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creatures turn hostile

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#1 ilot

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Posted 01 July 2013 - 12:39 PM

I've an hard problem to solve :crying:  

 

I was in the slums (AR0400) and I was attacked by the "Ruffian Captain" (Smugg2.cre), I kill him but Charli (from Charli mod) and Ryon (from Region of Terror mod) in the neighborhood are become hostile and then attacked me, instead the others creatures as citizens, etc.. are not become hostile!!

 

Then I gone in the Copper Coronet (AR0406) and set free Hendak then the Lehtinan's Guards at the Copper Coronet turn me hostile but "Salvanas" (Salvanas.cre) turn hostile too, and "Macintosh" (from Alex Macintosh mod) run away for all the area, "Juluv" seems to be desappeared, and so on...

 

Can I found a solution using Near Ininity? Is that a know problem? 

Thanks!!

 

Here is my weidulog:

Attached Files


Edited by ilot, 01 July 2013 - 12:41 PM.

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#2 10th

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Posted 01 July 2013 - 04:18 PM

You have to open your latest savegame - the one in which those NPCs are hostile. Open the area, where those hostile NPCs are located, and change their allegiance from enemy to neutral.

The problem with running away or turning hostile comes from their shout scripts, had a similiar experience in an earlier installtion with the hermit in the road to Nashkell area.

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Edited by 10th, 01 July 2013 - 04:20 PM.

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#3 ilot

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Posted 01 July 2013 - 10:57 PM

I thank you 10th for your reply.

I take a look at allegiance of the creatures that turn hostile (Charli, Ryon, Salvanas...) and their allegiance are already on "neutral" so pheraps I must to do other changes (general script?).

 

If you (or someone else :)) want to take a look at some creatures that turn hostile at me (Alex just run away :)) I attached some of them:

Attached Files


Edited by ilot, 01 July 2013 - 11:06 PM.

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#4 The Imp

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Posted 02 July 2013 - 01:55 AM

I take a look at allegiance of the creatures that turn hostile (Charli, Ryon, Salvanas...) and their allegiance are already on "neutral" so pheraps I must to do other changes (general script?).
Erhm the default creatures are neutral, but 10th meant the savegame creatures... you need to open the .gam file, and edit the creatures there.

What probably happened was one of the idiots turned hostile, got killed via the player action (wrongly coded mod etc possibility'es) and so on which turns the neutrals to hostile and then there you go....

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
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#5 ilot

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Posted 02 July 2013 - 02:52 AM

I take a look at allegiance of the creatures that turn hostile (Charli, Ryon, Salvanas...) and their allegiance are already on "neutral" so pheraps I must to do other changes (general script?).
Erhm the default creatures are neutral, but 10th meant the savegame creatures... you need to open the .gam file, and edit the creatures there.

What probably happened was one of the idiots turned hostile, got killed via the player action (wrongly coded mod etc possibility'es) and so on which turns the neutrals to hostile and then there you go....

Well, I opened my baldur.sav, decompressed the sav file, opened ar0400 (sewers), and I found "Ryonn.cre" but there aren't option about "allegiance" for to change it. I have only the following table :) (Have I missed something???):

 

Name

Ryonn

Position: X

2393

Position: Y

2433

Destination: X

2393

Destination: Y

2433

Loading

( CRE attached )

Is spawned?

No (0)

Unknown

2a 00 h

Animation

FIRE_RING - 0

Orientation

North ( 8)

Unknown

00 00 h

Expiry time

-1

Wander distance

0

Movement distance

0

Present at

( 00:30-01:29(0) 01:30-02:29(1) 02:30-03:29(2) 03:30-04:29(3) 04:30-05:29(4) 05:30-06:29(5) 06:30-07:29(6) 07:30-08:29(7) 08:30-09:29( 8) 09:30-10:29(9) 10:30-11:29(10) 11:30-12:29(11) 12:30-13:29(12) 13:30-14:29(13) 14:30-15:29(14) 15:30-16:29(15) 16:30-17:29(16) 17:30-18:29(17) 18:30-19:29(18) 19:30-20:29(19) 20:30-21:29(20) 21:30-22:29(21) 22:30-23:29(22) 23:30-00:29(23) Unknown(24) Unknown(25) Unknown(26) Unknown(27) Unknown(28) Unknown(29) )

# times talked to

0

Dialogue

None

Override script

None

General script

None

Class script

None

Race script

None

Default script

None

Specifics script

None

Character

*YONN

CRE structure offset

a4fc h

CRE structure size

1400

Unknown

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 h

CRE file

Signature: CRE ,Version: V1.0,Name: Ryon,Tooltip: Ryon,Flags: ( No flags set ),XP value: 5000,


Edited by ilot, 02 July 2013 - 02:57 AM.

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#6 10th

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Posted 02 July 2013 - 08:31 AM

It's the last one, CRE file. Open that and you'll get to the Ryonn.cre in your savegame.

10th
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"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board

#7 ilot

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Posted 02 July 2013 - 09:05 AM

Thank you 10th, I'll try but I discovered the cause of my problem!!!

 

 

The "Ruffian Captain" (SPMUGG2.CRE) has a "BPLEADER.BCS" in his "General Script", and when I hit him seems to affect several others creatures in the nearby (Charli, Ryon, etc..) because they become hostile!!!

 

I've replaced "BPLEADER.BCS" with "None" in his "General Script" and now all works well for now.

 

I hope that can help!!!

 

Unfortunatly when I loaded another time the save game I had the same problem!!


Edited by ilot, 02 July 2013 - 12:55 PM.

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#8 ilot

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Posted 02 July 2013 - 10:57 AM

It's the last one, CRE file. Open that and you'll get to the Ryonn.cre in your savegame.

10th

I tried your way (saved game and changed to Ryon Evil in Neutral allegiance), but when I'm ingame Ryonn turn hostile again.

 

I suspect there is something wrong in SPMUGG2.cre (scripts or others).

Attached Files


Edited by ilot, 02 July 2013 - 10:58 AM.

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#9 ilot

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Posted 02 July 2013 - 12:52 PM

Sorry, I confirm my  post number 7 (problem solved) because probably it need to restart a new game for obtain the correction to the"General Script", indeed if I use the console for spawn "Smuggle2.cre" I've not problem, so:

 

The "Ruffian Captain" (SPMUGG2.CRE) has a "BPLEADER.BCS" in his "General Script", and when I hit him seems to affect several others creatures in the nearby (Charli, Ryon, etc..) because they become hostile!!!

I've replaced "BPLEADER.BCS" with "None" in his "General Script" and now all works well for now.

 

I hope that can help!!! :)


Edited by ilot, 02 July 2013 - 12:55 PM.

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