jmerry Posted January 27, 2023 Share Posted January 27, 2023 4 hours ago, Endarire said: Is this a mod-specific bug? Is it cascading mod oddities from a buncha mods interacting in awkward ways? Otherwise? The bug is in the base game's scripts; the problem is a script trigger that doesn't do what the developers thought it did. The offending block of AR2700.bcs: IF GlobalGT("Chapter","GLOBAL",2) Exists("Xzar") // Xzar !InParty("Xzar") // Xzar !BeenInParty("Xzar") // Xzar THEN RESPONSE #100 ActionOverride("Xzar",DestroySelf()) END If Xzar exists but hasn't ever joined the party, and you've moved on to chapter 3, remove him. Only Xzar is a global creature that's in BALDUR.GAM even before he joins the party, so that DestroySelf() merely banishes him to nowhere rather than completely removing him. The next time this script runs, Exists("Xzar") returns true and the block executes again. Repeat indefinitely, and nothing added on to the end of the area script will ever run after that point because this block takes priority. The script also has similar blocks for Montaron (same conditions) and Imoen (if she died back in Candlekeep). Those don't cause problems because they have Continue() in their actions, but they'll still run repeatedly if their conditions are met. In the base game, the broken block is the last one in the area script, so the bug has no effect. However, any mod that adds on to the end of the area script will expose the bug. There will be a fix for this bug in the EE Fixpack, whenever that gets a full release. Quote Link to comment
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