Salk Posted September 11, 2009 Posted September 11, 2009 Hi DavidW! I am playing on BGT, SCS (I & II) and several other mods. When I was taken to the bandit camp, I had a dialogue with Tazok and all went smooth. But just after one moment, there was one wizard (Vent?) who attacked me just there (turning everyone else hostile of course). I believe that he and three others were those enemies I should have faced in Tazok's tent (which I have in fact found empty). Was this intended? If so, I am pretty surprised because last time I played with SCS the encounter didn't go the same way. Thanks!
Ilyich Posted September 12, 2009 Posted September 12, 2009 They also attacked me outside the last time I played. Although unlike yourself, I entered with everyone starting hostile to me. When, they attacked me, they attacked me about 50% up the left side of the screen. I don't know if it's intended behaviour, but at least there is more than one account of it happening.
DavidW Posted September 16, 2009 Posted September 16, 2009 Any opinion on this, DavidW? It's intended behaviour if the bandit camp is hostile (broadly on the grounds that it's really dumb for the iron throne guys to stay inside if there's a big fight outside). I have had various reports of it happening when the bandits aren't hostile, so there's some combination of parameters-I'm-not-allowing-for and TUTU/BGT differences going on. One for the next release.
Salk Posted September 16, 2009 Author Posted September 16, 2009 Any opinion on this, DavidW? It's intended behaviour if the bandit camp is hostile (broadly on the grounds that it's really dumb for the iron throne guys to stay inside if there's a big fight outside). I have had various reports of it happening when the bandits aren't hostile, so there's some combination of parameters-I'm-not-allowing-for and TUTU/BGT differences going on. One for the next release. Oh right then! Thanks! I can assure that in my specific case, the bandits were not hostile at all.
Ithildur Posted November 25, 2009 Posted November 25, 2009 Any opinion on this, DavidW? It's intended behaviour if the bandit camp is hostile (broadly on the grounds that it's really dumb for the iron throne guys to stay inside if there's a big fight outside). I have had various reports of it happening when the bandits aren't hostile, so there's some combination of parameters-I'm-not-allowing-for and TUTU/BGT differences going on. One for the next release. Oh right then! Thanks! I can assure that in my specific case, the bandits were not hostile at all. Completely forgot about this happening with my game several months back; I was going to post it and never did. Any updates or workarounds for this?
Guest newuser01 Posted November 27, 2009 Posted November 27, 2009 I had the same issue, after the test fight with Tazok Vent appears and everyone in the camp turns hostile. This is an impossible fight for a level 4-5 party (with SCS), the Black Talon Elites shot my party dead after 10 seconds. When I go immediately after the test fight in the tent nord of here, Vent and his companions appears here too, but the fight is easier and the whole bandit camp will not turn hostile. After I reveal the Cloakwood Forest in the big tent, I went out and a bandit leader identify me and everyone goes hostile, I have the only choise to flee into an other area, but minimum 1-2 of my NPCs dies everytime in the "arrow-storm". Is there any "friendlier" solution of the Bandit Camp? I havent played BG1 before, this fight is too hard for me. My 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] ~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier ~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #1 // Assign a kit to Ajantis? -> Ajantis: Inquisitor ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #5 // Assign a kit to Alora? -> Alora: Swashbuckler ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #7 // Assign a kit to Dynaheir? -> Dynaheir: Specialist Mage ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #9 // Assign a kit to Edwin? -> Edwin: Specialist Mage ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #10 // Assign a kit to Eldoth? -> Eldoth: Blade ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #13 // Assign a kit to Faldorn? -> Faldorn: Avenger ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #18 // Assign a kit to Garrick? -> Garrick: Skald ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #21 // Assign a kit to Imoen? -> Imoen: Swashbuckler ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #24 // Assign a kit to Kagain? -> Kagain: Wizard Slayer ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #29 // Assign a kit to Kivan? -> Kivan: Archer ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #36 // Assign a kit to Safana? -> Safana: Bounty Hunter ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #39 // Assign a kit to Shar-Teel? -> Shar-Teel: Berserker ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #43 // Assign a kit to Skie? -> Skie: Swashbuckler ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #45 // Assign a kit to Xan? -> Xan: Specialist Mage ~SETUP-EASYTUTUNPCKITS.TP2~ #0 #47 // Assign a kit to Xzar? -> Xzar: Specialist Mage ~SETUP-HARDTIMES.TP2~ #0 #0 // Hard Times v2 ~SETUP-HARDTIMES.TP2~ #0 #1 // Hard Times: Ulcaster School Encounter ~NPCKIT/NPCKIT.TP2~ #0 #31 // Replace Berserker Kit with Battlerager for Dwarves: v3 ~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v3 ~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v3 ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu and BGT, 14April2008: v3.1 ~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v3.1 ~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v3.1 ~GAVIN/GAVIN.TP2~ #0 #4 // Gavin: Alternate Portraits -> Original portrait by berelinde (default): v3.1 ~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: v3.1 ~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18 ~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18 ~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18 ~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18 ~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18 ~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18 ~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18 ~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18 ~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18 ~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18 ~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v18 ~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18 ~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18 ~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v18 ~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18 ~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18 ~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18 ~BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v18 ~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v18 ~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v18 ~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v18 ~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18 ~BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v18 ~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3 ~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v13 ~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v13 ~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v13 ~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: v13 ~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v13 ~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility: v13 ~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v13 ~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v13 ~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v13 ~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v13 ~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v13 ~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v13 ~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v13 ~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v13 ~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v13 ~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v13 ~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v13 ~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v13 ~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v13 ~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v13 ~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v13 ~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v13 ~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v13 ~SETUP-SCS.TP2~ #0 #5060 // Harder giant and phase spiders: v13 ~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v13 ~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v13 ~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v13 ~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v13 ~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v13 ~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v13 ~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v13 ~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v13 ~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v13 ~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v13 ~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v13 ~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v13 ~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v13 ~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v13 ~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v13 ~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v13 ~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v13 ~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v13 ~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v13 ~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v13 ~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v13 ~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v13 ~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v13 ~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v13 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.31 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.31 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.31 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: 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 #1110 // Add Map Notes: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v7 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: v2 ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: v2 ~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: v2 ~ITEM_REV/ITEM_REV.TP2~ #0 #14 // Remove Cleric Weapon Restrictions from Multi-classed Clerics: v2 ~ITEM_REV/ITEM_REV.TP2~ #0 #15 // Prevent Druids from Wearing Helmets: v2 ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // Restrict Fighter/Druids to Armor that Druids Can Wear: v2 ~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 ~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: Widescreen Mod v2.2 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: v2 ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v2
Ithildur Posted November 28, 2009 Posted November 28, 2009 Yep, I the last time this occured my entire party of 6 except the protagonist were killed; as it was a no reload attempt, I used every single resource (scrolls, potions, wands, spells, etc) to keep him alive (barely). It was ... memorable... but I was annoyed that the option that RP wise should've given some advantages (infiltrating the camp with finesse) ended up being the deadlier choice by far; the previous run through I simply ignored the option of infiltrating the camp and fought them, one group at a time. Much much easier than taking on the entire camp unbuffed, surrounded, and unprepared. This really should be fixed.
Guest newuser01 Posted November 28, 2009 Posted November 28, 2009 Some strange thing occurred. When I have Kivan in the group, the bandits in Larswood recognizes him, and attack, but the bandits in Peldvale not, and I can join the bandits. The party is taken to the Bandit Camp, Tazok appears, I answer that I am well prepared party (I think answer nr. 3) and again answer 3. Tazok goes hostile (the other bandits not), I managed to kill him, pick up the loot and quickly flee from Vent and his band to an other area. Is this intended when Kivan is the party?
Guest newuser01 Posted November 28, 2009 Posted November 28, 2009 Is this intended when Kivan is the party? Correctly: Is this intended when Kivan is in the party?
PetrusOctavianus Posted December 2, 2009 Posted December 2, 2009 I just did the Bandit Camp myself. Usually I try to infiltrate the camp, but due to reported problems with Tazog if Kivan is in party I traveled to the camp in the normal fashion this time. My party ended up on the south end of the map and after some seconds (the time it took for Montaron to fail to Hide in Shadows thrice) Raemon and his buddies appear. So I agree with those saying that infiltrating *should* be easier, but I guess that is a fault with the original game, although Raemon&co surely will make it harder.
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