the only mod in that stack that I know of that touches those .cres is BG1NPC. I will also check the .cre weapons assignment; we assume that the default combat script equips and uses the weapons existing on the .cre. Perhaps the creature needs something equipped first. Check back Monday morning, and I should have some more info for you - I probably won't be online tomorrow No rush. I just wanted to report it. Maybe it was just me.. or just random. *shrug* I have been switching between TUTU and BGT (using the same mods) to see what one I like best, and I can report that when using BGT, the encounter went fine (the bandits went red and attacked the party). Link to comment
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