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Bandit scalps and pickpocket exploit...


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#21 Sasha Al'Therin

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Posted 24 November 2011 - 11:46 PM

Every bandit should have a scalp... while officer (val something) is asking for it.

Otherwise, why not scalp every single one of your many murders? And isn't it strange that a almost-monk is scalping people before being told to do so? Not exactly what comes to mind with a corpse - "let's scalp it".
And after it makes no sense anymore (val is gone), then it should stop too.


If you publicize your component with that feature, i would use it.

out of the scope of a FIX to the problem, but using the method I outlined totally doable to have checks for a global set by Officer Vai... Tho the game does have at least one built in place to sell the scalps should you never talk to Vai or have scalps after she leaves. That locale is Feldpost's Inn (sp?).

would be a lot of work, but it could be possible to (based on party reputation):
low end -- scalp every human killed
mid range -- scalp only bandits at any time
high end -- only scalp bandits during Officer Vai's quest


and if ya really wanted to get complicated:
low end -- scalp every human killed
high low end to low mid range -- 50/50 random per kill of non-bandits humans & bandits at any time
mid range -- scalp only bandits at any time
high mid range to low high end -- 50/50 random per bandit kill outside of Vai's quest duration & 100% during quest duration
high end -- only scalp bandits during Officer Vai's quest


but i'm not working on something like this... not till I've released the fixpack for yet another round of barely existent reports of issues...

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
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My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#22 i30817

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Posted 25 November 2011 - 12:27 AM

Tho the game does have at least one built in place to sell the scalps should you never talk to Vai or have scalps after she leaves. That locale is Feldpost's Inn

wtf ... what possible justification...

it's things like this bioware

Edited by i30817, 25 November 2011 - 12:27 AM.


#23 Sasha Al'Therin

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Posted 25 November 2011 - 12:47 AM

its also the only place I know of that will buy the skulls that you can pick up from the skeletons on the High Hedge map. And only ONE of those is ever required by a quest. There is an npc that states:

Shopping? Then you must stop by Feldpost's Inn. They have a number of trophy items for sale, some are even magical in nature. Best you bring gold aplenty though; they are not cheap. If you really have coins to spare, I'd suggest going west of the city and seeking out Thalantyr. He has a shop in his keep, though he does not welcome visitors. Trust me, you will want to speak with him immediately if you go there. Wandering about his shop without permission is downright deadly. I think he likes scaring folks a bit. Anything else you need?

I suppose that Feldpost is willing to buy 'trophies' off of the player too...

EDIT: maybe I should do something similar to the scalps and only have the skull be available IF the player is doing the necessary quest. however the item drops from area spawns which if the player already cleared the entire map, may have to wait a while before the spawns repopulate. Seems to me the reason why they allowed every skeleton on that map to drop a skull and provide a place at Feldpost's to drop 'em off for 1 gold apiece.

Edited by Sasha Al'Therin, 25 November 2011 - 12:52 AM.

My working mods:
an AI Party Script for BG2 game engine DOWNLOAD LINK ONLY!
Interactive Tweaks for BG series with some IWD support. DOWNLOAD LINK ONLY!
Rest For 8 Hours an IWD mod
-------------------------------------------
My contributions: BG1Fixpack, BG1Tweaks
On Hold: Solestia an NPC for SOA
-------------------------------------------
My website: http://sasha-altheri...s.com/index.htm


#24 i30817

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Posted 25 November 2011 - 02:21 AM

I always suspected innkeepers were chaotic evil.

Needless to say, i disagree with this particular ... gamism.

Can you imagine the scene?
The rugged adventurers pass through the crowd, call the innkeeper over, and slap a pile of bloodstained skin and hair on the top of the bar stand.

"How much for these my good man!"


BGT has it's own solution for the skull dilemma. (it makes long time players AND new players cry).

They created some skulls in a few undead tombs in the wilderness and removed the skull script.

It's a ok solution i think. Though maybe the high hedge wizard (sorry forgot his name) could have his dialog edited to imply where you could find a skull of the kind he needs.

Edited by i30817, 25 November 2011 - 02:42 AM.


#25 Jarno Mikkola

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Posted 25 November 2011 - 03:44 AM

They created some skulls in a few undead tombs in the wilderness and removed the skull script.

There's no "Skull" script.... the unintended solution is that as the skeletons with the skull items are removed from around the high hedge by the BGSpawns mod, and other spawns replace them ... the game actually has a few places where the skulls can be acquired by natural way, so there's no need to add the skulls anywhere... <_<

Deactivated account. The user today is known as The Imp.


#26 phordicus

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Posted 28 November 2011 - 12:44 AM

Don't allow any scalps at all until Val asks you to get them (iow, remove them from all bandits), simultaneously setting a GLOBAL from her DLG. Bandit scripts will check for that and create a scalp in inventory only when they go hostile.

/problem
Druid Kit Enhancements 1.0 (requires Dispel Magic fix, whether ToBEx's or Taimon's)