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CamDawg

Outstanding bugs

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Frankly I don't think the Copper Coronet commoners going hostile is a BG2 Fixpack problem. It appears to be a problem with the SHOUT.BCS & KRGUARD5.BCS. I've only seen the problem since using SCS & SCS2 and the "Better Calls for Help" code (130 & 230). Removing the "Shout(Attack1)" from KRGUARD5.BCS and the Heard([ANYONE],HelpMe) responses from SHOUT.BCS solved the problem.

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Frankly I don't think the Copper Coronet commoners going hostile is a BG2 Fixpack problem. It appears to be a problem with the SHOUT.BCS & KRGUARD5.BCS. I've only seen the problem since using SCS & SCS2 and the "Better Calls for Help" code (130 & 230). Removing the "Shout(Attack1)" from KRGUARD5.BCS and the Heard([ANYONE],HelpMe) responses from SHOUT.BCS solved the problem.

 

Sounds like an SCSII issue, yes - one of the outstanding problems with the current version is the occasional shout problem like this one.

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Don't know if this has been reported before but just found that the Knave's robe clck18.itm doesn't have it's moveable flag checked. My base BG2 game backup that only has the official patch applied shows it as unmoveable. Could/should it be added to BG2 Fixpack, I know you set the magical flag to prevent black dragon from taking it could you add a set for the flag to make it moveable?

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CLCK18 is a fake robe that you'll never see in the game. The real knave's robe is CLCK12.

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Guest Carinna

I don't know if this is a bug or if it was intentional, but while going through the game and identifying which subquest gave what amount of xp, I found that:

 

Rescuing Viconia from the fanatics gives 0 xp. Having her join your party right afterwards gives 0 xp.

Covering for Jan with the tax police gives 8500 xp and then getting Jan to join your party right afterward gives 11500 xp.

 

I'm thinking that one of these xp rewards might have been supposed to go with rescuing Viconia?

 

I am playing a vanilla game with just your lastest fixpack installed.

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I am still having the problem of Saemon disappearing after I steal the horn. I also tried to add the CLUA Console to just add him in, but after adding the Debug Line I cannot open the console.

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I am still having the problem of Saemon disappearing after I steal the horn. I also tried to add the CLUA Console to just add him in, but after adding the Debug Line I cannot open the console.

Have you done this:

http://iesdp.gibberlings3.net/clua/bg2.htm

 

Greetings Leomar

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I am still having the problem of Saemon disappearing after I steal the horn. I also tried to add the CLUA Console to just add him in, but after adding the Debug Line I cannot open the console.

Have you done this:

http://iesdp.gibberlings3.net/clua/bg2.htm

 

Greetings Leomar

 

Yeah I have done that. I have beaten the game plenty of times and used the CLUA in the past. But this is the 1st time I have played it on Vista and used the Fixpack so I don't know if there is a way to fix it.

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This may be relevant. Installing the game into another directory than c:\program files is supposedly another possible solution. Edited by Wisp

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This may be relevant. Installing the game into another directory than c:\program files is supposedly another possible solution.

 

I think its to late for that. What I actually did was copied the baldur.ini file from the compatibility files to the normal area. This took away the widescreen mode but Saemon was there. I progressed to the next point of the story and then re-installed the widescreen mode

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Guest Icarian

I had the same thing happen to me.

 

Going back to the quicksave right before I met Saemon at the Vulgar Monkey did not help. He never appears at the docks no matter what I do.

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Guest Icarian

Does anyone know the code for summoning him?

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Guest Icarian
Does anyone know the code for summoning him?

Never mind. In case someone else needs it, it's:

CLUAConsole:CreateCreature("ppsaem3")

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Many Joinable NPCs Have Incorrect Proficiencies

 

  • Viconia is short one star at all levels, and two stars short at levels greater than 12. She gets a star in sword and shield at all levels, and a second star in flails at levels greater than 12.

A superlative suggestion, sir. With just two minor flaws. One, pure clerics can't have two proficiency stars. And two, pure clerics can't have two proficiency stars. Now I realise that technically speaking that's only one flaw but I thought that it was such a big one that it was worth mentioning twice.

 

 

Anomen was shorted four stars at every level. We bump up his sword and shield and warhammer proficiencies both from one to two stars. The last two stars are moved into spears even though Anomen can no longer use them since dualing to cleric--he mentions his prowess with spears in banter.

An excellent and inventive suggestion, sir, with just two tiny drawbacks. A, You don't have any right to bump this proficiencies to two stars. And B, There's no such thing as figter7-dual-cleric with 5 proficiencies each two star outside the fictional universe "Baldur's Gate 2 with G3 Fixpack".

 

Fighter lvl 1 can have anywhere between none and two stars in single proficiency, starts with 4 to distribute. At levels three and six gains additional one and can put them anywhere. So one of possible choices (very suboptimal!) is:

Fighter lvl 7

proficiency A: ++

prof. B: ++

prof C: ++

Then dual to cleric lvl 1: Any fighting style or blunt weapon, two stars total, but max is 1:

prof X: +

prof Y: +

Cleric level four gain additional star, but restriction of maximum one still applies, so:

prof Z: +

(if for some reason you put stars in the same proficiency you did as fighter, they are not cumulative once you gain fighter levels back).

Then at cleric level 8 you have:

proficiency A: ++

prof. B: ++

prof C: ++

prof X: +

prof Y: +

prof Z: +

and additional star you can put anywhere, even proficiencies A, B and C (but only if they are blunt weapons).

So Anomen is actually missing anywhere between one (all of his cleric stars agree with fighter ones) and four (none agree).

 

And this begs the question - how this should be fixed and where it should go? Fixpack core (since it's definitely a bug) or optional (there is no way to exactly say how many stars are missing and where, so there will always be some controversion about choices you made).

My suggestions (you're the guys who care for player's opinion, right? :( ), assuming that both two stars proficiencies were taken on fighter lvl 1 and both one star proficiencies were taken on cleric lvl 1:

 

Core:

Flail ++ (missing warrior prof. lvl 3 and 6)

Club + (cleric lvl 4)

Flail +++ (cleric lvl 8)

 

Optional:

Mace ++++ (missing warrior prof. lvl 3 and 6 - makes more sense than two stars in some random proficiency IMHO)

Club + (cleric lvl 4)

Mace +++++ (cleric lvl 8 - yay, powergaming ;D )

 

 

Personally, I think Anomen needs total reworking of his proficiencies in tweakpack. Guy with his own Family Shield has one star in two handed* weapon (staffs - anomen10.cre)? :hm:

 

Might be a little too powerful, but works just fine for me** (YMMV):

Flail +++++ (fighter lvl 1, 3, 6, cleric lvl 8)

Sword & Shield ++ (fighter lvl 1)

Sling +, Hammer + (Cleric lvl 1)

Mace + (Cleric lvl 4)

Cleric lvl 12 - don't know, don't really care, Flail of Ages FTW! ;)

 

 

Last but not least: mazzy8.cre has five stars in short bow and only one in sword; should be 4 and 2 (for obvious reasons).

 

 

Almost forgot: Good job guys, I really appreciate your work. :)

 

*Yeah, I know, there is staff-mace. :(

**

Since he could not be sponsored as a squire, Anomen chose the route of the warrior and priest of Helm, the god of guardians, and has fought many battles over the years against forces of evil. Anomen often says that he is confident that he will prove worthy of his knighthood (...)

 

Sounds more like a fighting than spellcasting character to me.

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Many Joinable NPCs Have Incorrect Proficiencies

 

    Viconia is short one star at all levels, and two stars short at levels greater than 12. She gets a star in sword and shield at all levels, and a second star in flails at levels greater than 12.

A superlative suggestion, sir. With just two minor flaws. One, pure clerics can't have two proficiency stars. And two, pure clerics can't have two proficiency stars. Now I realise that technically speaking that's only one flaw but I thought that it was such a big one that it was worth mentioning twice.

The line "She gets a star in sword and shield at all levels, and a second star in flails at levels greater than 12" is trying to say that her level 12+ versions are missing 2 proficiency points, and this is corrected by placing the first one in S&S Weapon Style and the second one in Flails, where she previously had no points in either.

 

Before (Levels 8-13):

Mace *

Sling *

War Hammer *

 

After:

Mace *

Sling *

War Hammer *

Sword & Shield *

Flail * [Level 12+]

 

Anomen was shorted four stars at every level. We bump up his sword and shield and warhammer proficiencies both from one to two stars. The last two stars are moved into spears even though Anomen can no longer use them since dualing to cleric--he mentions his prowess with spears in banter.

An excellent and inventive suggestion, sir, with just two tiny drawbacks. A, You don't have any right to bump this proficiencies to two stars. And B, There's no such thing as figter7-dual-cleric with 5 proficiencies each two star outside the fictional universe "Baldur's Gate 2 with G3 Fixpack".

True. The least-intrusive way to correct this would be to move one of the points from either S&S Style or War Hammer into Staff for his versions that are pre-level 12 cleric. Then at level 12, it would appear that he had specialised in the old proficiency instead of adding quarterstaff.

 

Last but not least: mazzy8.cre has five stars in short bow and only one in sword; should be 4 and 2 (for obvious reasons).

This is a suggested tweak, I'm assuming?

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