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Sarevok Coronation Problem


Drelnza

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Hi David,

 

I am playing an EasyTutu game, my weidu log is below. As far as I know none of the mods I have installed mess with the coronation but I have posted this here just in case SCS does...I have posted this over at the Pocket Plane group too.

 

During the coronation I successfully cast an Otiluke's Resilient Sphere on Belt and go to work on killing the dopplegangers. I am doing a grand job: my summons are blocking the doppelgangers' route to Liia, Belt is completely safe and slowly but surely the dopplegangers are dying. Then out of no where, Winski appears and flame strikes me to death ???

 

I have had a quick look at the scripts and I can see that if I attack either of Belt or Liia then Winski is set to appear and auto kill me. I definitely did not do this and I am 99.9% sure that casting an ORS does not count as an attack in this regard.

That leaves Sarevok's script, but I don't understand how the condition GlobalTimerExpired("EndGame","GLOBAL") becomes true in the following bit of the script:

 

IF

GlobalTimerExpired("EndGame","GLOBAL")

THEN

RESPONSE #100

SetInterrupt(FALSE)

SetGlobalTimer("EndGame","GLOBAL",100)

CreateCreature("_WINSKI",[693.578],0) // Winski Perorate

ActionOverride("winski",ForceSpell(Player1,SAREVOK_STRIKE))

Wait(2)

Kill(Player1)

SetInterrupt(TRUE)

END

 

I have not attacked Sarevok at all because he has not turned hostile.

 

I am very confused as to why Winski has appeared...both the dukes are still alive, i have not attacked them, i have all the necessary documentation in my bag of holding...

 

Can you think of anything going wrong here or understand how this bit of Sarevok's script is triggered?

 

 

 

As an aside when I reloaded, I managed to kill all the dopplegangers whilst keeping the dukes alive...but the next part of the script does not fire....Sarevok just stands there....as do the dukes....I have searched everywhere for a missing doppleganger but I am sure they are all killed....( i have a save game of this weird problem!)

I have completed this coronation a lot of times before and have NEVER managed to do this, in fact I have never had either of these problems.

 

Any ideas? Any help would be highly appreciated...I am a non reloader so this has especially peed me off :-(

 

 

 

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

~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects

~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds

~SETUP-HARDTIMES.TP2~ #0 #0 // Hard Times v2

~SETUP-HARDTIMES.TP2~ #0 #1 // Hard Times: Ulcaster School Encounter

~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 #3 // Angelo Notices Shar-teel: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: 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 #26 // The Original Saga Music Playlist Corrections: 7

~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: 7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: 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 #130 // Force All Dialogue to Pause Game: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: 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 #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 #1140 // Gems and Potions Require Identification: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1210 // Use BG Walking Speeds (BETA): v7

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: 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 #2210 // True Grandmastery (Baldurdash): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v7

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: 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 #3200 // Sellable Items (Icelus): 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

~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 #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 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v13

~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: 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 #3040 // NPCs go to inns: 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 #4010 // Remove blur effect from displacer cloak: v13

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

~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT

~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod

~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: Widescreen Mod v2.2

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I think that casting Otiluke's Resilient Sphere is the same as attacking the target in the vanilla game - I used to do like you do, but on the bioware boards I discovered it isn't the way ORS is supposed to work without mods. There are indeed mods that make the spell neutral. Please try to take a look at the spell file and see if it's set as an offensive spell.

I'm sorry I don't know which mod makes ORS behave like a neutral spell. ??? (Spell Rev? Not sure, just a guess.)

 

Anyway, I don't think it's SCS fault - or fault of any other mod.

 

EDIT: just how many times did I write spell? O.o

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I think that casting Otiluke's Resilient Sphere is the same as attacking the target in the vanilla game

 

Well I am sure I have used this trick many times before to keep the dukes alive and never had a problem, in the original vanilla game as well as Tutu....I will investigate further...

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