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Problem with my party exploding into Werewolves


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#1 vigilance

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Posted 03 November 2009 - 05:20 PM

I have BG Trilogy installed as well as Sword Coast Strategems I and II. What is happening is when I return from the Werewolf Island to Ulgoth's beard I can only go a few steps on the dock in Ulgoth's beard before everybody except for my main character explodes into greater wolfweres. I've never had this problem happen before so I have no idea what is going on or if there is a variable or something I might change to fix it.


The mod has been kickass otherwise though so if anybody can help me with this I'd greatly appreciate it :)

#2 Jarno Mikkola

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Posted 03 November 2009 - 10:07 PM

I have BG Trilogy installed as well as Sword Coast Strategems I and II.

That's not the complete list, I am sure of it, so open the WeiDU.log, and copy paste the text!

Now, you should be able to get the cure form the Werewolve island, you just have to use it.

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#3 vigilance

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Posted 03 November 2009 - 10:31 PM

I have BG Trilogy installed as well as Sword Coast Strategems I and II.

That's not the complete list, I am sure of it, so open the WeiDU.log, and copy paste the text!

Now, you should be able to get the cure form the Werewolve island, you just have to use it.



Here is the log: // 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-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.08 (19 Oct 09)
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v13
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v13
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v13
~SETUP-SCS.TP2~ #0 #1001 // Make Protection from Normal Missiles block magical missiles -> Only +1 and better missiles penetrate Protection from Normal Missiles, and +1 missiles are replaced by nonmagical Masterwork versions: v13
~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility: v13
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v13
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v13
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v13
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v13
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v13
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v13
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v13
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v13
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v13
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v13
// Recently Uninstalled: ~SETUP-SCS.TP2~ #0 #5060 // Harder giant and phase spiders: v13
// Recently Uninstalled: ~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v13
// Recently Uninstalled: ~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v13
// Recently Uninstalled: ~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v13
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v13
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v13
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v13
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v11
~SCSII/SETUP-SCSII.TP2~ #0 #1030 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2021 // Antimagic attacks penetrate improved invisibility -> All spells that bring down spell protections get areas of effect: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing your character's colour: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v11
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v11
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6137 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6139 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6181 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 9th-level spells get HLAs: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6200 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v11
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v11
~SETUP-BGTMUSIC.TP2~ #0 #2 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe)


Also cure? What cure? There is one? The last time I played through bg1 I used tutu and I don't recall needing any such cure. I simply remember killing the Chieftain and then taking the boat ride back but never had any problems transforming into a Werewolf after that. Anyways like I said that's the log.

#4 Jarno Mikkola

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Posted 03 November 2009 - 11:20 PM

Also cure? What cure? There is one? The last time I played through bg1 I used tutu and I don't recall needing any such cure. I simply remember killing the Chieftain and then taking the boat ride back but never had any problems transforming into a Werewolf after that. Anyways like I said that's the log.

The cure should be with the Dradeel character.
This 'quest', I guess is an enhancement for the real BG1 TotSC within BGT, as there was a hint that you should have changed to a werewolf, but you never were.

Edited by Jarno Mikkola, 03 November 2009 - 11:21 PM.

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#5 vigilance

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Posted 03 November 2009 - 11:59 PM

Also cure? What cure? There is one? The last time I played through bg1 I used tutu and I don't recall needing any such cure. I simply remember killing the Chieftain and then taking the boat ride back but never had any problems transforming into a Werewolf after that. Anyways like I said that's the log.

The cure should be with the Dradeel character.
This 'quest', I guess is an enhancement for the real BG1 TotSC within BGT, as there was a hint that you should have changed to a werewolf, but you never were.


I definitely don't think I've seen any hint of such a quest during this run. Near as I can tell things went as they normally do. I did Dradeel's spellbook quest. I saw him on the way off of the island and he talked to me that last time like he normally does before teleporting away. After that when I take the boat ride back I get to the docks and poof my party transforms into werewolves. I have tested things and have determined that it is the amount of time passing that is causing the problem, although I don't know at what point during the whole ordeal the party is supposed to be cured.


At any rate three days passing causes a transformation, regardless of the fact that I've killed the loup garou and got the charts to go back. Traveling back to Ulgoth's beard via the boat initiates the chapter voice over like usual and everything seems fine, but when I check my journal when I get back I see that 10 days have passed. That would explain the transformation as like I said it is occuring after 3 days.


Perhaps I am supposed to be "cured" after defeating Mendas upon returning to Ulgoth's beard, but the problem is I can't do that as too much time has passed during the ship ride back.


I don't know if a mod or BGT does this. I posted the list like I said so hopefully there is a way to fix this :(.

#6 Miloch

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Posted 04 November 2009 - 03:15 AM

Pretty sure this is vanilla TotSC behaviour and yes, there should have been something else you can do about it before leaving the island.

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#7 Ascension64

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Posted 04 November 2009 - 04:49 AM

This is not far off from vanilla BG:TotSC and BGT behaviour. Kaishas gives you two days to kill Mendas once she tells the truth about the werewolves. If you haven't killed Mendas in that time, then the party (except for the protagonist) turns into werewolves.

Since you dislike this, you could use the CLUAConsole like thus:
CLUAConsole:SetGlobal("Infected","GLOBAL",0)

I'm not sure whether SCS modifies the behaviour, so use with caution, or get further advice.

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#8 vigilance

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Posted 04 November 2009 - 02:47 PM

The thing is I didn't waste any time after learning I was infected. I didn't rest once, killed who I needed to kill, took the charts and took the ship back. However for whatever reason the ship ride back takes like 10 days! That is why I am transforming into a werewolf. This has to be some sort of bug related to either TOSTC or one of the mods I have because the ship ride taking that much time back is leaving me no option to even kill Mendas because the second I take a step my party explodes.


I also tried modifying the variable to 0 and that works except that it bugs the quest out :(. When I do that and go to talk to Mendas he acts like I haven't done any of the quest and asks me if I want to set sail. I guess I can do that if ultimately there is no way for me to finish the quest and hopefully it won't bug out the rest of my game but there must be some way to fix this.

#9 vigilance

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Posted 04 November 2009 - 05:06 PM

Well I fixed it by just booting all of my party members out and then killing Mendas and everything seems fine now. Pretty annoying bug though :angry:

#10 Ascension64

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Posted 06 November 2009 - 02:20 PM

I can confirm now that this is a BGT bug that comes from the following dudleyville fix. BGT doesn't have the same exact implementation, but it does extend the travel time to 20 days.

05.11.04 Fixed AR1000.BCS, AR2000.BCS

1. Isle of Balduran voyage - the journey to and from werewolf island takes 3 hours! No specific length of time is mentioned but it's more than 20 days. Additionally, reloading a game having returned from the werewolf island causes the "voyage home" movie to play again.
1. In AR2000.BCS add DayNight(MIDNIGHT) DayNight(NOON) twenty times(!) to the head of the list of actions in the IslandTravel block.
2. In AR1000.BCS move IslandTravel block to top of script, add Continue() as last action, make SetGlobal first action, add DayNight(MIDNIGHT) DayNight(NOON) twenty times(!) after SetGlobal action.


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#11 Salk

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Posted 09 November 2009 - 12:34 AM

Should we let the curse kick in after a month or something then? Or is it better to make again the trip a short one?

I'd rather like the first option better. :cheers:

#12 Jarno Mikkola

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Posted 09 November 2009 - 02:10 AM

Should we let the curse kick in after a month or something then? Or is it better to make again the trip a short one?

I'd rather like the first option better. :cheers:

I would think the same, except that I hate long wasted times just traveling... especially when then you have to rest just after cause the journey was so CHEESE long that everyone is fatigued either way, so please make the party at least rest during the ships travel time, so they have full spell books memorized, 120 hit points restored, zero fatigue...

Edited by Jarno Mikkola, 09 November 2009 - 02:10 AM.

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#13 kthxbye

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Posted 09 November 2009 - 07:24 AM

Is the travel time a BGTv1.08 feature? In my current install, using BGTv1.07, I did the travel to the isle, finished it and went back in less than 4 in-game hours.
Anyway, I'd vote for keeping the travel time, making the party rest and adjusting the curse's timer according to the new travel time - let's say the travel now takes 20 days and the curse fired after 3 days in vanilla BG1, make it so that the curse will fire in 23 days.
All of the above must be considered totally IMHO.

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#14 Lollorian

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Posted 09 November 2009 - 07:46 AM

Is the travel time a BGTv1.08 feature?

Exactly my query, I havent reached Ulgoth's yet in me BWP8 install but last time, using BGTv1.07, I didn't get this bug (although I don't remember the travel times :P but kthxbye sounds bang on!! :D)

As for fixing this, I agree that extending the curse length seems logical enough, but why not reduce the travel time AND extend the curse length?? As is, 20 days seems a lotta time (I can go Amn->Brynnlaw->Underdark->Amn->Suldanessalar in that time :lol:) Of course, if it's to be consistent lorewise or something, mebbe curse length is the way to go :P

(Oh, and agree with the resting thing too :coolthumb:)

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#15 kthxbye

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Posted 09 November 2009 - 07:56 AM

Yeah, I remember it well because I was doing a full RP no-reload challenge, each entry had its own date. :D
All of the above must be considered totally IMHO.

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#16 hangfire

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Posted 09 November 2009 - 12:13 PM

+1 for this bug.

Kicking the party + killing the Loup Garous works


My mage got lucky with a Chromatic Orb, so now Ulgoth's has a stone werewolf :P


// 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-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.08 (19 Oct 09)
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod: Widescreen Mod v2.2
~SETUP-BGTMUSIC.TP2~ #0 #0 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate and Tales of the Sword Coast Music

Edited by hangfire, 09 November 2009 - 12:36 PM.


#17 Isaya

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Posted 15 November 2009 - 02:47 PM

You can work around this problem with the following steps:
  • load a game saved after you had the dialog with Kaishas telling you you have lycanthropy, or get an older one and reach the point
  • read the value of a variable setting the time limit before becoming a werewolf:
    CLUAConsole:GetGlobal("PlayerInfected","GLOBAL")
  • Now double the value displayed, that will give you as many days as you already played, so probably more than the 10 or 20 days of the travel back
  • Set the new value (2 x initial value):
    CLUAConsole:SetGlobal("PlayerInfected","GLOBAL",new value)
Pay attention not to go over 2 000 000 000 for the value (or the value may loop and become smaller that the initial one and you could become a werewolf immediately).

I suggested this to another player and he reported it was effective.

#18 Fouinto

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Posted 07 March 2010 - 05:48 AM

You can work around this problem with the following steps:

  • load a game saved after you had the dialog with Kaishas telling you you have lycanthropy, or get an older one and reach the point
  • read the value of a variable setting the time limit before becoming a werewolf:
    CLUAConsole:GetGlobal("PlayerInfected","GLOBAL")
  • Now double the value displayed, that will give you as many days as you already played, so probably more than the 10 or 20 days of the travel back
  • Set the new value (2 x initial value):
    CLUAConsole:SetGlobal("PlayerInfected","GLOBAL",new value)
Pay attention not to go over 2 000 000 000 for the value (or the value may loop and become smaller that the initial one and you could become a werewolf immediately).

I suggested this to another player and he reported it was effective.

Hi,

I've just encountered the same bug. So, this is just a simple message to confirm this solution works.

#19 Hoppy

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Posted 07 March 2010 - 08:50 PM

Lycanthropy shouldn't take 20+ days to infect the person. Maybe two weeks tops. Just my *bark at the moon* opinion :whistling:
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#20 Jarno Mikkola

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Posted 08 March 2010 - 02:45 AM

Lycanthropy shouldn't take 20+ days to infect the person. Maybe two weeks tops. Just my *bark at the moon* opinion :whistling:

And how would you manage to get back to the civilazation, if you are a wolf already at the point you legally would get there(without cheating with MoveToArea...)?

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