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creatures/npcs wont fight


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#1 -Elliot-

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Posted 16 April 2017 - 12:34 AM

Hey,

 

i installed the Big World with BGT and many other mods (I forgot, which ones) and currently i am playing BG1. I realised that wolves and dogs won't attack me, they stay cyan and won't go red. On rare occasions,when a wolf is attacking, i don't get any xp for killing it.

This is itself i can live with. But also some npcs wont fight e.g. Zorgal or NImbul in the area of nashkel. They turn red but just standing there and do nothing. They don't attack or casting spells and they don't react when i attack them. NImbul tried to flee eventually but that's it. This is really bothering me, to many interesting fights are missing.

 

I suspect, these are two different kinds of problems. The latter seems to be one of mage's scripts? I guess so because Xan is somewhat broken too. I can't choose spells from his book. The right side of the book, where you can memorize spells, is just an empty page.

In the "belt" he has 2 maigc missiles availabe and 2 "identify", which are greyed and which I cant choose. Strangely enough, they are visible.

I remember, that I didnt want to add extra spells during the installation for some mod. I don'd know if this may be relevant for that problem.

 

I appreciate any suggestions how to fix that. :)



#2 The Imp

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Posted 16 April 2017 - 01:13 AM

Yes, you are correct, hey come from different facts. The dogs and wolves are animals, and you probably installed a mod that alters their behaviour so that they see your druid/fighter and rangers as their friends and won't attack ... easiest fix... kick the cheesy NPC or player character from your group that the animals consider as their friend and have just fiends.
The NPCs ... don't know, would have to know the mods better.

The Xan... might be a sorcerer, so he doesn't get to individually "memorized" spells, as a Sorcerer gets spells "they know" at level up and can cast them if they have charges to utilize at that spell level. They gain more known spells when they level up, and they also get charges for each spell level according to files in the game(per rest cycle).

Edited by The Imp, 16 April 2017 - 01:20 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#3 -Elliot-

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Posted 17 April 2017 - 02:10 AM

Actually the wolves didnt attack even in the first map, where it was just me (fighter) and imoen. Other animals behave normally, so i can attack bears (and they attack me, if I come to close), winterwolves are hunting me, etc. It's really just the wolves and dogs.

 

But that's just an inconvenience, what really bothers me, are the npcs, which were just standing there. Hm, if this is really a mage script error, I could attack thalantyr and check that out, if he's behaving normally?

 

For Xan: the slots were missing, where i can choose, what he shall memorize. He had memorized 2magic missiles and 2 identify automatically and i cant change that. I was just mentioning it, because it may be related to that "lazy mage" problem. I rescued Dynaheir and she is working perfectly fine. So after all I am more puzzled that before. :)

 

And one last thing, maybe this is known. I told my party to wait at the dryad falls, so i could explore the map alone with imoen. When i came back, i could recruit anyone but branwen. She ist just missing and i didnt told her to go back to ...whereever. As the rest she should just wait there. Does she go automatically after a certain time? If so, where to? If not: is there a console in BG? If so, can I "cheat" her back?

 

 



#4 -Elliot-

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Posted 18 April 2017 - 01:26 PM

Alright, I'm quite certain, that the there is something wrong with the mages in my installation. Neither Tranzig nor that demon at the firewine bridge are doing anything. The ogre magus and that mage inside the dungeon were also quite unresponsive (forgot to look especially for that in that moment, but I guess they also weren't do anything). Is there a way to solve this and keep my savegame? I'd grateful for any suggestions.

 



#5 The Imp

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Posted 19 April 2017 - 12:42 AM

Can't say without knowing the facts... Open the weidu.log in the games install directory with Notepad for example and copy paste the text to a post. But probably not.
And one last thing, maybe this is known. I told my party to wait at the dryad falls, so i could explore the map alone with imoen. When i came back, i could recruit anyone but branwen. She ist just missing and i didnt told her to go back to ...whereever. As the rest she should just wait there. Does she go automatically after a certain time? If so, where to? If not: is there a console in BG? If so, can I "cheat" her back?
When she was kicked out, did you have a talk with her about this stuff. If not, well that would indicate that she just stopped and as sometimes the creatures don't save their data to the games files, she could be gone forever(as the dialog that pops out is the usual way to save the data to the games files).

Edited by The Imp, 19 April 2017 - 12:48 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#6 -Guest-

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Posted 19 April 2017 - 02:36 AM

Can't say without knowing the facts... Open the weidu.log in the games install directory with Notepad for example and copy paste the text to a post. But probably not.

Spoiler

 

It's a german installation, so I hope the log is useful anyway.

 

Here is a list of all installed mods. I was somehow confused during the installation because of the 2 "set-options" during the setup und during the install.bat, which were (to me) seemingly contradictive. So I didn't choose the mods carefully. Don't know if this is forcing compatibility issues.

 

Spoiler

 

 

When she was kicked out, did you have a talk with her about this stuff. If not, well that would indicate that she just stopped and as sometimes the creatures don't save their data to the games files, she could be gone forever(as the dialog that pops out is the usual way to save the data to the games files).

I can't remember exactly, I guess she talked about it. But then again I was already annoyed by the dialogs and just clicked them away, so it could be. Anyway, thanks for that advice, I will watch for that in the future.



#7 Lohot

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Posted 25 April 2017 - 03:42 AM

I am also having similar problems with my EET install: various enemies go hostile and turn red, but they do nothing and just stand there while my party fights them.

So far, I have noticed it with Tarnesh at the Friendly Arm Inn, the giant spiders in Landrin's house in Beregost, and Daddy and Mommy also in Beregost.

 

I've included my WeiDU.log, but have no idea which mod is causing this. I think it may be SCS.

Any advice as to how to fix it would be much appreciated.

 

Spoiler



#8 The Imp

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Posted 25 April 2017 - 03:54 AM

Any advice as to how to fix it would be much appreciated.
Well go to the area, push the x -key and you get the area name, exist the game, and open it with Near Infinity, open the area name.are file and you should see the creatures in the window, double click one and take a picture with Snipping tool, or you could find the .cre name, then --change-log the file, and find out the culprit and hand them from the moding tree for treason.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#9 Lohot

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Posted 25 April 2017 - 08:07 AM

Thanks for the advice. Very helpful for a newbie at modding like me.

I have located all the .cre files into Near Infinity that I noticed weren't attacking so far and ran --change-log on all of them.

 

It does appear to be somehow connected to SCS, as that is the only mod that affects all of them. Specifically, the only item that they are all modified by is:

00001: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility

 
I have the logs and the various .cre files in my change-log subfolder. Should I zip them all up and post them somewhere?
 
Thanks again for your help.


#10 The Imp

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Posted 25 April 2017 - 09:07 AM

Hmm, I'll say this here as to encourage you, but also to detract you from concluding that this is only the fault of the SCS'es component... as the changes to the .cre is not the only thing that changes their behavior, as other mods can change the subsystems that the SCS edited. For example the SCS can changes a fighter too utilize a certain script file (.bcs), but if other mods cause that script to stop working as intended by SCS, that can cause SCS to be so called last straw that breaks the camels back even if it actually wasn't it's fault. 

Now, on the surface scale the use of the --change-log'ging is actually quite advanced, but there too it needs to be utilized correctly, and you have up to a point, but especially in case of multiple mods, the determination of what causes what, you need to be extra cautious from invalidating your data.

Or somesuch ... cheese. Why did I say that, welllll I looked a word in my dictionary and I couldn't find it so... cheese. I had to reform a few sentences in this. :devil:

 

You can upload .zip file to this forum, as long as they are less than 30Mb's, through the "More Reply Options", as it opens up an interface that allows more options than the quick reply one, one of which is to upload a file. As long as you are logged in.

 

Also don't be discouraged by what I said... it's not meant to.. and if you have any questions, ask, I'll try to help.


Edited by The Imp, 25 April 2017 - 09:59 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 Lohot

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Posted 25 April 2017 - 02:26 PM

Following your advice, I have investigated all of the changed versions of the first .cre file (Tarnesh) further in Near Infinity and can track and now understand, more or less, what each mod item changed.

 

As far as I can tell, the issues do indeed seem to come from script files which SCS assigns the .cre file to.

Firstly, Smarter general AI sets the Override Script to DW#SHDLG.BCS, and then Smarter Mages -> Mages never cast short-duration spells instantly at start of combat removes the Class Script and then sets the Default Script to DW#1CON2.BCS.

 

The problem is that neither one of these script files exists in my install directory (although one is in my RR backup folder), and Near Infinity shows them both as "Resource Not Found".

 

I ran a change-log on both of the .bcs files: the first one was affected only by RR, and the second one doesn't seem to ever have changed.

Am I on the right track? I have no idea where to find these files now, or why they aren't present. Could they have been deleted by my running Clean-up.bat?

 

Thanks for the tips, I am slowly starting to learn my way around.

I have attached my change-log folder in case it may be useful.

Attached Files


Edited by Lohot, 25 April 2017 - 02:33 PM.


#12 The Imp

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Posted 25 April 2017 - 09:10 PM

You also need to know that if a file is created during a mod install, it won't show up in the --change-log as it's not technically altered.
The files won't exist in the game directory simply because they are packaged into .bif files, sorta like this games privite .rar packages that the game reads more easily... this is because you have been advised -or the BWS has done it automatically- to use General Biffing. This is to fasten the game data read by 1 to 5000 times... depending on the file type, media type etc. Yes, it read large animation (pictures) file( construction)s from a CDs easier this way..
 
But the Near Infinity can see them in the .cre files as active and illuminated(aka the file has a link in the View view of the .cre to the file itself, like an internet text links have), and it can extract them or their .baf source code as a separated file.
... and Near Infinity shows them both as "Resource Not Found"...
Hmm... could you take a screen shot with the snipping tool and upload the picture to a site from which you then copy the direct link to the picture and copy that to these without the spaces: [im g http address] [*img] and switch the * to /

Edited by The Imp, 25 April 2017 - 09:17 PM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#13 Creepin

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Posted 25 April 2017 - 11:44 PM

As far as I can tell, the issues do indeed seem to come from script files which SCS assigns the .cre file to.
SCS is good. I won't even argue if someone say SCS is great. But honestly, it messes up BWS so badly, and for so long, that I'm surprised people still keep trying to include it to their BW install.

Edited by Creepin, 25 April 2017 - 11:45 PM.

The Old Gold - v0.2 WIP (mod for BGT/BWP/BWS)


#14 Lohot

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Posted 26 April 2017 - 01:56 AM

I'm surprised people still keep trying to include it to their BW install.
I genuinely didn't know that SCS was so problematic.
I only included it in my install of EET because it is part of the BWS "Recommended" selection. In fact, since I also included Item Revisions and Spell Revisions, my install has 18 fewer components of SCS than a purely recommended one would.

It seems like a very interesting mod though, so hopefully its quirks can be smoothed out.
 
This is how the Tarnes.cre file shows up in Near Infinity. As you can see, the links to both of the script files I mentioned before are greyed out:
2ijn1ix.jpg