In case anyone else experiences a script misfiring when fighting against Balthazar with this mod installed, here's a quick fix:
Somehow, the block this mod adds to his script managed to fire for me without completely executing (the variable was set, but it failed to remove bhaalhp1.itm which renders Balthazar unkillable), but still setting the global so it won't fire again - this can happen even without Irenicus in the party. Balthazar then gets stuck on his minimum 1HP...
IF HPLT(Myself,20) InParty("lrirenic") Global("lrbdie","GLOBAL",1) Global("AcceptIlmater","GLOBAL",0) !Global("lrbletgo","GLOBAL",1) Global("lrbiamdead","LOCALS",0) THEN RESPONSE #100 SG("lrbdie",2) SetGlobal("lrbiamdead","LOCALS",1) ActionOverride("lrirenic",StartDialogueNoSet(Player1)) END IF HPLT(Myself,20) OR(3) !InParty("lrirenic") !Global("lrbdie","GLOBAL",1) !Global("AcceptIlmater","GLOBAL",0) THEN RESPONSE #100 SetGlobal("lrbiamdead","LOCALS",1) DestroyItem("BHAALHP1") // No such index Kill(Myself) END
I don't know how this is actually possible, seeing as to my limited knowledge the code looks clean, but it's clearly what happened in my game. I suggest putting the SetGlobal("lrbiamdead","LOCALS",1) into an extra block checking for Dead("Balth") to make it more robust.
If this happens in your game, simply reset SetGlobal("lrbiamdead","LOCALS",0) via CLUAConsole (while hovering the cursor over Balthazar); that should do the trick!
Edited by Isewein, 16 November 2018 - 04:21 PM.