jastey Posted September 4, 2023 Share Posted September 4, 2023 We think that it is an SCS script that lets Duke Jannath use area spells in the fight with Sarevok. I had reports for EndlessBG1, that after returning from defeating Sarevok, the Dukes turned hostile. This seems to be an instant where the impact only shows in combination with other mods (in this case, prolonged exposure to the Dukes in the palace). @jmerry identified a possible problem here (plus his following post): Quote Link to comment
jmerry Posted September 4, 2023 Share Posted September 4, 2023 To repeat what I found, there's one particular Spell Trigger which is badly handled. Sunfire/Cloudkill/Cloudkill. Any invoker with sufficient levels can get it, and if they do there's no allegiance check for using it. If Liia rolls that and you walk up to her, she casts the Spell Trigger, hurting everyone in the vicinity including herself. Since she was attacked by someone on your side, she blames your party and goes hostile, which leads to a Game Over within a few rounds. My recommendations: - Restrict this particular spell trigger to liches and rakshasas only. Casting Cloudkill on oneself is suicidal for mages without immunity to the spell. - Include an allegiance check in the script for using the trigger. Indiscriminate AoE attack spells in general should always have an allegiance check, so friendly mages don't go hostile as a direct result of their own actions. Quote Link to comment
Salk Posted September 4, 2023 Share Posted September 4, 2023 I took a look at the highpowered_sequencers.ssl file and if I am not mistaken, what jmerry is suggesting could be easily done just by adding these three lines: OR(2) RequireBlock(IsLich) RequireBlock(IsRakshasa) About the allegiance check, it seems like the sequencers found there do not have any (unless I'm wrong) so that check would have to be extended to several blocks. Quote Link to comment
jmerry Posted September 4, 2023 Share Posted September 4, 2023 Nah. You do the lich/rakshasa restriction in caster-shared/triggers/trigger.2da. spell1 spell2 spell3 contingency kit require_mod exclude_mod require_type exclude_type category ... ... SUN_FIRE CLOUDKILL CLOUDKILL * invoker * * * * o (replace row with) SUN_FIRE CLOUDKILL CLOUDKILL * invoker * * lich|rakshasa * o After all, that table is where the decision for which trigger to use is made. If you put the restriction in the script, then the mage gets a spell trigger and no script to use it, which is equivalent to not having a spell trigger at all. Quote Link to comment
Salk Posted September 4, 2023 Share Posted September 4, 2023 Okay, got it. Thanks! Quote Link to comment
polytope Posted September 5, 2023 Share Posted September 5, 2023 15 hours ago, jmerry said: lich|rakshasa If I'm not wrong that could be extended to vampires in the recent versions of EE (even the old versions of ToBEx), they won't suffer spell disruption from Cloudkill if immune to poison damage. I don't believe SCS gives the invoker kit to any vampire, though. Quote Link to comment
jmerry Posted September 5, 2023 Share Posted September 5, 2023 Yeah, vampires should be OK with their poison immunity. But neither vampire mages nor rakshasa get specialties, so in its current form that sequencer wouldn't apply to them. Might need to reconsider the "invoker" requirement there. Quote Link to comment
DavidW Posted September 9, 2023 Share Posted September 9, 2023 This is absolutely a bug, yes - no idea what I was thinking. require_type should be set to lich|rakshasa and the kit should be expanded to invoker|fighter_mage. Vampires shouldn’t get it because there’s too much likelihood of friendly fire. I also take the broader point that neutral creatures shouldn’t use party-unfriendly spells. Quote Link to comment
Delior Posted May 19 Share Posted May 19 (edited) Sorry to necro this thread, but I am not sure this was ever addressed. I am playing with SCS 35.16, and in the coronation fight Duke Jannath keeps casting Lightning Bolt and Teleport Field, both of which are disastrous (she ends up killing Belt and FF soldiers more than dopplegangers), and then for reasons I still can't determine she is going hostile against my party during the battle with Sarevok. It is so chaotic with Teleport Field up that I can't tell what is causing her to go hostile. After reloading multiple times, I used NearInfinity to remove Lightning Bolt and Teleport Field from her CRE file. She should never be casting Lightning Bolt in a fight like that in tight quarters surrounded be enemies and allies. Note that I am also using jmerry's tweak to Duke Jannath, and so this could be an issue with that component interacting poorly with SCS 35. Edited May 19 by Delior Quote Link to comment
subtledoctor Posted May 19 Share Posted May 19 2 hours ago, Delior said: and then for reasons I still can't determine she is going hostile against my party during the battle with Sarevok I had something similar in a recent playthrough of Siege of Dragonspear: there is a bit where you see crusaders fighting drow, and they are all blue-circle, then you can turn the drow into enemies and fight them alongside the crusaders. But, whenever a crusader got injured from any source, including the drow enemies, they would go red and start attacking me. Very different context and no idea if it is actually related to SCS. Just another data point of blue-circle NPCs going hostile against the PC if they took damage or were aggro'd by something a PC did not do. Quote Link to comment
DavidW Posted May 19 Share Posted May 19 5 hours ago, Delior said: Sorry to necro this thread, but I am not sure this was ever addressed. I am playing with SCS 35.16, and in the coronation fight Duke Jannath keeps casting Lightning Bolt and Teleport Field, both of which are disastrous (she ends up killing Belt and FF soldiers more than dopplegangers), and then for reasons I still can't determine she is going hostile against my party during the battle with Sarevok. It is so chaotic with Teleport Field up that I can't tell what is causing her to go hostile. After reloading multiple times, I used NearInfinity to remove Lightning Bolt and Teleport Field from her CRE file. She should never be casting Lightning Bolt in a fight like that in tight quarters surrounded be enemies and allies. Note that I am also using jmerry's tweak to Duke Jannath, and so this could be an issue with that component interacting poorly with SCS 35. The specific bug reported in this thread was fixed (the cloudkill/sunfire sequencer). But it looks as if there are other issues. I'll take a look. Quote Link to comment
Delior Posted May 19 Share Posted May 19 4 hours ago, DavidW said: The specific bug reported in this thread was fixed (the cloudkill/sunfire sequencer). But it looks as if there are other issues. I'll take a look. My best guess is that Liia's own lightning bolt is hitting her, which makes her go hostile. She had a minor globe up, which means she shouldn't take damage, but that is the only thing I can guess is making her turn hostile. Quote Link to comment
DavidW Posted May 19 Share Posted May 19 I'm puzzled that she is casting lightning bolt - only creatures that are already hostile should do that. Can you look in near infinity, find her combat script (name like dw#mg231), find the file dw#mg231.bcs (or whatever) in the override directory, and post it here? Quote Link to comment
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