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some things I noticed


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#1 -persocom01-

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Posted 09 February 2010 - 05:39 AM

1. The goblins in irenicus' dungeon no longer drop composite longbows, but instead drop shortbows. This can be more reasonable depending on your point of view, but it also results in the inability to get a longbow (for people like minsc) until you meet the shadow thieves near the exit. In an unmodded game you could still get a shortbow from the room with lots of glass jars.

2. also related to the said goblins, they no longer have arrow shooting animations after installing this mod. Instead they stand around waving their axes. (they do still shoot arrows though, although it looks odd)

I installed and uninstalled the mod to see if it was the one causing this change and it was. Anyway here's my weidu log in case anyone needs it.

// 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]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v8
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v8
~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v18
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v18
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v18
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v18
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v18
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v18
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v18
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v18
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v18
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v18
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v18
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v18
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v18
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v18
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v18
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v18
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v18
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v18
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v18
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v18
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v18
~DEARNISE/SETUP-DEARNISE.TP2~ #0 #0 // de'Arnise Romance for Baldur's Gate II, v2
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement
~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
~JZ/SETUP-JZ.TP2~ #0 #0 // The Jerry Zinger Show
~JZ/SETUP-JZ.TP2~ #0 #1 // Remove Delay Between Episodes
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #0 // Install Longhaired Female Elven Mage Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #1 // Install Female Cleric and Druid Avatars
~MOINESSEAVATARS/MOINESSEAVATARS.TP2~ #0 #3 // Install Longhaired Female Human Fighter Avatars in Full Plate Armor
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~RE/SETUP-RE.TP2~ #0 #2 // Aimi's Magic, by berelinde (adult content)
~RE/SETUP-RE.TP2~ #0 #6 // Bodhi's Allure, by Kulyok (adult content)
~RE/SETUP-RE.TP2~ #0 #49 // Blame the Moon, by Aeryn (Cernd)
~SAREVOKROMANCE/SAREVOKROMANCE.TP2~ #0 #0 // Aeryn's Sarevok Romance for BGII: Throne of Bhaal: 1
~WONNIMCHUNHA/WONNIMCHUNHA.TP2~ #0 #0 // wonnimchunha's Portraits for PCs: v1
~RE/SETUP-RE.TP2~ #0 #9 // Chanelle's Gifts, by cmorgan (adult content)
~SETUP-TACTICS.TP2~ #0 #1 // The Ritual (requires ToB)
~SETUP-TACTICS.TP2~ #0 #7 // Improved Twisted Rune
~SETUP-TACTICS.TP2~ #0 #8 // "Kuroisan", the Acid Kensai
~SETUP-TACTICS.TP2~ #0 #22 // Smarter Dragons in SoA
~SETUP-TACTICS.TP2~ #0 #28 // Göran Rimén's Improved Nymphs
~RE/SETUP-RE.TP2~ #0 #35 // Dreaming of Sendai, by Kulyok
~SETUP-TASHIA.TP2~ #0 #0 // Tashia NPC Mod -> Full version (ToB required): v1.1
~SETUP-TASHIA.TP2~ #0 #2 // Tashia Add-on Pack by Bri and Lord Ernie (English only, Tashia ToB Required) -> Action Style dialogues: v1.1
~SETUP-TASHIA.TP2~ #0 #5 // Alternate portrait for Tashia. -> Tashia's Alternate Portrait 2.: v1.1
~RE/SETUP-RE.TP2~ #0 #36 // Sheri the Bardess, by cmorgan (adult content)
~SETUP-SAERILETH.TP2~ #0 #0 // Saerileth Romance Mod (BG2:SoA & TOB NPC) created by nethrin and Sillara: v14
~RE/SETUP-RE.TP2~ #0 #11 // Cyric's Test, by Kulyok
~RE/SETUP-RE.TP2~ #0 #27 // Mekrath and Nymphology, by Kulyok
~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl, v5
~SETUP-VALHORN.TP2~ #0 #0 // Improved Horns of Valhalla v1.2
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
~SETUP-HIDEKT.TP2~ #0 #0 // Hidden Kits
~SETUP-FOODMOD.TP2~ #0 #0 // Chosen of Mystra's Food and Herbal Mod (Requires Throne of Bhaal)
~SETUP-OVERSIGHT.TP2~ #0 #1 // Alignment Correction
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities
~SETUP-OVERSIGHT.TP2~ #0 #7 // Holy Liberator
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v2
~SETUP-KIVAN.TP2~ #0 #0 // Kivan of Shilmista: v8.1
~SETUP-KIVAN.TP2~ #0 #2 // Select Deheriana's Class -> Wild Mage: v8.1
~SETUP-KIVAN.TP2~ #0 #5 // Select Kivan's Portrait -> Do Not Install Alternative Portrait for Kivan.: v8.1
~SETUP-KIVAN.TP2~ #0 #7 // Install ToB Portion of the Mod: v8.1
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.33
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.33
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.33
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.33
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.33
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.33
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.33
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.33
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.33
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.33
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.33
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (Ardanis/GeN1e): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v7
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v7
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #150 // PnP Fiends: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Revised Fiend summoning: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Consistently spell-like Bhaalpowers: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #323 // Use Icewind Dale's Dimension Door animation -> Use IWD animation for spells, retain BG2 animation for other visuals: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.02
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.02
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades
~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: Beta 1
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter)
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter)
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB
~IMOEN.TP2~ #0 #0 // 'Imoen Romance Add-on Mod BG2:SoA(ToB required!)v1.201'
~AURORA/SETUP-AURORA.TP2~ #0 #0 // Aurora's Shoes and Boots: v5
~AURORA/SETUP-AURORA.TP2~ #0 #10 // Small portraits for NPCs -> Merchants and minor NPCs: v5
~AURORA/SETUP-AURORA.TP2~ #0 #130 // Change store buying prices -> Increase by 150%: v5
~AURORA/SETUP-AURORA.TP2~ #0 #235 // Change gem and jewelry prices -> Increase by 150%: v5
~AURORA/SETUP-AURORA.TP2~ #0 #257 // Change quest gold rewards -> Fixes only: v5
~AURORA/SETUP-AURORA.TP2~ #0 #490 // Change creature gold carried -> Increase by 200%: v5
~AURORA/SETUP-AURORA.TP2~ #0 #9000 // Fix area creature references: v5

#2 Miloch

Miloch

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Posted 09 February 2010 - 03:03 PM

1. The goblins in irenicus' dungeon no longer drop composite longbows, but instead drop shortbows. This can be more reasonable depending on your point of view, but it also results in the inability to get a longbow (for people like minsc) until you meet the shadow thieves near the exit.

This is intentional. A four-foot creature with a 9 strength should not be able to draw a six-foot-long bow that requires an 18 strength. Even if they had the strength (though their maximum permitted STR is 15 according to the Complete Book of Humanoids) it would be rather impossible for them to draw the bowstring back far enough to shoot it effectively. On top of that, composite bows are rather complex, the use (and certainly the making) of which would be beyond the reckoning of goblins. (If we wanted to be *really* true to PnP, we'd give them all slings instead, since they prefer crude weapons, but they are obviously archers according to their animations.) There should only be one affected goblin from what I can tell - the first one in the corridor below (icgob02). The rest only have axes.
icgob02.gif
However, if it causes an issue, I guess I could put a longbow somewhere else in the dungeon. Probably just a normal longbow - composite bows should be rather rare in my opinion.

2. also related to the said goblins, they no longer have arrow shooting animations after installing this mod. Instead they stand around waving their axes. (they do still shoot arrows though, although it looks odd)

This is a bug. Fixed locally, cheers.

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


#3 -persocom01-

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Posted 10 February 2010 - 12:38 AM

Well it's true that it was always pretty odd that goblins could use a bow valygar could not. There are actually alot of bow goblins in irenicus dungeon and I used to collect all their bows to sell. (well before I started using the console, and if I didn't have a pickpocket characters to rob all the storekeepers) One group left of the genie, one group in the library of the dungeon, another before the portal to the next level etc...

While I didn't test if it was specifically because of this mod, the spirit trolls at the druid grove no longer fall on the ground when near death, (I didn't try the spirit trolls elsewhere) and continue attacking you although they are still immune to most forms of damage as if they had fallen. It's quite hard to test if this is the specific mod that makes this happen though, because this mod makes all saves made without it unplayable, and all saves made with it are likewise unplayable wihout the mod.

#4 Miloch

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Posted 10 February 2010 - 02:24 AM

There are actually alot of bow goblins in irenicus dungeon

Some of these must be controlled by spawn points, apparently linked to a hardcoded "rdgob" random goblin. I am considering putting in a hobgoblin archer or 3, who might just use longbows (even composite ones according to the Complete Book of Humanoids, though it'd have to be a hobgoblin champion with 18 STR to use it).

While I didn't test if it was specifically because of this mod, the spirit trolls at the druid grove no longer fall on the ground when near death, (I didn't try the spirit trolls elsewhere) and continue attacking you although they are still immune to most forms of damage as if they had fallen.

Aurora does nothing with spirit trolls or the druid grove. Try doing a 'weidu --change-log trolsi01.cre' from the command prompt in your game folder (see the pinned FAQ in the megamod forum if you need more help with that).

It's quite hard to test if this is the specific mod that makes this happen though, because this mod makes all saves made without it unplayable, and all saves made with it are likewise unplayable wihout the mod.

Pretty much all mods that add significant content do this, though Aurora is more intensive than some. You can narrow down the mod causing this by doing change-logs though.

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


#5 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

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Posted 10 February 2010 - 02:57 AM

Pretty much all mods that add significant content do this, though Aurora is more intensive than some. You can narrow down the mod causing this by doing change-logs though.

Especially if you upload the files(the backups with .000, .001, .002 ending) that are produced during the change-logging, as they will hold all the changes made to the files.

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#6 -persocom01-

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Posted 10 February 2010 - 03:17 AM

I followed the instructions and according to the console the mods affecting trolsi01.cre:
00000: ~bg2fixpack/setup-bg2fixpack.tp2~ 0 0 // bg2 fixpack - core fixes

And that's all. I'm pretty sure I've been playing with the fixpack installed for a long time without encountering this though.. mm, well at least they still can be killed, so it's not a big issue. I supposed I can probably spawn a troll in game and kill it too, I think I'll try that out with and without the mod.

#7 Jarno Mikkola

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Posted 10 February 2010 - 03:25 AM

I supposed I can probably spawn a troll in game and kill it too, I think I'll try that out with and without the mod.

Yes, with the console, just insert this exact line of code, and push enter:
CLUAConsole:CreateCreature("trolsi01")

Hmm, it's actually the ringitem the troll actually has that makes them immune to the spells etc. but I don't have it's name, so it would need to be --change-log'ged too. And the .bcs file the creature is assigned with, as that should make it sleepy...

Edited by Jarno Mikkola, 10 February 2010 - 03:31 AM.

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#8 -persocom01-

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Posted 10 February 2010 - 03:39 AM

ok I've tested and it's likely confirmed that this mod somehow causes spirit trolls not to fall when near death. Without it, and loading a saved game without the mod, I managed to have a spirit troll fall when I damaged it enough. With it, the troll did not fall, but continued to attack while being immune to most forms of damage. I used the CLUAConsole:CreateCreature("trolsi01") in-game with saves with and without the mod.

I'm also wondering about the random item placement from installing and uninstalling aurora. I wonder if it can mean I'm going to miss some items if I've killed some of the creatures in game already. It's not a big issue if I use shadowkeeper, but I appreciate it if I knew I might need to use it since I uninstalled and installed the mod mid game.

Thanks for your patience and work with the mod.

#9 -persocom01-

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Posted 10 February 2010 - 03:41 AM

Hmm, it's actually the ringitem the troll actually has that makes them immune to the spells etc. but I don't have it's name, so it would need to be --change-log'ged too. And the .bcs file the creature is assigned with, as that should make it sleepy...


Well the troll is still immune to most things when near death, it just doesn't fall down and lie on the ground anymore unlike the other trolls.

#10 Miloch

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Posted 10 February 2010 - 03:58 AM

I followed the instructions and according to the console the mods affecting trolsi01.cre:
00000: ~bg2fixpack/setup-bg2fixpack.tp2~ 0 0 // bg2 fixpack - core fixes

That doesn't look right, because you *should* have another line at least for Aurora if you installed it right, because its random item routine touches it. But that's the only change it makes. Maybe you did that after you uninstalled Aurora?

As for uninstalling and reinstalling the mod regarding random stuff, I don't suppose it should make a huge difference. But then I never really tested doing that mid-game.

Can you attach your trolsi01.cre and trolsi01.bcs files from your override. Odd why it would be doing this... obviously something with the scripts and maybe an OnCreation() block in trolsi01.bcs. Maybe it's the one time we should use a Continue() but the troll has gensht01.bcs as its override script, and that doesn't have Continue() on every block, so in theory that should have the same effect as the script we add... :huh:

Edited by Miloch, 10 February 2010 - 04:01 AM.

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#11 -persocom01-

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Posted 10 February 2010 - 04:11 AM

I followed the instructions and according to the console the mods affecting trolsi01.cre:
00000: ~bg2fixpack/setup-bg2fixpack.tp2~ 0 0 // bg2 fixpack - core fixes

That doesn't look right, because you *should* have another line at least for Aurora if you installed it right, because its random item routine touches it. But that's the only change it makes. Maybe you did that after you uninstalled Aurora?


mm that's really what it says, and no I didn't uninstall aurora, I just tried again just to confirm. I don't see how I'm supposed to attach the files to this post, there doesn't seem to be the option. I could email it if you like.

#12 Jarno Mikkola

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Posted 10 February 2010 - 04:18 AM

I don't see how I'm supposed to attach the files to this post, there doesn't seem to be the option. I could email it if you like.

There is a requirement of membership and signing in... I think at least, as you then gain an Attachment window under the response one when you go through the "Add Reply" button.

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#13 Miloch

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Posted 10 February 2010 - 04:18 AM

You'd have to register to attach a CRE, though you could post the contents of the script without doing that (decompiled with NearInfinity or DLTCEP). But you may as well register - only takes a few seconds and the forum doesn't spam you or anything unless you ask it to :).

Edit: Jarno beat me by a fraction of a minute :P.

Edited by Miloch, 10 February 2010 - 04:19 AM.

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#14 Jarno Mikkola

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Posted 10 February 2010 - 04:22 AM

Edit: Jarno beat me by a fraction of a minute :P

Hih. Fast, the Imp is fast.
Or he could attach the file to somewhere else, like into here, especially if the files etc become too large to be in 512Kb's.

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#15 persocom01

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Posted 10 February 2010 - 04:30 AM

Ok done.

Attached Files



#16 Miloch

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Posted 10 February 2010 - 04:44 AM

Ok done.

I see, though I'm still not quite sure I understand why it's doing this.

Edit: can you see if putting this in your override folder helps. Overwrite the existing one if it asks, then try console-spawning a spirit troll.
Attached File  agrandbr.bcs   944bytes   286 downloads
If it doesn't, then delete the file and try again (it's the mod's file, so you're not deleting a game-critical file or anything).

Edited by Miloch, 10 February 2010 - 04:53 AM.

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#17 persocom01

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Posted 10 February 2010 - 05:06 AM

mm the spirit troll didn't lie down with or without the file.

#18 persocom01

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Posted 11 February 2010 - 03:17 AM

I just installed the scs 2 (sword coast strategems) mod, but nothing related to trolls, so this probably (but might not) apply. Ice trolls at the druid grove do not fall when near death, but unlike the spirit trolls, the ice trolls remain standing but do not move or attack. I suspect this has to do with the animation (much like the goblins) rather than them actually not falling. Oh here's the lower part of my weidu log. (the rest is the same as the prevous post, except that 1 or 2 tactics components were removed in favor of scs 2)

~AURORA/SETUP-AURORA.TP2~ #0 #0 // Aurora's Shoes and Boots: v5
~AURORA/SETUP-AURORA.TP2~ #0 #10 // Small portraits for NPCs -> Merchants and minor NPCs: v5
~AURORA/SETUP-AURORA.TP2~ #0 #130 // Change store buying prices -> Increase by 150%: v5
~AURORA/SETUP-AURORA.TP2~ #0 #235 // Change gem and jewelry prices -> Increase by 150%: v5
~AURORA/SETUP-AURORA.TP2~ #0 #257 // Change quest gold rewards -> Fixes only: v5
~AURORA/SETUP-AURORA.TP2~ #0 #490 // Change creature gold carried -> Increase by 200%: v5
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v11
~SCSII/SETUP-SCSII.TP2~ #0 #1020 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: 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 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v11
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v11
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v11
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v11
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v11
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): 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 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: 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 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v11
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v11
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v11
I didn't install the rest of it at the time of testing but yes there are more parts to that mod.

If my understanding is correct the original game replaced the trolls with another creature when they were near death, which is the reason your party changed targets when they fell. While I think you already know, the tactics mod says some things about how trolls are handled in game. (I didn't install this part of the mod though, so it has no effect on my game) From the tactics readme:

"This component changes the way the game handles trolls, substituting one
arbitrary hack job for another. In the unmodded game trolls carry a
special item that makes their minimum hit point value 1 (so they cannot
be killed). Their AI script constantly looks to see if their actual hit
points are below some value (usually 12). If they are, the troll is
replaced by a special alternate troll creature (the "lying down" one)
that has one hit point and lacks the special minhp item but is immune to
most types damage. Unfortunately, any number of situations can cause the
game to fail to check that script condition (e.g., the troll is held, or
many party members are beating on it at once), resulting in an
"unkillable" troll that sits arond soaking up blows until (e.g.) your
party walks away to give it time to "breathe and fall over"."

Edited by persocom01, 11 February 2010 - 04:55 AM.


#19 -asdf-

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Posted 11 February 2010 - 07:38 PM

I don't think it's Aurora that's causing your trolls issue. I've made it through SoA and into ToB with a BWP 8.2 and Aurora v4 (with the fixes) and Aurora's WAY at the bottom of my install order.

I did notice that you didn't have this component installed:
~SETUP-TACTICS.TP2~ #0 #37 // Streamlined Trolls: BWP v8.2 Fix

Is it possible that lacking this component is causing your trolls issue? Try installing it and see if it works. If not, try installing:

~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v11
or
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v11

and see if one of those components will fix your trolls issue.


Also, in my game, the Shadow Thief that Irenicus ganks in the opening cutscene had a longbow on his corpse. Seriously, though - Minsc?! Full plate and packing birchwood? WTF?!

#20 persocom01

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Posted 11 February 2010 - 08:42 PM

I don't think it's Aurora that's causing your trolls issue. I've made it through SoA and into ToB with a BWP 8.2 and Aurora v4 (with the fixes) and Aurora's WAY at the bottom of my install order.

I did notice that you didn't have this component installed:
~SETUP-TACTICS.TP2~ #0 #37 // Streamlined Trolls: BWP v8.2 Fix

Is it possible that lacking this component is causing your trolls issue? Try installing it and see if it works. If not, try installing:

~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v11
or
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v11

and see if one of those components will fix your trolls issue.


Also, in my game, the Shadow Thief that Irenicus ganks in the opening cutscene had a longbow on his corpse. Seriously, though - Minsc?! Full plate and packing birchwood? WTF?!


Tactics streamlined trolls component actually changes the way trolls are handled in game. In tactics you can actually kill trolls using any form of damage, as far as my understanding goes, and they do not need to fall over anymore unlike an unmodded game. Tactics makes up for this by giving trolls resistances instead of minimum hp:

"This component changes that. Trolls lose their "minimum hit points = 1"
item, so they can be killed outright. As a result you will never end up
with an "immortal" troll. To compensate, trolls gain 66% physical
resistances to non-fire, non-acid, non-poison sources. This component
doesn't particularly make the game harder or easier, but it does mean
that troll group fights require less "constant vigilance" (to make sure
that your party isn't "wasting time" attacking a troll that isn't going
down)."

I did not install any component that modified trolls, thus my changelog for trolls only records the fixpack change. I also tested the spirit troll with and without aurora and it was more or less confirmed to be the cause. scs 2 more resilient trolls supposedly increases the hp of the fallen troll, as well as troll regeneration and is not completely compatible with tactics in the sense some aspects do not apply. (since trolls in tactics do not fall over at all) From the scs 2 readme:

"Compatibility between Tactics and SCS II depends on the components:

* Components which have a direct SCS II analogue: common sense applies, only install the ones you want. These are: Improved Bodhi, Improved Irenicus in Hell, Improved D'Arnise Keep, Improved Kangaxx, Improved Mind Flayers, Smarter Dragons, Smarter Beholders, Slightly Smarter Mages and Liches, Slightly Tougher Demons, Streamlined Trolls (which overlaps with SCS II's "Resilient Trolls"), Tougher Druid Grove (the Faldorn part ovelaps with SCS II's) Improved Faldorn, Improved Sahuagin City, and Improved Demon Knights (which overlaps with SCS II's Improved Fiends component)."

The shadow thief in the opening cutscene is supposed to drop nothing since he was disintegrated as far as I know. (did you install a no item loss on disintegration mod?) It's also possibly because you installed BWP on your game since aurora is part of the big world program or something. For me though, I'm wary of mega mods since the last time I had some on my game, it broke it. (that though, was some time ago and I'm sure things have been fixed) In an unmodded game ranged attackers are strong since they are able to target an enemy most of the time instead of colliding with each other half the time. I dislike having more than 2 melee, (which in my game, was my pc and jaheira, who has better tanking abilities than minsc) but to each his own. Minsc aside, I'm sure there will be players who will start as an archer pc with longbow specialisation.

Edited by persocom01, 11 February 2010 - 09:07 PM.