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Bug Report for 0.50a


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#61 leahnkain

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Posted 13 December 2009 - 06:42 PM

Thank you Jarno, I sent the original files to SBB a long time ago he may still have the original .mp3 which were recorded.

Edited by leahnkain, 13 December 2009 - 06:44 PM.

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#62 Tieflingz

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Posted 16 December 2009 - 07:49 AM

Invalid Report

Edited by Tieflingz, 22 December 2009 - 03:56 AM.

I am: Human-Essentric (Halflings/Gnomes/Dwarves/Tieflings are favored)
Fetish: Backstab Ability (That includes Blackguards!)
Alignment: Mainly Any Evil and, to some extent, Chaotic Neutral
Nemesis:
Aasimar (Unless s/he's evil like Belueth the Calm)
Elf (I just don't like those pointy ears)
Paladin (You could guess why)
Weapon of Choice:
Short Sword/Thrown Daggers + Buckler

#63 Sir BillyBob

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Posted 16 December 2009 - 05:36 PM

First one - Ril is supposed to be with you. If you had turned him down, he can be found at his house standing next to the fireplace. The dialog is having problems because it is designed to check to see if he is a member of the party or not and jumps to whichever dialog of his is needed. Many of the dialogs of the ghosts in the manor and other locations here assume he is either following you or in the group.

Easy enough fix, from now one, you can't go to the mansion's area unless you have talked to him to have him either join or meet you in this area.

Second one - Can't find the real problem to the script. The orc is trying to drink a potion that they don't have "rights" to, such as a potion of Intelligence or something for a different class than fighter.

Third one - Known issue and hopefully fixed in 0.51.

Fourth one - you have a error in your dialog file. One of those other mods is possibly the problem. The "Ugh. *sigh*" quote comes from Erky not the PC. So your dialog file has at least one (probably several) string references that are corrupt. I usually find this from installing and then uninstalling mods that change the dialog.tlk file but are uninstalled in a different order or didn't install cleanly so Weidu doesn't have a good record of that install.

What I don't know at this point is why your PC would even start to say anything here. There is no script to force a player dialog and it doesn't look like your PC was responding to another person's dialog.

Edited by Sir BillyBob, 16 December 2009 - 05:38 PM.
Corrections

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#64 Tieflingz

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Posted 20 December 2009 - 03:12 AM

Invalid Report

Edited by Tieflingz, 22 December 2009 - 03:56 AM.

I am: Human-Essentric (Halflings/Gnomes/Dwarves/Tieflings are favored)
Fetish: Backstab Ability (That includes Blackguards!)
Alignment: Mainly Any Evil and, to some extent, Chaotic Neutral
Nemesis:
Aasimar (Unless s/he's evil like Belueth the Calm)
Elf (I just don't like those pointy ears)
Paladin (You could guess why)
Weapon of Choice:
Short Sword/Thrown Daggers + Buckler

#65 Jarno Mikkola

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Posted 20 December 2009 - 05:28 AM

Hope these are already noted and will be fixed in 0.51!

Well, the endless loop dialog was reported by me already before the v0.50a...

And a question about Chaarna (Asking for a hint), where can I find her in Westgate after her leave with the lady's ruby/ghost at Princess Palace? Or she's basically killed by the slavers as they stated "We left no survivors and killed everyone".. Just wondering, I prefer her Invoker kit over Aesdale's Neutral Good true class mage...

She was(last time I got there) in the Slaver Fortress, you get there when you exit the Temple entrance... do South, after you have found the papers you need for it in the Temple...

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#66 Tieflingz

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Posted 20 December 2009 - 08:00 AM

Invalid Report

Edited by Tieflingz, 22 December 2009 - 03:56 AM.

I am: Human-Essentric (Halflings/Gnomes/Dwarves/Tieflings are favored)
Fetish: Backstab Ability (That includes Blackguards!)
Alignment: Mainly Any Evil and, to some extent, Chaotic Neutral
Nemesis:
Aasimar (Unless s/he's evil like Belueth the Calm)
Elf (I just don't like those pointy ears)
Paladin (You could guess why)
Weapon of Choice:
Short Sword/Thrown Daggers + Buckler

#67 Miloch

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Posted 21 December 2009 - 05:24 AM

Second one - Can't find the real problem to the script. The orc is trying to drink a potion that they don't have "rights" to, such as a potion of Intelligence or something for a different class than fighter.

As I commented elsewhere though, this is spawned by a random item apparently, so you'd think this would happen all the time with other installs (non-CA with SCS for example). As I suggested in the other thread, you could try putting !Unusable("item") triggers in your script blocks. The IESDP says that trigger is untested, but that doesn't mean it doesn't work.

It might have something to do with this though:

My CA (After full, clean, patched ToB Install) is installed with RR, Divine Remix, 1PP, Item Revisions, and BGII Tweak Pack (Minor tweaks such as 100% learning spells)

Since I don't know if all those are compatible with CA (though in theory, they all could be).

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#68 leahnkain

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Posted 21 December 2009 - 04:49 PM

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The Tasoli (Is that how its spelled?) didn't have strings for their names to display, so for the hit rolls and death they used nothing and the PC's name to indicate.
And umm... That's kinda obvious that Decapus is a monster with the name and all that... perhaps a simple name shifting script from Young Woman to that could do the trick? just wondering..

PS: I'm not playing in Multi-player mode, I simply changed the avatars for Shadow and Chaarna


I can't say I like the avatars you are using very much for Chaarna and Shadow, I have always felt that Chaarna's picture captures her very well... anyway to answer some of your questions it is our attempt to create and illusion. It is a trap for the player to try to help the illusion only to get attacked by the Decapus.

My CA (After full, clean, patched ToB Install) is installed with RR, Divine Remix, 1PP, Item Revisions, and BGII Tweak Pack (Minor tweaks such as 100% learning spells)


We can offer no support for add in mods made for BG2. This is not BG it is a total conversion. I don't think many of these will work. Things which alter spells, add tweaks to BG2 will probably cause alot of the errors you are experiencing. Also CA includes many tweaks already, there is no need for all of the add in. 1PP does work but I think the other would cause some errors. I think we mention this in the readme that we cannot offer support to any of the BG mods. Check the CA compatibility list to see what will work. There si a thread for it in these forums.

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#69 Tieflingz

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Posted 22 December 2009 - 02:38 AM

I understand, everything's running fine (storyline) as far as I know it, but I think I'll uninstall the part from G3 Tweak Pack since I'm being paranoid now, but the other mods are mainly just kits and items, nothing that changes the scripts or make improvements to the original BGII. (Those that actually change the original lines, maps, AI, and certain .cre whatever files)

And nope, didn't install SCS, I know it'd certainly mess everything up (Even though I haven't tried) so I didn't even put the file in my folder

Although I'm kind of scared about Divine Remix since CA itself already have clerics of certain kits and spells/scrolls of their own, I just wanted to play a True Neutral Lorekeeper of Oghma and see my cleric kits balanced and detailed, so not sure on that part

Item Revisions made changes to most of the original BGII SoA/ToB items, so...

I suppose I should uninstall the ones "not-known-compatibility" to CA and reinstall before I report any bugs?

Edit: Just photoshopping and trying out the new pictures with your NPCs Leah, they're removed now :P
Aye, original portraits fit them better indeed, but the overall style didn't exactly match, Shadow had consistent size for her portrait while some of the others had IWD-kinda style portraits, so, just screwing around~

Edited by Tieflingz, 22 December 2009 - 02:51 AM.

I am: Human-Essentric (Halflings/Gnomes/Dwarves/Tieflings are favored)
Fetish: Backstab Ability (That includes Blackguards!)
Alignment: Mainly Any Evil and, to some extent, Chaotic Neutral
Nemesis:
Aasimar (Unless s/he's evil like Belueth the Calm)
Elf (I just don't like those pointy ears)
Paladin (You could guess why)
Weapon of Choice:
Short Sword/Thrown Daggers + Buckler

#70 Jarno Mikkola

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Posted 22 December 2009 - 03:10 AM

The Tasoli (Is that how its spelled?) didn't have strings for their names to display, so for the hit rolls and death they used nothing and the PC's name to indicate.
And umm... That's kinda obvious that Decapus is a monster with the name and all that... perhaps a simple name shifting script from Young Woman to that could do the trick? just wondering..

It's actually the lady that's screaming for help in that screen, not the Tasloi creatures. Of course the Decapus should have it's name changed when it's form changes... with the opcode #288 SetName(I:STRREF*)...

I suppose I should uninstall the ones "not-known-compatibility" to CA and reinstall before I report any bugs?

Well, that's the official line, but I for one always include a few of my own mods, but then again I know how to have multiple working moded games at the same time, and I mostly know what changes what in those mods... so for debugging purpose, it would be good to have a clean CA install... but only to play for debugging is boring.
The Item Revision mod doesn't really suit for CA, cause the items either have the default uses and are used as such(for balance), or the unique items are balanced by themselves. Same goes for most of the Kits etc. too.

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#71 Tieflingz

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Posted 22 December 2009 - 03:21 AM

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-CLASSICS050.TP2~ #0 #0 // The Classic Adventures TC mod, version 0.50
~SETUP-CLASSICS050.TP2~ #0 #1 // Install Banter Accelerator
~SETUP-CLASSICS050.TP2~ #0 #2 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-CLASSICS050.TP2~ #0 #3 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-CLASSICS050.TP2~ #0 #4 // Wear Magical Armor AND Magic Rings (etc.)
~SETUP-CLASSICS050.TP2~ #0 #5 // Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
~SETUP-CLASSICS050.TP2~ #0 #6 // Turn Off The Hideous Cloak-of-Mirroring and Spell-Trap Animation
~SETUP-CLASSICS050.TP2~ #0 #7 // Install 1PP's Flaming Sword animations pack
~SETUP-CLASSICS050.TP2~ #0 #8 // Install the Ion Stone animations pack
~SETUP-CA050A.TP2~ #0 #0 // The Classic Adventures TC mod, patch 0.50a
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.31
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.31
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.31
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.31
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.31
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.31
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.31
// Recently Uninstalled: ~1PP.TP2~ #0 #0 // One Pixel Productions: v2 Everything but Potions (1): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #1 // One Pixel Productions: v2 New Potion Graphics (2): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #2 // One Pixel Productions: v3 Flaming Swords (3): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #3 // One Pixel Productions: v3 Flame Short Swords (4): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #4 // One Pixel Productions: v3 Flame Short Swords item patches (5): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #5 // One Pixel Productions: v3 Flame Short Swords mod item patches (6): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #6 // One Pixel Productions: v3 Paperdolls (human, half-orc, elven, halfling, dwarves) (7): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #7 // One Pixel Productions: v3 Legacy Shields - Bucklers (D1) (8): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #8 // One Pixel Productions: v3 Legacy Shields - Small Shields (D2) (9): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #9 // One Pixel Productions: v3 Legacy Shields - Medium Shields (D3) (10): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #10 // One Pixel Productions: v3 Colourable Quarterstaves core (11): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #11 // 1PP: Colourable Quarterstaves core item patches (12): v2.7
// Recently Uninstalled: ~1PP.TP2~ #0 #12 // One Pixel Productions: v3 Colourable Quarterstaves mod patches (13): v2.7

All nice and clean and ready to go!

Initiate Redemption Debug Runs!

If it means to make it CA 1.0-possible, then I shall play it almost-unmodded no matter how boring it might become! (Nah, it's not boring.)

Edited by Tieflingz, 22 December 2009 - 03:27 AM.

I am: Human-Essentric (Halflings/Gnomes/Dwarves/Tieflings are favored)
Fetish: Backstab Ability (That includes Blackguards!)
Alignment: Mainly Any Evil and, to some extent, Chaotic Neutral
Nemesis:
Aasimar (Unless s/he's evil like Belueth the Calm)
Elf (I just don't like those pointy ears)
Paladin (You could guess why)
Weapon of Choice:
Short Sword/Thrown Daggers + Buckler

#72 Lysan Lurraxol

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Posted 22 December 2009 - 06:13 AM

I have to say: I always play CA with both 1PP and Divine Remix and have never tun into any problems. My guess is the problems you're experiencing stem from BG Tweaks or Item Revisions.


Longing for the old pen and paper modules of the 70?s and 80?s. Experience AD&D?s greatest adventures using the infinity engine: Classic Adventures Visit our homepage at Classic Adventures Homepage


#73 Miloch

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Posted 22 December 2009 - 06:58 AM

My guess is the problems you're experiencing stem from BG Tweaks or Item Revisions.

I think so too. And I don't want to point the finger without knowing more, but apparently only few Tweaks were installed, whereas IR overwrites practically every vanilla item, probably including usability flags, which could conceivably cause script loops if a creature is expecting to be able to use something but can't.

I don't think you needed to delete all your posts either, Tieflingz - while everything may not have been valid, that doesn't mean none of your reports were. Plus it makes other people's comments look a bit out of context. And I don't think you need to play CA totally unmodded either - any of these should be fine since they've been tested. Probably should be a pinned topic... it is possible to add to that list too, if, say, folks have used Divine Remix or certain Tweaks without any problems (though it is hard to anticipate all problems with some changes).

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#74 Tieflingz

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Posted 23 December 2009 - 07:17 AM

Perhaps too radical a decision made it was, but since I was into Chemistry/Physics Labs so much that I believe results and bug reporting should be redone with the right conditions (Compatible CA mods installed correctly). Didn't fully read the instructions and mistaken my own mistakes for the modders are just plainly idiocy. Besides, if there are bugs, I have the time and will to invest. After all, that's the only thing I can contribute to the team/redeem myself after causing such a huge fuss.

Don't want to confuse and waste the modder's time for nothing is all I wish, but I guess I was at a fault, so apologies to Sir BB and Leah!!

Here are two that I've been wondering to ask, hope these are already reported and fixed (or Explained) by the time 0.51 comes out.

Posted Image
The spiders (Ones in Haunted Mansion and ones under the Westgate escape tunnel) always seem to be able to spring out their web spell towards the character (Hidden in Shadow, Invisible alike) even if they are out of range/sight or blocked by views, and repeats doing so, holding my party over and over again until I reload, then found them not springing any more webs. So... Aye, here's the shot from the haunted Mansion.

Posted Image
The "undead"s of CA (Not only the skeleton, I can backstab Lizardmen Zombies as well) seem to be vulnerable towards backstabbing, I love exploiting the rules but since I was playing a True Neutral character on CA I intend to stick to my alignment :P. Just wondering if that's intentional.

Posted Image
Oops, completely my fault, Death Spell owns :(

If these are somewhat not experienced by any other players/modders at all, or requested by modders not to report and spam their threads anymore, I shall bugger off at once.

Edited by Tieflingz, 23 December 2009 - 07:58 AM.

I am: Human-Essentric (Halflings/Gnomes/Dwarves/Tieflings are favored)
Fetish: Backstab Ability (That includes Blackguards!)
Alignment: Mainly Any Evil and, to some extent, Chaotic Neutral
Nemesis:
Aasimar (Unless s/he's evil like Belueth the Calm)
Elf (I just don't like those pointy ears)
Paladin (You could guess why)
Weapon of Choice:
Short Sword/Thrown Daggers + Buckler

#75 Jarno Mikkola

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Posted 23 December 2009 - 08:11 AM

1) The spiders (Ones in Haunted Mansion and ones under the Westgate escape tunnel) always seem to be able to spring out their web spell towards the character (Hidden in Shadow, Invisible alike) even if they are out of range/sight or blocked by views, and repeats doing so, holding my party over and over again until I reload, then found them not springing any more webs. So... Aye, here's the shot from the haunted Mansion.

2) The "undead"s of CA (Not only the skeleton, I can backstab Lizardmen Zombies as well) seem to be vulnerable towards backstabbing, I love exploiting the rules but since I was playing a True Neutral character on CA I intend to stick to my alignment :P. Just wondering if that's intentional.

3) Oops, completely my fault, Death Spell owns :(

1) Well, the spider web is kinda hard to aim so the player doesn't get too far away with the AI, or it would need a custom AI based on case by case study, with is annoying as... as the tight corridors don't really favor anyone, so the encounter is what it is, yes perhaps the small spiders should use person targeted web spell...

2) Yes, the undead don't need their livers etc. delicate organs one targets with backstabs, and in this case it's a matter of giving the undead a right protection item to simulate protection.

3) The trap just triggered under the characters is in a logical space and easy to spot, and there is easier entrance to the area with no traps if you don't happen to have create detect trap skill... although you were given two thieves for that, of course I always trip a few traps on the area... so I use a lot of save to gain every bit of XP I can. :D

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#76 Sir BillyBob

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Posted 23 December 2009 - 09:23 AM

Some of the traps in the Silver Princess area are randomly created when you first enter an area. So they will not always be active in each game you play. Therefore, always expect a trap to be present. The place is loaded with them.

The Web from the spiders is either scripted by BioWare or modified by the BG2 Fixpack, either way, we haven't changed anything to allow for this. Same for the skeletons. Nothing on our end allows or blocks for backstabbing. I agree that they should be immune but I don't think that was ever added to the game. I may implement it myself.

Back to the potion deal. The default enemy script we use comes from the mod, The Big Picture. In that script, enemies can use any items that they hold (why shouldn't an orc heal himself instead of dying and leaving you with the potion). In this enemy script, I allow some creatures to use potions but normally only if they have the right status for it. A fighter can't use mage potions, etc. I know that some of the creatures, like orcs, seem to still attempt to use potions that they can't really use. As of this version, 0.50, all script blocks were edited and corrected for them to stop using potions they can't use. So I am surprised to see that you still get this. I would need to know which potion it is that causes this event to happen. I have not been successful in finding the right potion/creature combination that creates this problem.

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Classic Adventures
Official Classic Adventures Website


#77 Tieflingz

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Posted 24 December 2009 - 08:02 AM

I will start another new game for the Princess Palace and walk around all day just to find out what potions they were chucking then. I still think it may have been my installation of incompatible mods that caused it, but more testing never hurts.

Dual Wielding
The Captain on the smuggler boat (2nd Deck) was dual-wielding a melee weapon And Poisoned Throwing Daggers, the screen shot isn't that clear but I was certain on his off hand it was a green dagger, I'll have to go back with another re-run to see if his off-hand attacks are ranged to prove this report valid. (I did, however, go through his loots and finding out him having one melee weapon and PTDs present as weapons, so I presume the Green Daggers on his off hand were PTDs)

Cursed Scroll
I quick saved before using the cursed scroll, testing 5 times resulting summoning the War Dogs 3 times and Worgs (Or Dire Wolves? Forgot) twice, Every time the War Dogs are summoned as hostile they will state the words on the screen shot and did not do anything afterwards. (The red wolves were fine, they attacked as they should have)

Poisoned Throwing Daggers
Well, it's not shown on the screen shot since Cursor wasn't taken with it, but my cursor had Poisoned Throwing Daggers on. Tried to put them into the ammo belt but it wasn't allowed, so I'm guessing the setting is that (Guessing from the fact that the Captain can dual wield it without crashing the game as well) PTDs are not stated as a ranged weapon but a melee weapon with long range and projectile animations?

Althon's "Venom's Bane"
A minor one, the shield provides 2AC bonus to the bearer and it says 1 on the item description.

Inn Rental Fees
The fee for Royal rooms costs only 8 gold pieces while Noble is 20 and Merchant is 10.

Remove Rilithar from Party
Deciding not to have Rilithar in party after accomplishing his personal quest at the manor 'without having him joined but only accompanied at the time', I removed the Paladin of Selune from party and found out he did not have a dialogue for such event.

Dire Rats!
They pack a bite for sure! It's not a bug, I just thought they'd only deal around a dart's dmg, but guess I was wrong.

There goes my report for the day, have a nice one CA people!

Edited by Tieflingz, 24 December 2009 - 08:09 AM.

I am: Human-Essentric (Halflings/Gnomes/Dwarves/Tieflings are favored)
Fetish: Backstab Ability (That includes Blackguards!)
Alignment: Mainly Any Evil and, to some extent, Chaotic Neutral
Nemesis:
Aasimar (Unless s/he's evil like Belueth the Calm)
Elf (I just don't like those pointy ears)
Paladin (You could guess why)
Weapon of Choice:
Short Sword/Thrown Daggers + Buckler

#78 Jarno Mikkola

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Posted 24 December 2009 - 08:40 AM

Dual Wielding
The Captain on the smuggler boat (2nd Deck) was dual-wielding a melee weapon And Poisoned Throwing Daggers, the screen shot isn't that clear but I was certain on his off hand it was a green dagger, I'll have to go back with another re-run to see if his off-hand attacks are ranged to prove this report valid. (I did, however, go through his loots and finding out him having one melee weapon and PTDs present as weapons, so I presume the Green Daggers on his off hand were PTDs)

The BG2's sprites are mirrored in directions(to reduce the rework of the .bams), making it impossible to know which hand actually uses the off hand weapon... its not not ranged attack, it can't be or the AI... and the game will crash.

The Poisoned Throwing Daggers are categorized as daggers(16), which is the fact that I believe makes you unable to put them to the ranged projectile container, by the way, the container is a belt that seems to be able to hold arrows and bolts, not thrown axes nor daggers.

Edited by Jarno Mikkola, 24 December 2009 - 08:42 AM.

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#79 Sam.

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Posted 24 December 2009 - 08:47 AM

Poisoned Throwing Daggers
Well, it's not shown on the screen shot since Cursor wasn't taken with it, but my cursor had Poisoned Throwing Daggers on. Tried to put them into the ammo belt but it wasn't allowed, so I'm guessing the setting is that (Guessing from the fact that the Captain can dual wield it without crashing the game as well) PTDs are not stated as a ranged weapon but a melee weapon with long range and projectile animations?

Poisoned throwing daggers are flagged as daggers same as all others, they just have a ranged effect instead of a melee effect. Ammo belts can traditionally only hold Arrows, Bullets, Darts, and Bolts, but I have often thought they they should also hold daggers as well. A bandelier of throwing daggers is ammo after all.

EDIT:

Damn, just realized you posted while I was typing :P .

As for the Dual Wielding, it really does seem that Captain Sigurd (TCPIRAT1.CRE) has a Long Sword +2 in the first weapon slot while having poisoned throwing daggers in the shield slot. I don't see how the game didn't crash... another quirk in the Infinity Engine, I guess... :blink: .

Edited by Sam., 24 December 2009 - 11:39 AM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

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#80 Sir BillyBob

Sir BillyBob
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Posted 24 December 2009 - 12:21 PM

Hee, hee. I can do lots of nasty tricks with my creatures that you can't do as a player.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website