Invincible Greater Werewolfs
#1 --kinneer--
Posted 18 September 2005 - 03:58 PM
Here are my mods installations,
SoS
CtB
Wiemer's collection, tactics, ease of use etc.
Tashia
I am at the second Selence's quest and trying to rescue to the little girl from the werewolfs.
Problem is the greater werewolfs are invincible. I am hitting them with +3 and +4 weapons, blunt and slashing. No avail. I tried hitting them with magic. No luck there. Mord swords does not hurt at all.
So, how do I kill these beasts ? Secondly, Tashia got hit from the master werewolf and she is damaged 1 pt per round. How long does this last ??????? I had her drinking four or five health potions and she still dies!
I browse the greater werewolfs and they had a ring for weapon immunity. Problem is the ring settings is a bit odd.
The values are set to 0 and 11. Are these rights ?
Are the greater werewolves suppose to be immnue to + 5 weapons ? If they are, then how am I suppose to get rid of them ?
Thanks.
#2
Posted 18 September 2005 - 04:10 PM
Hi all,
Here are my mods installations,
SoS
CtB
Wiemer's collection, tactics, ease of use etc.
Tashia
I am at the second Selence's quest and trying to rescue to the little girl from the werewolfs.
Problem is the greater werewolfs are invincible. I am hitting them with +3 and +4 weapons, blunt and slashing. No avail. I tried hitting them with magic. No luck there. Mord swords does not hurt at all.
So, how do I kill these beasts ? Secondly, Tashia got hit from the master werewolf and she is damaged 1 pt per round. How long does this last ??????? I had her drinking four or five health potions and she still dies!
I browse the greater werewolfs and they had a ring for weapon immunity. Problem is the ring settings is a bit odd.
The values are set to 0 and 11. Are these rights ?
Are the greater werewolves suppose to be immnue to + 5 weapons ? If they are, then how am I suppose to get rid of them ?
Thanks.
This is probably a stupid question but do have the SoS patch 101 cos this was a problem with the unpatched game if i remember rightly. Other than that the only thing i can suggest is from the SoS walkthrough maybe this will help:
If you are having some difficulty with the Greater Werewolves inhabiting the Bucko mansion, Ziad El-Hajj has a neat tip for you:
?I noticed something interesting about the first two floors. The first time I went in was during the day, and both floors were crawling with Greater Werewolves (we?re talking a dozen per floor). I was forced to restore the game, then I rested. It was midnight when my party woke up, and when I went in the first two floors were empty. I guess even Greater Werewolves go to sleep ?
Edited by wellunhappy, 18 September 2005 - 04:20 PM.
#3 --kinneer--
Posted 19 September 2005 - 01:53 AM
As for the sleeping trick, I did try it and notice the first two levels were indeed empty but the third level is still occupied by greater werewolves and master werewolves.
I am just going to give these stupid werewolves a pass if there are no solutions.
#4
Posted 19 September 2005 - 03:38 AM
***Hint***
That deals with RNGLOUP.ITM.
(last update: 02-12-2008)
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SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
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BP Animations Scheme
#5 --kinneer--
Posted 19 September 2005 - 05:24 AM
That issue has nothing to do with any mod - that is an original game feature to make Greater Werevolves almost invulnerable to anything (except very few special weapons). So blame BioWare for that.
***Hint***
That deals with RNGLOUP.ITM.
Okay. Thanks for that. I assume these were from BG1-ToTSC ? I recall meeting some rather nasty werewolves in that game. I guess I am used to wolveweres rather than werewolves.
Anyway, I tried the sword against shiftshifters and that seems to be able to hurt them.
Thanks again.
#6
Posted 19 September 2005 - 05:48 AM
Okay. Thanks for that. I assume these were from BG1-ToTSC ? I recall meeting some rather nasty werewolves in that game. I guess I am used to wolveweres rather than werewolves.
No, not from BG1. As far as I remember those besties are from some areas where you meet BG2 version of Tazok....don't remember an exact location. BG1 versions of Greater Werevolves are much easier to kill....
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#7
Posted 19 September 2005 - 05:57 AM
RINGLOUP is what causes the well-nigh invincibilty of creatures, and is a holdover from BG1 loup garous. It requires magical, non-cold iron weapons for damage to occur, but only a handful of weapons in both games can affect creatures using RINGLOUP--you'll almost always get a 'weapon ineffective' message because of the non-cold iron restriction. (Non-cold iron was used in BG1 to flag weapons which could hurt werewolves, but it unused in BG2 as they went with the enchantment level system instead.) This item is the main reason why many (mistakenly) believe that loup garous and greater wolfweres require insanely + items to hit and why Anath in BG2 is practically invincible.
RINGWOLF is the item used by wolfweres to simulate their regeneration. RINGWOLF has a bug that allows regeneration to keep stacking with itself, meaning that several save-and-reloads near a RINGWOLF bearing creature will result in insanely high regen levels. This issue is characterized by putting insane amounts of damage into a creature and having it remain at full/very high health.
RINGLOUP was used on BG1 greater werewolves and wolfweres (and Anath in BG2) and RINGWOLF is what causes the problems with the lycanthropes in Tazok's area (Firkraag's dungeon).
edit: It's Anath, not Annah. Sorry.
Edited by CamDawg, 19 September 2005 - 02:50 PM.
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#8
Posted 21 October 2005 - 06:26 AM
I think we're discussing two different bugs.
RINGLOUP is what causes the well-nigh invincibilty of creatures, and is a holdover from BG1 loup garous. It requires magical, non-cold iron weapons for damage to occur, but only a handful of weapons in both games can affect creatures using RINGLOUP--you'll almost always get a 'weapon ineffective' message because of the non-cold iron restriction. (Non-cold iron was used in BG1 to flag weapons which could hurt werewolves, but it unused in BG2 as they went with the enchantment level system instead.) This item is the main reason why many (mistakenly) believe that loup garous and greater wolfweres require insanely + items to hit and why Anath in BG2 is practically invincible.
RINGWOLF is the item used by wolfweres to simulate their regeneration. RINGWOLF has a bug that allows regeneration to keep stacking with itself, meaning that several save-and-reloads near a RINGWOLF bearing creature will result in insanely high regen levels. This issue is characterized by putting insane amounts of damage into a creature and having it remain at full/very high health.
RINGLOUP was used on BG1 greater werewolves and wolfweres (and Anath in BG2) and RINGWOLF is what causes the problems with the lycanthropes in Tazok's area (Firkraag's dungeon).
edit: It's Anath, not Annah. Sorry.
I just want to confirm that there is indeed one big bad wolf (Sorry could'nt resist)who is totally invincible and i mean invincible, I had a really high level party most had +5 some with +6 Nada, nothing. threw some PS mod spells at him damage yippee, but by the time i hit him again with another spell he'd regenerated most of the damage. I've never had any problems with any other werewolves just this one wolfman. The good news is this whole mod is so buggy, on occasion when you enter the room he just stands there and does absolutely nothing.
#9
Posted 15 November 2005 - 03:18 PM
I just want to confirm that there is indeed one big bad wolf (Sorry could'nt resist)who is totally invincible and i mean invincible, I had a really high level party most had +5 some with +6 Nada, nothing. threw some PS mod spells at him damage yippee, but by the time i hit him again with another spell he'd regenerated most of the damage. I've never had any problems with any other werewolves just this one wolfman. The good news is this whole mod is so buggy, on occasion when you enter the room he just stands there and does absolutely nothing.
The wolf isn't totally invincible, you just need spells or a weapon that has the correct flag set in order to do any damage. Because of the insane regeneration rate you have to do a lot of damage quickly in order to take these guys down.
Those who understand binary, and those who don't.
#10
Posted 15 November 2005 - 06:11 PM
Lower itīs resistance and cast MM in lightening speed.
#11
Posted 10 December 2005 - 07:12 AM
make a front line with your warrior or whatever character with super high AC
Carsomyr can hit the master werewolf , but Keldorn miss a lot, valygar equiped with celestial fury +5 didn't touch him
so lower magic resistance and magic missiles to death. -> a lot of monsters can be killed in this way
if u take too much time, u are turned into werewolf
Edited by Silver Raven, 10 December 2005 - 07:23 AM.
#12 -frabjous-
Posted 15 July 2006 - 10:10 PM
Other than that, I used a LOT of lower resistance spells, then got em with magic missile, chain lightning, or abi dazim's.
#13
Posted 09 August 2006 - 04:09 PM
And another question - Master's weapon is... zero-enchanted?!?!
Retired from modding.
#14
Posted 10 May 2007 - 06:43 PM
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#15
Posted 20 May 2007 - 07:50 PM
#16 -Guest-
Posted 12 June 2007 - 10:25 PM
#17
Posted 27 June 2007 - 11:52 PM
#18
Posted 14 June 2008 - 01:55 PM
#19
Posted 15 June 2008 - 04:16 PM
I'm carrying around some overpowered gear with me, and it was a delight that I had to unequip the Doom Bringer sword from Minsc (4d12+4, +5acid, fire, electric & cold, insane) and use the improved destroyer sword from Improved Anvil (+6 enchanted) to kill them. Great fun, heh heh, right Boo?
#20
Posted 15 June 2008 - 06:34 PM
That being said, in BG1 you probably don't have such spells. If it is an issue though, you can always CLUAConsole in the scrolls for them.
Some Wolves also have less than 60 hitpoints. Gathering them close and using a Death Spell is also handy.
Edited by Zyraen, 15 June 2008 - 06:35 PM.
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