Oloriniel Posted October 23, 2022 Author Share Posted October 23, 2022 Also: Met Celile, the moneylender from the Copper Coronet, in the foyer of the Vulgar Monkey. When I clicked on him he attacked me, which, well, not exactly a rare occurrence. I haven't single-handedly killed the equivalent of the population of a small city just because I felt like it. But when I slew him, in self-defense, my reputation dropped from 20 to 10. That seems a bit steep! Especially in a lawless town like Brynnlaw.... Quote Link to comment
jmerry Posted October 23, 2022 Share Posted October 23, 2022 Sounds like a standard "innocent" penalty. If you kill one of the random peasants or courtesans in Brynnlaw, that's the same hit. Higher reputation means more lost, and it'll always drop you to no more than 10 rep. People who go hostile when you have a perfectly ordinary conversation with them shouldn't be innocents; provoking innocents should require extreme provocation, like telling Taris the gory details in Dorn's BG1 quest ("His skeleton LITERALLY leapt out of his body, and flesh went FLYING in every direction. It was quite a sight."). Either this guy shouldn't be an innocent, or he shouldn't have attacked you so easily. Quote Link to comment
Oloriniel Posted October 23, 2022 Author Share Posted October 23, 2022 Sure enough, Celile (D0LENDER.CRE) is flagged as 'innocent.' I've submitted a bug report over at the PocketPlane forum, just in case it's still monitored. Change-log shows the following modified the file: MIH_EQ.TP2~ 0 0 // Revised Corporal Undeadv5.1 EET_Tweaks.TP2~ 0 2051 // XP for killing creatures Decrease to 75% 1.12CDTWEAKS.TP2~ 0 3010 // Maximum HP Creatures [the bigg] for all creatures in game v15 Stratagems.TP2~ 0 6010 // Better calls for help 34.3 TNT.TP2~ 0 59 // Fair fights Also remove undroppable items granting unfair advantages from all enemies | power user component, consult readme v8.19 But none of these look like they'd modify a 'class' setting to 'innocent.' Thanks for the suggestion, @jmerry! Now if only the issues with the journal, and the vanishing companion NPCs, was as easily sorted.... Quote Link to comment
jmerry Posted October 23, 2022 Share Posted October 23, 2022 On this one, I think the character was always intended to be innocent, and the dodgy part is how he got mad at you. Which might be connected to you "clicking on him", or might be something like hearing a call for help. When calls for help or specific script/dialogue triggers aren't involved, it usually takes being "attacked" to make a neutral NPC go hostile. You either attack with a weapon, deal damage to them, tag them with a spell/ability flagged as hostile, or land one of a certain list of negative status effects (i.e. stun) on them. Also ... Revised Corporal Undead? Is this moneylender undead for some reason? Quote Link to comment
Oloriniel Posted October 23, 2022 Author Share Posted October 23, 2022 Not that I know of; no reason in the plot for him to be so. Though...I think when he had Moiya's daughter kidnapped, he had her stashed somewhere in the graveyard crypts (no idea where now, but not Bodhi's complex). He was in the Copper Coronet, until he wasn't. The kidnappings etc were done with/by flunkies. Quote Link to comment
Endarire Posted October 27, 2022 Share Posted October 27, 2022 For the stutter bug, was there a problem with EET or compatibility with 2.5/2.6? (I haven't kept up with this thread and this is basic theorizing.) Quote Link to comment
Oloriniel Posted October 27, 2022 Author Share Posted October 27, 2022 After Irenicus' "no heroics, only sleep" comment in Spellhold, the cutscene hangs. I'd been having difficulties with the Tortured Souls Lite content and inferred that this was the source of the difficulty, but having removed Yoshimo and Kachiko from my party, the difficulty persists. Quote Link to comment
jastey Posted October 27, 2022 Share Posted October 27, 2022 EET adds removing script blocks to the BG1 NPCs in the BGII part of the game if they weren't in the party upon transition (or something). These blocks are added to their BG1 script. The idea is, that BG1 NPCs with their BG1 script should not be around in BGII. If they ahve a BGII content their script should be changed to the BGII one. If the NPCs are BG1 only they should despawn in BGII. In case that is what happens to you. Quote Link to comment
Oloriniel Posted October 27, 2022 Author Share Posted October 27, 2022 From Irenicus' "There is no battle, no heroics. Only sleep." (State 34, PPIRENI.DLG) Response 76 Flags (Trigger(1)Action(2)Terminates dialoge (3)) Response trigger 36 OR(2) !Global("Kachiko_Saved","GLOBAL",2) Global("TT_Evil_Path","GLOBAL",3) Action 32 SetGlobal("AsylumPlot","GLOBAL",20) DisplayString(Myself,50707) Spell(Myself,DO_NOTHING) ActionOverride("A7Afaaq",RemoveFamiliar()) ChangeEnemyAlly("A7Afaaq",NEUTRAL) StartCutSceneMode() StartCutSceneEx("Cut41g",FALSE) Response 77 Flags (Trigger(1)Action(2)Terminates dialoge (3)) Response trigger 37 IsValidForPartyDialogue("Valygar") Action 33 SetGlobal("AsylumPlot","GLOBAL",20) DisplayString(Myself,50707) Spell(Myself,DO_NOTHING) ActionOverride("A7Afaaq",RemoveFamiliar()) ChangeEnemyAlly("A7Afaaq",NEUTRAL) StartCutSceneMode() StartCutSceneEx("u!cut41g",FALSE) Response 78 Flags (Trigger(1)Action(2)Terminates dialoge (3)) Response trigger 38 !IsValidForPartyDialogue("Valygar") Action 34 SetGlobal("AsylumPlot","GLOBAL",20) DisplayString(Myself,50707) Spell(Myself,DO_NOTHING) ActionOverride("A7Afaaq",RemoveFamiliar()) ChangeEnemyAlly("A7Afaaq",NEUTRAL) StartCutSceneMode() StartCutSceneEx("Cut41g",FALSE) Response 79 Flags (Trigger(1)Action(2)Terminates dialoge (3)) Response trigger 39 Global("Kachiko_Saved","GLOBAL",2) Action 34 SetGlobal("AsylumPlot","GLOBAL",20) DisplayString(Myself,50707) Spell(Myself,DO_NOTHING) ActionOverride("A7Afaaq",RemoveFamiliar()) ChangeEnemyAlly("A7Afaaq",NEUTRAL) StartCutSceneMode() StartCutSceneEx("vp41g",FALSE) So, Global "Kachiko_Saved" is 2, Global "TT_Evil_Path" doesn't exist, and Valygar isn't in my party. After changing global "Kachiko_Saved" to 0, the cutscene worked properly. Quote Link to comment
Oloriniel Posted October 27, 2022 Author Share Posted October 27, 2022 The confrontation with the spirit of Bhaal in the dream needed some careful management. Sometimes he wouldn't enter the building, sometimes the cutscene never ended and I kept beating on him, but finally I had an attempt that worked properly. And, this time, the cutscene with Bodhi moving me to the labyrinth worked properly as well. So, onward we go! Quote Link to comment
Oloriniel Posted October 27, 2022 Author Share Posted October 27, 2022 The enemy randomizer may need some work to address which creatures in which locations are 'essential.' I mean, it's one thing to walk into the mind flayer lair beneath Athkatla, and there's almost no mindflayers or thralls there. But in the Spellhold labyrinth, there's a zone where the Apparition who transports you to the next stop doesn't appear until you've killed 2 each of types of Skeleton Warriors. So if there aren't any skeleton warriors, you'll have to use the console. Likewise, there's a machine in which you have to deposit the head of a troll. I've got several in my bags, because I met this troll as far back as early BG1. But if I didn't have one, I'd have had to use the console to get one, because the troll whose head you need isn't here. Quote Link to comment
Oloriniel Posted October 28, 2022 Author Share Posted October 28, 2022 Almost done with Chapter 4/16! I'm in the Sahuagin city. The guards sounded the alarm, the king went hostile, I killed him. The prince showed up but is unresponsive. I checked the conditions for his dialogue: Global("RebelsAttack","AR2300",2) Dead("Sahkng01") My Global didn't advance from 1; changing it to 2 with the console did not change anything. And not sure how to check or change the "Sahkng01" variable with the console. Spawning a new one and killing it caused the Prince go become hostile. (I can open savegames from other installs with NI, but not this one; and I don't trust EEKeeper) Quote Link to comment
Oloriniel Posted October 28, 2022 Author Share Posted October 28, 2022 Spoke too soon. I couldn't talk to the Prince who showed up when I killed the king, but there was another prince standing by the pit to the Underdark, and I got the expected dialogue clicking him. So, commencing Chapter 5/17: Day 829 Companions: Kivan, Branwen, Kova, Kiyone, Driz'zt, Afaaq, Grey, BrandockXP: 3,516,976/class (21/20/21) Body Count: 12,904 Gold: 535,802 Quote Link to comment
Graion Dilach Posted October 30, 2022 Share Posted October 30, 2022 I'll probably sit down and patch Unoffical Item Pack at one point. Edvin seems to be gone so I'll put a giant "UNOFFICIAL RESURRECTION" on top of it. :S It comes up way too commonly to be ignored, unfortunately. Quote Link to comment
GuardianAnubite Posted October 31, 2022 Share Posted October 31, 2022 On 10/27/2022 at 4:52 PM, Oloriniel said: The enemy randomizer may need some work to address which creatures in which locations are 'essential.' I mean, it's one thing to walk into the mind flayer lair beneath Athkatla, and there's almost no mindflayers or thralls there. But in the Spellhold labyrinth, there's a zone where the Apparition who transports you to the next stop doesn't appear until you've killed 2 each of types of Skeleton Warriors. So if there aren't any skeleton warriors, you'll have to use the console. Likewise, there's a machine in which you have to deposit the head of a troll. I've got several in my bags, because I met this troll as far back as early BG1. But if I didn't have one, I'd have had to use the console to get one, because the troll whose head you need isn't here. The enemy randomizer makes no attempt at keeping things lore-friendly. Maybe in a later release. I've looked through the area files and don't see or remember any area in Spellhold that has Skeleton Warriors that you need to kill, can you provide some more info on this one? I've fixed the issue with the troll that drops his head, it was an oversight with the EET component and had already been fixed in normal BG2. Quote Link to comment
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