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The wh0ole dungeon level attack me!


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#1 -Skullburn-

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Posted 10 October 2011 - 09:05 AM

Hi!

I installed BWP a while ago, and now i'm stuck in the cloakwood mine... When I enter the second level, all the guard/mage/etc on that level attack me!!! They juste keep coming and coming. I had the same thing in the bandit camps, but i was able to manage it.

I'm not sure how it work, but i know that before, an enemy in your line of sight will attack you (if an enemy spot you, he attack you.). How does it work now? How can I deactive this?

#2 Jarno Mikkola

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Posted 10 October 2011 - 09:52 AM

...

You have the SCS installed, so every creature calls their friends to attack their enemy that they see ... it has been criticized that the area of call etc is too large... and in your case it probably is...

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#3 Sasha Al'Therin

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Posted 10 October 2011 - 01:19 PM

it may be partly due to modifications made by the SCS mod (if you included that in your BWP install) but I can tell you that the same effect happens on an EasyTuTu install without the SCS mod (well it did a few years ago not sure if it has been corrected since). It is because of the shout range in the BG2 game being greater than that of the BG1 game. While I have no worries about the whole map coming at once, I was distraught by the characters that are supposed to engage in conversation within their respective rooms rushing out and trying to converse in the middle of combat -.-

i even came up with some code that would modify the assigned scripts for characters that are supposed to talk to the PC before turning hostile. it wouldn't keep them all from coming but would prevent the important ones from rushing out. I suppose if someone wanted to be really anal they could go thru and look at each grouping of creatures and give them unique shout #s so that only those in that area respond rather than every single one in the whole map BUT that would be a lot of work and care would have to be taken that it doesn't screw things up in other areas where the same creatures are reused....

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On Hold: Solestia an NPC for SOA
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#4 Skullburn

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Posted 11 October 2011 - 07:15 AM

I was able to pass the lvl 2 cloakwood mine (finally).

Does somebody can recall any dungeon in BG1 / sword coast where it can be a problematic? It's been a long time I played BG1, so i dont remember further dungeon in the game...

#5 Jarno Mikkola

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Posted 11 October 2011 - 11:25 PM

Does somebody can recall any dungeon in BG1 / sword coast where it can be a problematic? It's been a long time I played BG1, so i dont remember further dungeon in the game...

Well, the Nashkel mines can be very problematic in Tutu/BGT with the SCS, compared to the BG1's actual difficulty.
And the Gnolls and Basilisks in the North of Gullykin area can be problematic. And there's others too. Were they vision in dungeon/species limited outside, they would be easier.

For example, there's gnolls, hobgoblins and human camps in the raider camp, they should come are three different groups, not as one massive army.

There's also somewhat massively over scaled thing with the civilians, if one goes hostile, the whole town goes hostile, as the guards attack and call out help making everyone in the town to give you the red finger.

Edited by Jarno Mikkola, 11 October 2011 - 11:29 PM.

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#6 DavidWallace

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Posted 12 October 2011 - 01:52 AM

For example, there's gnolls, hobgoblins and human camps in the raider camp, they should come are three different groups, not as one massive army.


Why? They're clearly on the same side.

#7 Jarno Mikkola

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Posted 12 October 2011 - 02:52 AM

For example, there's gnolls, hobgoblins and human camps in the raider camp, they should come are three different groups, not as one massive army.

Why? They're clearly on the same side.

Well, the groups are allied yes cause they were hired to keep the Baldur's Gate from receiving the ore, but they are not on the same side. They raid apart, their regional leaders(Ardenor Grush and Taugosz Khosann) are far too apart to be in the same encounter at the original game, and one of the originally neutral hobgoblins in one of the tents even tries to get you to kill the gnolls and Garclax.

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#8 DavidWallace

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Posted 12 October 2011 - 07:32 AM

For example, there's gnolls, hobgoblins and human camps in the raider camp, they should come are three different groups, not as one massive army.

Why? They're clearly on the same side.

Well, the groups are allied yes cause they were hired to keep the Baldur's Gate from receiving the ore, but they are not on the same side. They raid apart, their regional leaders(Ardenor Grush and Taugosz Khosann) are far too apart to be in the same encounter at the original game, and one of the originally neutral hobgoblins in one of the tents even tries to get you to kill the gnolls and Garclax.


Then why are they camping in the same forest?