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Kromgart

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Everything posted by Kromgart

  1. Clean BG2EE + Component #4240 // Treat mages' and priests' High-Level Abilities as innate abilities Readme says for that component: Note that clones (Projected Images and Simulacra) of the spellcaster do not get High-level abilities. 1) Both Projected Images and Simulacrum can cast HLA as any other spell. Tested on 3 million XP sorcerer (Summon Planetar) and cleric/mage (Summon Deva) . 2) Simulacrum (at 60% from those 3 million XP) can still cast HLA. Clean BG2EE
  2. Component 4080 (Make Khalid a Fighter-Mage) causes a crash in EET, in SoD part, when visiting FAI (EET allows that). That component expands Khalid and Jaheira dialogue - it sets a global variable "P#AlreadyTalkedKhalid" to 1 when you meet them in the beginning of the BG1. It also expands the area script for FAI - adding some CreatureDestroying actions when "P#AlreadyTalkedKhalid" is zero. I have never talked to K&J, and that variable was not set to 1. Now when I enter FAI first floor, the game freezes and then crashes. I set that variable in EEKeeper to 1, and the crash is gone. When I move in to see the spot where K&J usually stand in early BG1, and then change the variable to 0, Khalid appears, then disappears, and then the game freezes and crashes.
  3. Yeah, Spell Shield protects your other "spell-protections" and takes the first hit even when those protections are not in danger of being dispelled. If you have active GoI + bunch of low-level spell protections (Minor Spell Deflection, Minor Spell Turning, Spell Immunities) - Spell Thrust can't do anything to you anyway ("Spell ineffective"), although without GoI all that will be removed by one Spell Thrust. And if you add a Spell Shield to that mix - now it will activate and get wasted on a Spell Thrust for no reason.
  4. In BG1, Chapter 6, the relocated ogre magi ambush, their leader (the one who has a katana and a letter from Sarevok) doesn''t attack and stays neutral and invisible unless you aggro him directly. You can see this happening here (the video is from Jan 2018, but I have the same issue with v32.4): https://www.youtube.com/watch?v=525eC2od0Qo&t=1735
  5. Tested on clean BGEE + SCS. The issue I described above is caused by "Better calls for help" component. Without that component guild members stay neutral during the fight with Resar.
  6. Strange. As I see in their dialogs (ALTOS.dlg and RESAR.dlg), there are the following options: 1) You completed their sidequests, and Narlen just stabs Resar in a cutscene, everyone happy. This seems to be the only outcome depending on Narlen sidequests. 2) Resar becomes hostile, you kill Resar, Altos apologizes (which means you should be able to talk to him): "So you've killed the Halruaan. Well, don't take it personally that I let him attack you; he was a powerful mage, and there was little I could do to dissuade him from killing you. Don't worry, you have full run of the guild—if you're able to kill a Halruaan mage, I'm sure there's little that my guild members can do to you. Again, accept my apologies for the entire incident." In my case the second option only happens if I Ctrl-Y Resar immediately when he becomes hostile (when the game autopauses) and then the "hostility" doesn't spread through the building. EDIT: I've just tested this in a clean BGEE installation and this works properly. Created new char, teleported to AR0153, talked to Altos, added the 3 items (MISC69, 70, 71), talked to Altos again, Resar attacks, all other NPCs do not become hostile. Resar is killed, talk to Altos, he apologizes that "there was little I could do" So some mod is breaking that in my installation.
  7. After completing BG1 (EET) Thieves' Guild quest (steal components for Halruaan Skyships), almost all rogues in the building (including Narlen Darkwalk, Black Lily and Alatos) become hostile and attack me. Usually just the mage Resar should become hostile, but the others become hostile as well half a second later. Can this be caused by something SCS does to the AI and better calls for help?
  8. It seems that the component "Replace many +1 magic weapons with nonmagical "fine" ones" inadvertently nerfs both Animate Dead spells (cleric's and wizard's). Usually the summons' weapons are upgraded like this 1) Caster level 1-6 (SKELSU01.CRE): Longword (regular plain SW1H05.ITM) 2) Caster level 7-10 (SKELSU07.CRE): Longsword +1 (regular magical SW1H05.ITM - becomes "fine" version) 3) Caster level 11-14 (SKELSU11.CRE): Bastard sword +1 (regular magical SW1H02.ITM - becomes "fine" version) 4) Caster level 15+ (SKELWASU.CRE): Two-handed sword +1 (special magical SKELWASU.ITM) Now summons 2 and 3 are wielding "fine" non-magical weapons. And until you get to level 15 (1,875,000 exp) your lvl 5 spell slots can't do anything to enemies who are immune to normal weapons - they just get kicked around by BG1 mustard jellies etc.
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