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BWP/BWS bugs, anomalies, notes, and weirdies


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#1 Echo

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Posted 08 December 2014 - 12:58 PM

I have always done a topic like this whenever I played a major BG install, because I've been told it's actually helpful for the modders. So I will do it this time as well.

 

I don't expect anyone's help with issues that aren't gamebreaking, I'm not complaining, I know it can't work flawlessly. I'm just letting you guys know what sort of issues still appear.

 

~ My WeiDU log is attached at the bottom of the post.

~ Alongside it a note from AreaTest file. I don't know if it matters at all, but since it spewed something out, I'll let it be.

 

My installation does not contain Stratagems v28 Fix, because it was unavailable (still no clue where to download it, but I have a copy now). I removed it manually from the BWS mods file, because otherwise it wouldn't install. Just saying, in case it was a root of some problem I might list.

 

~*~

 

BIG WORLD SETUP:

1. Gibberlings3 was up at the time of my install, and it still couldn't find the Stratagems v28 Fix. I don't know where it's placed at, but if it's G3 maybe the link needs updating.

2. BG1 Unfinished Business won't install due to wrong file size. Forcing BWS to accept provided file results in successful installation (and it all works in game so far).

3. BG1 Romantic Encounters lack 1 option to choose in customization, and so gives and error and requires manual install.

 

BALDUR'S GATE 1:

I've only just begun the game, so this is where I'm at. As time allows, I'll progress to BG2.

 

1. [crash] Can't use TeamBG's weapon/armor mods. Crash in Waukeen's Promenade when Kurtz tries to spawn. Found and confirmed through the AreaTest utility.

2. [NPC/AI] Elka and Natalka follow the team after leaving Nashkel mine, but don't attack. Both are visible, both fight (including invisiblity potions) after being attacked.

3. [balance] Creatures drop too many (20-40 range) enchanted arrows, on rare occasion also strong (buyable for 3k in store) potions, 3 on one kobold 3 kobolds in a row or something like that. Gnoll Slashers, for example, seem to always drop 3 potions of Vocalize.

 

4. [dialogue] In Feldepost Inn, there's a dude who attacks the party (name starts with M, sorry can't remember). If he's not killed, afterwards he says some weird, long thing about evil, that seems to belong to another NPC. I'm not sure though. It just seemed too poetic and out of place for him.

 

5. [event] Same guy as above - I fought him by fist (after reload and being taken to the judge in Beregost... wow this game is different with mods), and even though he lived, the fight was broken by his buddy, and everyone ended up fine, the guardsman still arrested me. ALTHOUGH, I used a heal. If healing is also considered as evil action there, ignore this point.

 

6. [language] I'm not sure which mod it is, but one that adds a werewolf and his wife in the High Hedge has weird English translation. I got what it was about, but more from the context than text itself. It's not game-breaking, but it's immersion-breaking. From what I found, the mod is originally in German. I would've actually installed it in original language had I known and pretended they were from faraway lands :D If nobody feels like fixing it (understandable), maybe marking the translation as beta would help some people.

 

 

I'll edit this post later if I come across anything, but so far, I have to say, the game is working great. Best, most bug-free playthrough I've ever had. Huge respect to everyone who worked on it.

 

Attached File  WeiDU.log   77.88K   284 downloads

Attached File  arealog.txt   1.03K   553 downloads


Edited by Echo, 31 December 2014 - 12:13 PM.

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#2 kreso

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Posted 09 December 2014 - 09:30 AM

6. [language] I'm not sure which mod it is, but one that adds a werewolf and his wife in the High Hedge 

Ascalon's Questpack afaik. Unfortunately, both Ascalons' mods suffer from outright horrible translations.



#3 Echo

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Posted 10 December 2014 - 06:46 AM

So far everything's working wonderfully. The only things I've got to list are minor details here and there. Nothing game breaking, no crashes, no stuttering of characters or camera. Amaze. I know that BG1 is the safer and less script-heavy part, but so far I hadn't had ONE serious issue after getting rid of Kurtz.

 

7. [NPC/AI] I don't know if it's intended or not, but many of the dogs tend to be friendly. That includes wolves in ambushes, dogs in the Nashkel Mines shack (though these guys were hostile once, and the next time I went there they weren't). Sometimes I get "ambushed" by a bunch of friendly war dogs that the scatter around happily :P I don't really mind this bug. I like dogs, don't need to slaughter them.

 

8. [item name] I recall vividly last time I played through BWP BG1, there were daggers dropped by kobolds that had a chance to deal damage to the user as well. They were called "Nome Stikka" or something very, very similar. This time the daggers are there with the same properties, but they're just called "dagger". I mention this in case it pertained to more items introduced by whatever mod is responsible for Nome Stikkas - I can't judge, because I didn't finish BG1 part, so I don't really remember anything else that could've lost its name.

 

9. [item] Stone to Flesh arrows are unusable. They deal d6 damage, and hence destroy the stoned character before they can cure them.

 

10. [event/NPC] Before the Bandit Camp plotline, I bumped into Chill goblins in the Temple area, told them to go suck it, then killed them all, as I want to storm the camp this time around. I then found a group of bandits in Peldvale, I think they used to also be there for the purpose of joining them, but this time they had no leader. They were friendly, I could talk to them and they shared a gossip about Tazok that upgraded my journal "Bandits!" entry. I'm not sure that should've happened if I didn't ally with the bandits.


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#4 The Imp

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Posted 10 December 2014 - 07:25 AM

8. [item name] I recall vividly last time I played through BWP BG1, there were daggers dropped by kobolds that had a chance to deal damage to the user as well. They were called "Nome Stikka" or something very, very similar. This time the daggers are there with the same properties, but they're just called "dagger". I mention this in case it pertained to more items introduced by whatever mod is responsible for Nome Stikkas - I can't judge, because I didn't finish BG1 part, so I don't really remember anything else that could've lost its name.

9..
The mod that installed them was to my memory Dark Side of the Swordcoast, and/or SCSI, and there is no other same like items, and the effect is likely to be balanced elsewhere too, so ...
You could check the .itm file name with Shadowkeeper from a save games inventory screen and then make a --change-log from the file with weidu.
And do the same with the Stone to Flesh arrow.

10. Did you already run into Tranzig in the Beregost's Feldpost's Inn ? Cause the leader should be there only after.

6. Erhm, did you by any chance have a Ranger/druid in your party ? Cause some mod could have made the animals get friendly cause of their influence and so...

Edited by The Imp, 10 December 2014 - 07:27 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 Echo

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Posted 10 December 2014 - 09:15 AM

@ The Imp

 

I'm not sure if I understood what you said about 8, but I didn't mean balance at all. It's exactly the same item, it just lost its unique name somewhere in this install/in its mod update :)

 

10. I did. I've met the Hobgoblins in Temple (with leader) and Bandits in Peldvale (without) around the same time. I was just wandering around maps looking for random stuff before continuing onto the Bandit Camp.

 

6. I do have a druid. If there's a mod that does it, it's entirely possible that it's the case. I don't meet any suspiciously friendly gnolls or gibberlings.


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#6 micbaldur

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Posted 10 December 2014 - 07:49 PM

2. [NPC/AI] Elka and Natalka follow the team after leaving Nashkel mine, but don't attack. Both are visible, both fight (including invisiblity potions) after being attacked.

Elka and Natalka are Northern Tales of the Sword Coast (NToSC) mods addition to vanilla BG1 ambush of Lamalha, Zeela, Telka and Maneira after Nashkel Mines at Valley of the Tombs (AR3900). But SCS (Sword Coast Stratagems) mods component "Improved deployment for parties of assassins" moves Lamalha and others to Random Envounters leaving Elka and Natalks alone for you to slaughter.

7. [NPC/AI] I don't know if it's intended or not, but many of the dogs tend to be friendly. That includes wolves in ambushes, dogs in the Nashkel Mines shack (though these guys were hostile once, and the next time I went there they weren't). Sometimes I get "ambushed" by a bunch of friendly war dogs that the scatter around happily :P I don't really mind this bug. I like dogs, don't need to slaughter them.

I know the feeling. I really like to meet guy :devil: who wrote deArnise Hold stronghold quest and added making dogstew scene.

I don't have friendly dogs but SCS mod makes wolfs acting as coward sometimes (some wolfs flee after i have killed couple of them).

8. [item name] I recall vividly last time I played through BWP BG1, there were daggers dropped by kobolds that had a chance to deal damage to the user as well. They were called "Nome Stikka" or something very, very similar. This time the daggers are there with the same properties, but they're just called "dagger". I mention this in case it pertained to more items introduced by whatever mod is responsible for Nome Stikkas - I can't judge, because I didn't finish BG1 part, so I don't really remember anything else that could've lost its name.

It's name is (Dagger "Nome Stikka") in my BWP and Dark Side of the Sword Coast (DSotSC) mod adds them to Kobold Guards and Kobold Chieftains.


Edited by micbaldur, 10 December 2014 - 07:50 PM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#7 Echo

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Posted 11 December 2014 - 09:53 AM

11. [item] Arrows of Fire. There seem to exist two instances of those. They are exactly the same, but they don't stack. Both are dropped by Kobold Commandos - 2 of the normal ones as always, and 18 something of the other kind. Pretty sure they come from the same mod that adds arrows everywhere.

 

12. [crash-like-something] Yea, it's not exactly a crash, and it might not even be caused by one thing, but it happened several times when I was fighting skeleton mage in Ulcaster ruins (where wolves of Ulcaster are). Since I don't crash anywhere else at all, it's likely something goes bad here. But it was more like game-freeze, no errors, not a crash on spell/item/creature spawn. Two times it even unfroze, others it wouldn't, but I actually got through this fight after managing to save in the middle of it and start from there. No idea.

 

13. [item] The book that the Ulcaster's Spirit wants is duplicated. I'm really sorry, I have no clue where I found the second one (possibly the wraith walking on the surface of the ruins, but I'm not sure, I didn't pay attention to it at first). I could turn both of them in, get the reward twice.

 

 

14. [stores/items] Can't sell the following things anywhere (greyed out): potions, armors, wolf pelts, ankheg shells (I could sell one of those to Taerom, but he ignored any new one). The Nashkel vendor also doesn't buy my wolf pelts, and I recall he used to.

 

~~

 

@MicBaldur

 

I think I only did the dog-soup way once. But I was a much less roleplayee kid than I am an adult :D I would go around killing everything, rats, bats, squirrels, so that my main character had more kills than other party n00bs :D Good times. I also had to do EVERY quest, and discover every discoverable pixel on every map. Without ctrl+j, that took some patience in BG1. But one does not argue with one's OCD xD So yea, there was a quest for dog soup, so dog soup had to be made. Now I just make Umber Hulk soup.

 

~~

 

On a side note, what's better/safer - continue with BG1 to BG2 transition, or just export the characters and make a new game? I honestly have no idea how the transition works, never made it to that very end of BG1 before something lured me into BG2 too strongly. But this time I will. And so I wonder. No clue if there's some scripts that could go wrong, or if maybe I should do an install with that SCS fix (so far nothing went wrong with AI anywhere). Or if it actually transfers useful stuff and is more fun to use it. I don't have Minsc or Jaheira in my party, I guess 50 times of taking them along was enough haha. I'm almost inclined to ditch Imoen as well and take someone fresh. But I don't know if my roleplaying inclinations would stomach that.


Edited by Echo, 14 December 2014 - 05:05 PM.

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#8 micbaldur

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Posted 11 December 2014 - 11:05 AM

11. [item] Arrows of Fire. There seem to exist two instances of those. They are exactly the same, but they don't stack. Both are dropped by Kobold Commandos - 2 of the normal ones as always, and 18 something of the other kind. Pretty sure they come from the same mod that adds arrows everywhere.

Well if you look Shadowkeeper's Item Browser you notice that there are four "Arrow of Fire" with identical description: ARROPHE2.ITM, AROWKC.ITM, AROW08.ITM and AMGAROW.ITM.

13. [item] The book that the Ulcaster's Spirit wants is duplicated. I'm really sorry, I have no clue where I found the second one (possibly the wraith walking on the surface of the ruins, but I'm not sure, I didn't pay attention to it at first). I could turn both of them in, get the reward twice.

You find second book at one of the houses in Gullykin and yes you can take reward twice.

14. [item/event/NPC] Ulcaster's Spirit, Vampiric Sword, Torqion. Since those are all related (and nothing worked there for me), they get 1 point. So I got the Idol of Kozah, then went to the ruins, and got the armor. I actually went to give it away to the Knights in the ruins, the quest got completed, they ported away, but the armor didn't disappear. So I found out I could give it to Spirit of Ulcaster for the Vampiric Sword, that Torqion (Temple area, in the cave) requested. Ulcaster didn't give me anything, he kept repeating his "We all shall live again... someday" line. Well, fine. I CLUA'd the sword to see what Torqion will do, but even though he/they noticed the holy water, he/they didn't acknowledge the sword at all. Maybe it was a different instance when I brought it by console, but I'm not sure if there are multiple of it.

Did you CLUA Console right sword. Torqion needs The Vampire's Revenge +1 (SW1HVAM) not The Vampire's Revenge (SW1H19).

On a side note, what's better/safer - continue with BG1 to BG2 transition, or just export the characters and make a new game? I honestly have no idea how the transition works, never made it to that very end of BG1 before something lured me into BG2 too strongly. But this time I will. And so I wonder. No clue if there's some scripts that could go wrong, or if maybe I should do an install with that SCS fix (so far nothing went wrong with AI anywhere). Or if it actually transfers useful stuff and is more fun to use it. I don't have Minsc or Jaheira in my party, I guess 50 times of taking them along was enough haha. I'm almost inclined to ditch Imoen as well and take someone fresh. But I don't know if my roleplaying inclinations would stomach that.

BGTs transition to BG2 works just fine. You can keep some of the stuff have (container/s at Irericus Dungeon). Unless you have Packmule and/or Refugee Place then you can keep all your stuff.

Don't worry Minsc, Jaheira and Imoen are at Irenicus Dungeon even if you have them in your party at end of BG1. :P


Edited by micbaldur, 11 December 2014 - 11:05 AM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#9 Echo

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Posted 11 December 2014 - 01:16 PM

I know they normally are, I'd actually rather they weren't, so it felt like an actual transition :) And that they may live happily ever after with Khalid and Dynaheir. Alas, I guess that'd be too much fishy work, and so nobody took that task on :<

 

I don't know, maybe I CLUAd the wrong one, I took the code from Baldur's Gate wiki, it's very possible it was the other one then. Still - the main issue here, is the Ulcaster Spirit not giving the weapon at all.

 

As for arrows, books, and most of the things so far really - those things don't matter to me, I'm not a modder, and I've no skill to fix them or do anything about them. I pretty much just report whatever I find odd, out of place, or possibly unintended. Not for my sake, but rather in case someone wanted to make a fix/patch/see what others stumble upon :)

 

Nothing so far crapped on my experience in BG1 in the least, so I'm perfectly content with those small things, and won't near NI or any other editor to try and "fix" them :D That rarely ends well when done by someone with no experience, and I'd only try that if I had some actual bug that actually bothered me :P But thank you. I'm sure if anyone ever thought of looking at those issues, your clarifying posts will come in handy :)


Edited by Echo, 11 December 2014 - 01:17 PM.

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#10 micbaldur

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Posted 11 December 2014 - 01:40 PM

I don't know, maybe I CLUAd the wrong one, I took the code from Baldur's Gate wiki, it's very possible it was the other one then. Still - the main issue here, is the Ulcaster Spirit not giving the weapon at all.
Are you at chapter 7?

Because Vault mod changes getting The Vampire's Revenge +1 sword. You need to have "History of the Nether Scrolls" (BOOK68), you get from Duke Eltan at Baldur's Gate, Ancient Armor (MISC82) and Idol (MISC48) then Ulcaster gives you The Vampire's Revenge +1.

Edited by micbaldur, 11 December 2014 - 01:41 PM.

CHARNAMEs excellent adventures in the world of BWP expert-install here

 

Thanks to Leonardo Watson for making this possible


#11 Echo

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Posted 11 December 2014 - 03:39 PM

Forsooth, I am not there yet :) I see. I'll go ahead and scratch that point then!


Edited by Echo, 14 December 2014 - 05:10 PM.

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#12 Echo

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Posted 14 December 2014 - 05:11 PM

It's such a shame that those Ascalon mods got weird translation :( I actually couldn't understand, for the life of me, what was I supposed to count when speaking to those 3 guys in Beregost. I'm at the Balor-vs-Gnome quest and it such a cute flavor. I hope one day someone will be able to straighten the language up a little, because other than that, they seem to be very nicely done, and add a bit of surprise for veteran player like myself, which is always oh-so-welcome :)

15. [quest] Maybe I did something wrong, but I never got the quest to kill Basillus from Kelddath Ormlyr. I got the symbol now with me, but he ignores it. Beregost town crier says I'm a hero and Basillus is dead.


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#13 The Imp

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Posted 14 December 2014 - 10:28 PM

15. [quest] Maybe I did something wrong, but I never got the quest to kill Basillus from Kelddath Ormlyr. I got the symbol now with me, but he ignores it. Beregost town crier says I'm a hero and Basillus is dead.

If I remember correctly, you need to be rude to him, aka say he can't serve you in anyways which leads to exiting from talking to him. As the other option was to see what he has to sell. It was odd...


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#14 Bloodtitan

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Posted 15 December 2014 - 01:00 AM

The Ascalon Mod seems to be translated with a Google translator or the like. It's actually got a good original language with a touch of medieval, roleplaying german. I'd be willing to correct the translation if I get the text files... or is the common procedure to grab all text through NI? I'm from Germany but not registered on the Kerzenburg forum because shs was the first and only existing megamod site when I got into it.

#15 The Imp

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Posted 15 December 2014 - 01:38 AM

The Ascalon Mod seems to be translated with a Google translator or the like. It's actually got a good original language with a touch of medieval, roleplaying german. I'd be willing to correct the translation if I get the text files... or is the common procedure to grab all text through NI? I'm from Germany but not registered on the Kerzenburg forum because shs was the first and only existing megamod site when I got into it.

No, you open the mod archive, then find the English .tra files and open them with Notepad and then make them better... and of course contact the mod maker etc.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#16 Echo

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Posted 15 December 2014 - 05:52 AM

15. [quest] Maybe I did something wrong, but I never got the quest to kill Basillus from Kelddath Ormlyr. I got the symbol now with me, but he ignores it. Beregost town crier says I'm a hero and Basillus is dead.

If I remember correctly, you need to be rude to him, aka say he can't serve you in anyways which leads to exiting from talking to him. As the other option was to see what he has to sell. It was odd...

 

I tried the whole 2 options before, one is the shop, the other just closes the conversation entirely. I tried talking with Charname, with character carrying the Basillus symbol, and with Charname carrying it. It shouldn't make any difference, but just in case. The last thing left to try is to load an old save and see if the option was there at the game's start, but by the way all other quests are built in BG1, this shouldn't be happening. I haven't a clue, I'll report back after the load and check.

 

 

@Bloodtitan

Good luck, bro! Thumbs crossed :)


Edited by Echo, 15 December 2014 - 05:53 AM.

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#17 Echo

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Posted 17 December 2014 - 07:51 AM

16. [NPC] Centeol drops items on her death. Exact duplicate of what's in the "container" beside her. Theoretically you can't walk on top of her corpse, but telling character to pick up her junk and giving them a moment to try to budge through yields the drop.


So I've downed Davaeorn after a toughish battle (yay! challenge! even had to use a potion other than healing one) and made my way to Friendly Arm Inn to deal with the copious amount of collected junk (I'm so rich with these mods, sitting at 260k gold after already spending close to 200k, but with the amount of assassins and other noobs coming after me I guess it's no surprise. They drop what they use). But if someone wanted to use the mods I did and not swim in gold they might need to go harder on balancer. Though I wonder if that wouldn't remove items from enemies making them easier to fight. I didn't want that, I guess that's why I am where I am :D

 

17. [audio] And so in front of the Inn's walls stands a new chick, I talk to her, accept the quest, kick her out of the party, and soon enough a... something triggers. It belongs to Dark Side of the Sword Coast, and is made like the BG1 dreams, but the audio is completely distorted, sounding like someone lowered it's pitch and pace considerably. And by considerably I mean a submerged demon trying to speak kind of voice.

 

18. [AI Script] Ease of Use character AI. They don't pre-cast Stone Skin (used to, I remember in BG2 for sure), but they try to precast mage armor all the time after rest. Which is fine seeing how it lasts 8 hours, but isn't, seeing how it's cast over 5 or so rounds. If the precast was to be accelerated for that too (like healing), it doesn't work for me. And makes little sense this way.

 

19. [oddity] Randomly my characters have strange values of Armor Class (like, -22 instead of -12 for example). No clue whatsoever, it goes away randomly too, I catch it every now and then, but it's gone moments after/after rest. But I might not catch other instances of it. No idea if it's visual bug or something.

 

This, I believe, won't be a bug, but I still haven't stumbled upon Viconia. I use those mods that move NPCs to more convenient locations (unless trapped), but I've traversed through all of the basic locations aside of the Lighthouse and I've yet to bump into her. There's 1 place mid-Peldvale swarming with ogre magi that I had to leave for later, but it's not near her usual spot, and I doubt someone'd call that a more convenient location :P I'll investigate later on. Cheers.


Edited by Echo, 17 December 2014 - 07:53 AM.

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#18 Echo

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Posted 22 December 2014 - 07:04 AM

20. [model] In NtotSC, there are "Orc Victim" models (people on spikes). They are unusually large, and also pixelated. So I guess they were meant to be smaller, which would fix both issues.

 

biggie 21. [AI]  Orc Mages and Clerics in NtotSC suddenly stopped casting any spells. They did cast in this very installation before, then I go back (it was too difficult before) and they don't. They stand around twitching (EDIT: it's shooting sling, I realized), or attack by staff. It's so weird, and actually defeats the purpose of the mod (too easy). No clue what could've caused it, I've reloaded and older save and they still don't cast anything, so it's game-wise, not save-wise. I checked other mages in the game - both BG1 and BG2, and they're all working fine.

 

I did a fresh install (beside the other one of course), this time with Stratagems Fix, just to see if the issue persists. It does. In this install I also removed spellcasting in armor (seen somewhere it caused a bug with priests for someone... though in my case it's just those orcs). No change. Old savegame, as well as brand new, both had orc mages and priests shooting me with slings.

 

EIDT: Bah, this one really ruffles my jiffles, it sounds like a challenging quest and this way it's WAY too easy. I've actually gone and opened Near Infinity. I found my orc victim ORC03.CRE, exported it (so I had backup in case the original exploded), then started messing with it. But since I've no idea what I'm doing, nothing happened. Though I expected at least something weird xD Nothing changed at all. I took that default script and copied it to override, general, and class (one by one when nothing happened). But, well, nothing happened ;< I'd put something else there, but I've no clue what. Or if that even matters. Am I even modifying the orc or did generalized biffing or whatever else block it?

 

PFF. Going to sleep. I suck. Merry Christmas guys, in case I didn't get a chance to drop by tomorrow. Hugs.


Edited by Echo, 22 December 2014 - 04:41 PM.

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#19 Echo

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Posted 28 December 2014 - 04:57 PM

Nobody knows? :( I guess I'll have to skip that mod entirely then. Sadpanda though. Attaching one of the original extracted orcs (the one I was fearful of mauling, it's a priest I believe), just in case someone had a clue.

Attached Files


Edited by Echo, 28 December 2014 - 04:57 PM.

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#20 Bloodtitan

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Posted 29 December 2014 - 12:36 AM

It's not a creature problem, likely a script problem. We would need the scripts linked to the creature.