Jump to content


Sasha Al'Therin

Member Since 15 Aug 2008
Offline Last Active Yesterday, 10:58 AM

Topics I've Started

Bandit scalps and pickpocket exploit...

18 November 2011 - 07:56 AM

alright we all know that in the default behavior of BG & BG:TOTSC the bandit scalps come pre-assigned in the inventory of the various bandits. It was noted that in some cases (where the bandits are not already hostile) the scalps could be pickpocketed. Which lets be honest, makes absolutely no sense to steal their scalp without them noticing :P

There have been two traditional methods of dealing with this issue. First off, the scalps were flagged as 'unstealable' on the creature file. This was the method which Kevin Dorner used in Baldurdash. However, it was learned that once an item is flagged as unstealable on one creature that particular instance of the item remains unstealable throughout the game. Those playing multiplayer wanted to be able to pickpocket the scalps from each other (I suppose for the fun of it). This lead to the development of the second method. This "newer" method entails moving the item from the inventory to an equip slot such as gloves/bracers where it can no longer be pickpocketed.

I suppose the "newer" method is fine, but I disagree with it in principle. I'm building a FIX pack which is designed to correct things rather than intentionally placing things in the incorrect slots. To that end, I've developed something that I feel works best for this situation. I'll include working .tph code in a spoiler for those who wish to take a gander. Also if any wish to incorporate this idea to 'add' additional scalps to other creatures in the game feel free.

The basics of this are as follows:
ALL scalps are removed from the individual bandits (manual search done on a Saga install to get the list)
Those bandits who turn hostile via dialog file have their call to enemy status adjusted to create the scalp and then turn them hostile.
Those bandits who turn hostile via script OR are hostile to begin with have the scalp created via a modified shout script.

What does this do?
It allows for the scalp to be pickpocketed from fellow party members in a multiplayer game. It allows for the item to be assigned at the time of hostility in a correct and valid slot for the item. It allows me to mod happily knowing that I didn't intentionally bork something to make some people happy :P

The code:
Spoiler

IWD-HotFix

06 November 2011 - 10:05 AM

Created per this conversation in this thread: http://www.shsforums...post__p__525936
Download available at: My website navigate to the IWD mod's page
or alternatively download directly: IWD-HotFix

A little bit about (i.e. the readme)

Quote

abIWD-HotFix

This is a very small 'mod'. It's purpose is to correct an oversight not addressed official patch of the first game of the Icewind Dale series nor yet addressed in the IWD Fixpack at G3. The expansion packs HoW and ToTLM are not required but supported.

The exact nature of the oversight involves Ambere and her husband. In one scenario the player can trick her into 'sleeping' with them by stating that they'll help her leave, and in another scenario can convince her to stay with her family. It was possible to perform both scenarios and due to the way things were set up, if you had previously spoken with her husband you would end up with 'no valid replies' text being displayed when you talk to him again. This is 'corrected' by not allowing the option to convince her to stay, if the player has already 'slept' with her and by extension convinced her to leave.

Install in the typical manner (i.e. extract to game directory and run the setup-abIWD-HotFix.exe file and choose 'I' when prompted)
Uninstall in the typical manner (i.e. run the setup-abIWD-HotFix.exe file and choose 'U' when prompted)

NOTE: no setup.tra file provide however this fix is good for all languages as it doesn't touch and text strings, merely adjusts state/transition triggers

Files & directories included:
setup-abIWD-HotFix.exe
abIWD-HotFix/setup-abIWD-HotFix.tp2
abIWD-HotFix/readme.txt
abIWD-HotFix/Backup/

yup there is bound to be grammar/spelling mistakes I know there are, but I'm too lazy to go back and correct the already packaged readme and then repackage etc... :P

BGT 1.12 vs G3's BG2_Fixpack v 9.

10 October 2011 - 04:49 PM

From documentation that I've read it's stated that the fixpack should be applied prior to BGT because it will end up with the SOA map instead of the TOB map. What I'm curious about is that in the tp2 of the v9 fixpack it checks for a mel01.cre which is a TOB specific file and applies the TOB map with its fixes. This file is also in a BGT install based on TOB (without any modifications etc...). So would the fixpack install the correct worldmap file now even if it were applied immediately after the conversion?

a slight oversight

25 September 2011 - 03:13 PM

in looking at the changes/fixes that BGT does to the BG:ToTSC content I ran across this:

Quote

LEAGGU2, LEAGGU3, LEAGGU4: Some Merchant League Guards no longer have an old woman’s greeting
While looking at the files I noticed that Leaggu2.cre & Leaggu3.cre have female animations (tho gender is set at unknown), the animation then would suggest that these particular creature files should retain the female sound set.

Of course one could argue that the animation and sound set are both incorrect.

EDIT:
found this in the developer's documentation:
ALATOS: Corrected typo in Oberan death variable when checking for quest reward

REPLACE_TRIGGER_TEXT ~ALBERT~ ~!Dead("Oberon")~ ~!Dead(“Oberan”)~
I think there is a mistake there :P