Skeleton problems
#1
Posted 19 May 2012 - 12:57 PM
I guess it's related to this.
I've tried the Turambar fix, but it did nothing.
So I tried uninstall the "Distinctive Undead: v5" and now I have my skeletons back, they are GREEN, but at least they are skeletons.
Is this a known problem? If so why it wasn't fixed? It seems odd since I'd guess the summon undead spell is quite popular...
#2
Posted 01 June 2012 - 07:49 PM
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#3
Posted 02 June 2012 - 04:35 AM
#4
Posted 09 June 2012 - 01:23 PM
#5
Posted 10 June 2012 - 05:51 AM
I get how a thing like this could have occurred, but I don't get why you say this. The problem is not that the ghast is red. The problem is that you change it into a ghast. But ghastsu.cre is not a ghast, it never was a ghast and it should not be a ghast. From what I can see, the code makes a single reference to the file. Removing ghastsu.cre from the ghast list completely and correctly fixes the problem. I don't see anything complex about it.The IA code is currently too complex to implement a simple fix for this
#6 -Miloch-
Posted 15 June 2012 - 01:05 PM
#7
Posted 18 June 2012 - 06:21 AM
Oh, you mean comlex like that. Well, you could take the version that is currently available to the public, make the corrections to that and release it as a new version. No need to involve any more of that other stuff you have been working on than you really have to. But as you say, the issue is rather minor, so maybe it is not worth the bother.Yes, Wisp, it is an easy fix and I fixed it locally some time ago, but I have also been working on quite a few other changes/enhancements, so the current development version of IA is quite different from the current released version.
#8
Posted 02 November 2012 - 03:11 PM
I saw another problem with the Skeleton Warriors, and tracked it down to this mod (via windows search, dltcep and weidu.log). Your code is setting their General field as "Monster", when it should be left as "Undead". This affects a lot of hardcoded and scripted behavior alike in relation to them. No longer can clerics turn/control them, e.g.
The real giveaway for me was when I saw Imoen trying to backstab one of them while using the BP Series scripts. This naturally caused me to look into it, as I was just bug-fixing that code the night before. My conditional check for General(...,UNDEAD) was still in place....
#9
Posted 02 November 2012 - 07:46 PM
Line 11 of t-skelwa.tpa in both mods need to WRITE_BYTE 0x271 4 //General (undead) instead of WRITE_BYTE 0x271 255 //General (monster)
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#10
Posted 05 November 2012 - 07:16 PM
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
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Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
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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