BP and Unkillable Mobs
#1
Posted 20 April 2011 - 07:43 AM
Digging around, I am generally able to find workarounds, but they almost all require reloading a save prior to the game having loaded the zone in question, and often times I simply do not have a save that fits that criteria. This has caused me to restart BG 2 several times now, and while it's been years since I played the game, I have to say that constantly redoing the first n hours over a short time frame gets old really fast.
I thought it might be a good idea to have a list of all known unkillable mobs (or any mobs with errors that tend to require an edited CRE to fix) and their workarounds so people who install BP 1.8 as well as the ubiquitous BG2 Fixpack (from what I gather, most, if not all, unkillable mobs are due to a scripting error in BP that conflicted with the Fixpack; please feel free to correct me) can go ahead and install those fixed CREs or whatever other methods exist so one doesn't end up having to restart the game or make saves prior to entering every single area (since edited CREs seem to only work if you use a save before the area was ever loaded in your save game). I mean, I have found most of these issues in individual threads, but not once did they alert the readers to the other mobs with issues despite there being individual threads about those other mobs. Basically, I am astounded that there isn't a consolidated list of every problem mob for a mod and game as old as this.
As well, many of the ancient threads concerning these issues sounded like they were fixed/in the process of being fixed years ago; certainly long before BP 1.8 was released, so I'm unsure if these fixes were just never included in BP 1.8, or BP was just never intended to ever be played with the Fixpack.
Anyways, the mobs that have given me problems so far:
1) Troll as you re-enter the De'Arnise Keep after opening the main gate to let the soldiers in. It won't die.
2) Torgal in the basement of De'Arnise Keep won't die.
To fix both, I used Wes Weimer's Tactics mod and selected Streamlined Trolls. It makes Trolls easier (they just die, rather than falling down at near death and don't require acid/fire/etc), but after spending literally hours trying to workaround this issue since I did not have a save prior to entering the area to take advantage of editing the CRE files, I didn't want to risk running into any future trolls that might be unkillable as well. You still need to have a save prior to entering the area with the Tactics mod.
If you want to fix this before you ever go to the De'Arnise Keep, you can edit the Torgal CRE file using Shadowkeeper to remove his neck item. I have no idea how one goes about fixing #1 though, and I'm told the trolls that spawn in the Boo gets kidnapped quest have the same issue, so I'd still use Streamlined trolls anyways.
3) Tolgerias in the Planar Sphere.
4) Cowled Mage that accompanies Tolgerias in the Planar Sphere.
There are modified BCS files to fix this found here: http://www.shsforums..._hl__unkillable
I can't say whether they work or not, but the thread seems to indicate they do.
Note: Like most file fixes, this requires you to load a save prior to entering the area, which I didn't have, so I ended up having to use the Cntrl + Q workaround, which added both mobs to my party (which you then kick out of, where they remain friendly). They still weren't killable, but I was able to at least move on.
I am now leaving Spellhold. Here are a few other mob-related issues. Due to having a hard time figuring out their causes by using search, I figured I'd post them here in the event they are related to BP in anyway.
1) Saemun won't spawn at docks after you get the conch/horn from the Pirate Lord's mistress' home. When this bug is mentioned on the internet, I haven't seen BP associated with it. Seems like a major bug though, and I certainly didn't run into it when I played BG 2 unmodded all those years ago.
Never did fix this. I am going to go ahead and skip the boat ride and go straight to the Underdark.
2) The three Trolls in the Asylum test. One of the trolls is supposed to drop a head, which you place in the altar to continue on. None of the trolls drop a troll head.
The only mention of this I found on these forums had BP in the install log, but there was no resolution in the thread. I have found no solid cause/resolution anywhere so far. However, this is one of those nice bugs in that there's an autosave that can actually be used only a minute or two earlier prior to starting the tests. If you run into this issue, just load your autosave and answer the riddles in the feast room wrong and you will go to a different test than the one that involves the three trolls and altar.
So far, these are the only game stopping issues I've run into with BP 1.8 (and the Fixpack) installed.
Once I'm done with the rest of the game and Throne of Bhaal, I will update this post if I run into any more unkillable mobs/mob issues.
Please, if you know of any mobs that are unkillable or have issues, please post their names and any workarounds. I'm fine with running into them myself as I finish off the second half of the game, but I imagine in a game and mod this old that every problem mob is already known, and would solve a lot of heartache if it was all posted somewhere in one list.
Lastly, if there is a bugs list with all this and more already listed somewhere that one can read that I am just too stupid and blind to have found, please direct me to it.
#2
Posted 20 April 2011 - 08:24 AM
1) Afair it has either all scriptslots filled and no room for a Troll script or mismatched references (MinHP/MonHP/SUREHP).
2) In vanilla BG2 has no MinHP/MonHP/SUREHP ring, BP adds one, but all his scriptslots are filled.
3) Afair MinHP/MonHP/SUREHP mismatch with his script/dialogue, where it destroys one, but should destroy another one.
4) See 3).
6 aka 2) Afair BP replaces one of those Trolls. Unfortunately the Trollhead was also removed, as the replaced Troll had it in its inventory.
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#3
Posted 20 April 2011 - 10:21 PM
You mean scripts or items? Those references look like items.1) Afair it has either all scriptslots filled and no room for a Troll script or mismatched references (MinHP/MonHP/SUREHP).
I think I fixed most of the troll script issues in the development version but I'm not sure of, for example, stuff like this:
Do you have a .cre or .itm reference? Not sure what to look for otherwise.6 aka 2) Afair BP replaces one of those Trolls. Unfortunately the Trollhead was also removed, as the replaced Troll had it in its inventory.
I find it a bit disturbing that files seanas posted from 2006 aren't in the current version of BP, if they truly are fixes...
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#4
Posted 21 April 2011 - 03:36 AM
setup-BPv180 line 24810
COPY ~BPv180/ARE/AR1506.ARE~ ~override/AR1506.ARE~
Original area has trollsp01.cre (Spectral Troll), eletro01.cre (Troll with Giant Troll head in inventory) and eletro02.cre (Troll).
The changed area doesn't have eletro01.cre, which is required to progress with the quest.
But BPv180 also provides a fix for this (line 24865).
EXTEND_TOP ~AR1506.BCS~ ~BPv180/SPELLHD/SNIP/tAR1506.BCS~
Unfortunately not in the main component, where the area change is located, but in its Spellhold component. Result being that someone who doesn't install the latter can only progress if he doesn't get to that area or if he uses the console.
@1)
Creature in question is kptrol03.cre.
Should've put item before references, in order for it to make sense.
Vanilla game kptrol03.cre has no MONHP1.itm, it simply dies, if you cause enough damage. Moreover it has these scripts assigned: kptrol03 as class, gensht as general and wtasight as default.
BG2 Fixpack assigns a MONHP1.itm to kptrol03.cre's amulet slot and adds a Troll death script called kptrol23.bcs as override(code in question begins at line 10196 in setup-bg2fixpack.tp2).
BPv180 assumes kptrol03.cre is still in vanilla game state and begins at line 15047 its modifications of kptrol03.cre. Kptrol03.bcs changes from class to override, overwriting kptrol23.bcs. This results in a Troll with MONHP1 but no way to remove it.
@2) The same problem as @1)
Fixpack adds MONHP1, BP still assumes vanilla game state etc.
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#5
Posted 21 April 2011 - 06:55 PM
Still not sure about the other stuff in the OP though (Planar Sphere, Saemon etc.) or whether BP is definitely the culprit.
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#6
Posted 22 April 2011 - 04:59 AM
Tolger2.cre gets an SUREHP1.itm through BP. BPTOLGER.bcs and BPTOLG1A.bcs both deal with destroying SUREHP1. From what I see, his female mage flunky also gets a SUREHP1.
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#7 -jasper-
Posted 07 May 2011 - 10:04 AM
Are these issues fixed now? In the BWP fixpack or anything? otherwise, BP breaks the entire game with such big bugs. Hotfixing this should be of highest priority, no? I need to know if I can install this without it creating unkillable creatures
#8
Posted 07 May 2011 - 12:12 PM
I guess Miloch und Turambar have a partially updated version of BP at hand and will make it public when it's completely finished.
What you could do is to do the necessary code-changes after the BWS is finished and before you make any decisions in the (black) DOS-like installation screen.
#9 -jasper-
Posted 08 May 2011 - 02:39 AM
I see. In these moments, it is a bit sadening that mod updates are not faster (I do not mean that modders are slow! but I mean they could release a fix for the most severe issues before taking on the rest as this is probably fixed already)Last BWP-Fixpack-Update was on 7 April. Don't think so... I told Leonardo, but maybe it wasn't possible to make the implementation of the Bg2-fix dependent on the question if BP component 1 will be installed.
I guess Miloch und Turambar have a partially updated version of BP at hand and will make it public when it's completely finished.
What you could do is to do the necessary code-changes after the BWS is finished and before you make any decisions in the (black) DOS-like installation screen.
Anyway, I don't know anything about modding (as in, "fixing the code myself") so do you know how I should do that? i'll gladly edit the files myself if i get something to go on.
Although I wonder how many more bugs this mod introduce, if ones as severe as this are hardly even talked about :S I only really need to install this because I want to use the BPSeries combat scripts. Nothing more.
#11
Posted 11 February 2012 - 02:33 AM
TorGal has too many scripts, we'll need to remove one.
override: initdlg (can't remove)
class: bpplot (can't remove)
race: he'll need torgal2 (from fixpack), otherwise immortal
he needs one combat script (bpwtsigt) (default)
So, between
WRITE_ASCII 0x258 ~BPLEADER~ #8 // Race (was NONE)
WRITE_ASCII 0x260 ~GENSHT01~ #8 // General (was NONE)
which shall I remove?
Turambar
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#12
Posted 11 February 2012 - 10:32 AM
//Only relevant if Fixpack and BPv180 or lower both installed ACTION_IF ((FILE_EXISTS_IN_GAME ~bpplot.bcs~) AND (FILE_EXISTS_IN_GAME ~torgal2.bcs~)) BEGIN //Extend TorGal's script with bpplot if not already done OUTER_SET tvar1 = 0 COPY_EXISTING ~torgal2.bcs~ ~override~ PATCH_IF (INDEX_BUFFER (~BP_PlotCatch~) != `0) BEGIN tvar1 = 1 END BUT_ONLY ACTION_IF (tvar1 < 1) BEGIN EXTEND_BOTTOM ~torgal2.bcs~ ~bpplot.bcs~ END COPY_EXISTING ~torgal.cre~ ~override~ //TorGal PATCH_IF SOURCE_SIZE > 0x2d3 BEGIN off = INDEX_BUFFER (CASE_INSENSITIVE EXACT_MATCH ~bpplot~) PATCH_IF off > SCRIPT_CLASS BEGIN DELETE_BYTES off 8 INSERT_BYTES SCRIPT_CLASS 8 off = SCRIPT_CLASS END WRITE_ASCIIT off ~torgal2~ END IF ~bpplot~ UNLESS ~torgal2~ COPY_EXISTING ~kptrol03.cre~ ~override~ //Troll PATCH_IF SOURCE_SIZE > 0x2d3 BEGIN WRITE_ASCII 0x248 ~kptrol23~ #8 //Override script WRITE_ASCII 0x250 ~kptrol03~ #8 //Class script WRITE_ASCII 0x258 ~bpprie8a~ #8 //Race script END UNLESS ~kptrol23~ //Extend Nilthiri's script with nith02 if not already done //Seems nith01 is not necessary if the Fixpack is installed OUTER_SET tvar1 = 0 COPY_EXISTING ~drshnl01.bcs~ ~override~ PATCH_IF (INDEX_BUFFER (~BPPrep~) != `0) BEGIN tvar1 = 1 END BUT_ONLY ACTION_IF (tvar1 < 1) BEGIN EXTEND_TOP ~drshnl01.bcs~ ~nith02.bcs~ END COPY_EXISTING ~drshnl01.cre~ ~override~ //Nilthiri PATCH_IF SOURCE_SIZE > 0x2d3 BEGIN WRITE_ASCII 0x248 ~drshnl11~ #8 // Override script WRITE_ASCII 0x258 ~drshnl01~ #8 // Race script END IF ~nith02~ UNLESS ~drshnl11~ END //Only relevant if BPv180 or lower installed without Spellhold component ACTION_IF (FILE_EXISTS_IN_GAME ~bpplot.bcs~ AND NOT FILE_EXISTS_IN_GAME ~bpgoodys.cre~) BEGIN //Spawn eletro01.cre in AR1506 if not already set to spawn OUTER_SET tvar1 = 0 COPY_EXISTING ~ar1506.bcs~ ~override~ PATCH_IF (INDEX_BUFFER (~BP_WhyIsThis~) != `0) BEGIN tvar1 = 1 END BUT_ONLY ACTION_IF (tvar1 < 1) BEGIN > EXTEND_TOP ~ar1506.bcs~ ~tar1506.baf~ END ENDThese are the Tolgerias CREs. However, they shouldn't still have issues as both bptolg1a.baf and bptgmg1a scripts are set to destroy surehp1.itm. So I think that is an old bug report (v179 or earlier perhaps). It is probably just the trolls that need to be fixed (they are fixed in my development version).
tolger.cre
tolger2.cre
tolmag02.cre
Trolls:
ar1300
(note: ar1301.bcs destroys minhp1 on the giant trolls and changes their scripts to kptrol01 and kptrol02)
trolgi01.cre
trolgi02.cre
ar1301
torgal.cre
troll01.cre
trolsp01.cre
ar1302
kptrol03.cre
kptrol04.cre
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#13
Posted 11 February 2012 - 11:03 AM
Concerning torgal, I can merge two scripts into one (as in the code above), but I was wondering whether we really need that, or whether we can remove one script from him instead
Edited by Turambar, 11 February 2012 - 11:05 AM.
Turambar
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(how to correctly report CTDs)
#14
Posted 12 February 2012 - 08:51 AM
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#15
Posted 16 February 2012 - 07:22 AM
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#16
Posted 16 February 2012 - 09:06 AM
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#17
Posted 16 February 2012 - 10:02 AM
The other ones were actually carrying RNDTRE## items in quick slot.
EDIT : I quickly checked their scripts, from what I understand they're supposed to run away/disappear after spawning groups of sahuagin when they detect the party? In my game they would stay and keep attacking (I Ctrl+Y'd basically the whole city after many reloads because I can't take 40+ sahuagins of lvl12+ including divine and arcane spellcasters and spawning anguilians out of their asses.)
Edited by Beleg33, 16 February 2012 - 10:09 AM.
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#18
Posted 16 February 2012 - 10:34 AM
Global("BP_Stooges2300","LOCALS",1)
GlobalTimerExpired("BP_Stooges1","LOCALS")
It is possible their shout script or something else may be interefering though, so maybe the script order needs to be changed. Can you list the scripts they have? On sahspy01.cre unmodded, should be:
humansht
sahrun
sahdie
sahspy01
bpwdasgt
So it's possible swapping sahspy01 and humansht scripts might solve this - see if you can test that. Edit: might not solve it though, because the timer still needs to expire, so it'll run through all scripts before then and could get hung up on one, hmm.
Edited by Miloch, 16 February 2012 - 10:35 AM.
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#19
Posted 16 February 2012 - 10:54 AM
Edit: I have swapped the scripts as you said.
Edited by Beleg33, 16 February 2012 - 10:55 AM.
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#20
Posted 16 February 2012 - 11:01 AM
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"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle