Problem with my party exploding into Werewolves
#1
Posted 03 November 2009 - 05:20 PM
The mod has been kickass otherwise though so if anybody can help me with this I'd greatly appreciate it
#2
Posted 03 November 2009 - 10:07 PM
That's not the complete list, I am sure of it, so open the WeiDU.log, and copy paste the text!I have BG Trilogy installed as well as Sword Coast Strategems I and II.
Now, you should be able to get the cure form the Werewolve island, you just have to use it.
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#3
Posted 03 November 2009 - 10:31 PM
That's not the complete list, I am sure of it, so open the WeiDU.log, and copy paste the text!I have BG Trilogy installed as well as Sword Coast Strategems I and II.
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
Posted 03 November 2009 - 11:20 PM
The cure should be with the Dradeel character.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.
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
Posted 03 November 2009 - 11:59 PM
The cure should be with the Dradeel character.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.
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
Posted 04 November 2009 - 03:15 AM
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#7
Posted 04 November 2009 - 04:49 AM
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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Baldur's Gate Trilogy-WeiDU and Mods
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Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#8
Posted 04 November 2009 - 02:47 PM
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
Posted 04 November 2009 - 05:06 PM
#10
Posted 06 November 2009 - 02:20 PM
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.
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#11
Posted 09 November 2009 - 12:34 AM
I'd rather like the first option better.
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#12
Posted 09 November 2009 - 02:10 AM
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...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.
Edited by Jarno Mikkola, 09 November 2009 - 02:10 AM.
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#13
Posted 09 November 2009 - 07:24 AM
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.
#14
Posted 09 November 2009 - 07:46 AM
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 but kthxbye sounds bang on!! )Is the travel time a BGTv1.08 feature?
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 ) Of course, if it's to be consistent lorewise or something, mebbe curse length is the way to go
(Oh, and agree with the resting thing too )
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#16
Posted 09 November 2009 - 12:13 PM
Kicking the party + killing the Loup Garous works
My mage got lucky with a Chromatic Orb, so now Ulgoth's has a stone werewolf
// 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
Posted 15 November 2009 - 02:47 PM
- 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)
I suggested this to another player and he reported it was effective.
#18
Posted 07 March 2010 - 05:48 AM
Hi,You can work around this problem with the following steps:
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).
- 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)
I suggested this to another player and he reported it was effective.
I've just encountered the same bug. So, this is just a simple message to confirm this solution works.
#19
Posted 07 March 2010 - 08:50 PM
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#20
Posted 08 March 2010 - 02:45 AM
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...)?Lycanthropy shouldn't take 20+ days to infect the person. Maybe two weeks tops. Just my *bark at the moon* opinion
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