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BGT - skeletons 'throw dagger' ability
#1
Posted 27 January 2011 - 01:16 PM
Thanks
#2
Posted 28 January 2011 - 02:11 AM
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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)
#3
Posted 28 January 2011 - 03:13 AM
#4
Posted 28 January 2011 - 10:01 AM
Out of curiosity, what is the problem with skeletons throwing daggers that needs an exe patch?
Sorry if you were looking for a more technical explanation (I am not qualified!), but here is the simple one. The problem as I remember it is that in 1 or 2 of the low level areas (south/south west) of the starting point) there are lots of small groups of skeletons that attack the party. The skeletons are equipped with both melee and ranged weapons (up to 10 - 20 throwing daggers), except that there is a bug (bgt bug?) that prevents the skeletons from attacking with the ranged throwing daggers that they carry, thereby forcing the skeletons to close to melee range with the party before they can attack.
This creates 2 problems:
1. The skeletons can be easily killed by the party before they get to melee range by repeated volleys of missile fire from the party, thereby leaving the party unharmed;
2. The throwing daggers that the skeletons carry (but which they cannot use) are actually quite valuable (at low level). Since none of the throwing daggers are actually used, they can all be looted from the skeletons and sold later for gold. The loot from the skeletons is therefore 'unbalanced'.
I believe this is the fix that Ascension is referring to:
http://www.shsforums...ged-action-fix/
unfortunately there are no instructions on how to implement this fix (edit - I guess it is not a straight forward implementation and requires tobex program application to be installed!)
Edited by uk109, 28 January 2011 - 10:16 AM.
#5
Posted 29 January 2011 - 04:28 AM
The issue was the AI just doesn't equip single-handed throwing weapons properly when the creature has a shield equipped. If you deleted the skeleton's shield, then the skeleton would probably equip the throwing daggers correctly, but would break vanilla BG1 behaviour. I had a look at this in code, and it appeared to be an issue with the EquipRanged() action. Fix is an exe hack.
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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)
#6
Posted 29 January 2011 - 05:26 AM
Any particular reason you double-posted this here after the same question was answered in you original BGT - skeletons 'throw daggers' ability thread?
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#7
Posted 30 January 2011 - 04:54 AM
@OP:
Any particular reason you double-posted this here after the same question was answered in you original BGT - skeletons 'throw daggers' ability thread?
I am new here and unfamiliar with the layout of the forum. As a newcomer I find it all very confusing.
#8
Posted 30 January 2011 - 06:41 AM
Well, this is the right forum to post this, and the website links here, from its BGT page.I am new here and unfamiliar with the layout of the forum. As a newcomer I find it all very confusing.
I don't know where that other forum comes from, anyway, the description talks about 'gameplay aspects', not about mods
Perhaps, though, the readme should link to the right section of the forum, instead of a generic link to http://forums.spellholdstudios.net
Turambar
Currently supporting: DSotSC for BGT, NTotSC - forum
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