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The Baldur's GAte remake thread


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#1476
Dann-J

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It could be that enemies don't cast certain spells if you're protected against them. I've seen this happen at least on a PW; I don't recall whether the AI behaves like that by default or it's custom. Then again, it could be something else.

 

That's default behaviour. If you're immune to fire, then few creatures will try to cast fire-based spells at you (which takes all the fun out of being a red dragon disciple!).  If you have high magic resistance then often low-level casters won't bother with spells at all, and will commit suicide trying to beat you to death with a staff instead.



#1477
Dracyrio

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Thanks for the reply, you guys.

I guess the stuff I read was just some bs then. Luckiy. I would really have hated for such a script to ruin the best part of the game. I actually stopped playing after the assassin-mage died so easily, totally fell out-of-love. I guess I'll go back with a bouqe of roses now.. :D

 

Thanks! :)



#1478
rjshae

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Has any consideration been made toward making the latest patched version of BGR available from the Neverwinter Vault?



#1479
Kaldor Silverwand

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I've uploaded a few unofficial fixes/mods along with my Silverwand BGR Enhancements mod. These are relatively minor script fixes to BGR that do not require the BGR Enhancements, though they are compatible with BGR Enhancements 1.31. These were done for my own enjoyment when playing BGR and are not in any way endorsed by the BGR team. In brief:

 

add-npc-convo:

In BGR when adding a new NPC to your party when the party is already “full” the conversation options may incorrectly count and list animal companions as party members. In addition if you have used the BGR Enhancements to add party members using the party editor, those party members will also count and be listed incorrectly. This fix replaces the scripts that count and list party members so that only roster members who have not been created with the party editor will count and be listed. The roster does not include summoned creatures, so animal companions and other summoned creatures will also be correctly excluded.
 
fix-coffer-disturbed:
At times when robbing chests the city guard will be mistakenly called because of the presence of a script-hidden creature. This fix replaces the script that does the check for nearby creatures and excludes script-hidden creatures.
 
fix-remove-one-paired-npc:
When adding an NPC companion, if you already have 5 NPCs in your party then you are required to remove one so that the total of 5 is not exceeded. If you choose one of the members of a “paired” set such as Khalid and Jaheira or Minsc and Dynaheir then both members of the set will be removed. This is also how original BG worked. However, in original BG it was possible to drop a member of a paired set from your party while retaining the other. This fix simply removes the automatic removal of the second member of a pair if you choose to remove one of them due to your party being full. This does not change the removal of the pair that occurs if you speak to them and kick one of them out of your party.
 
Regards

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#1480
Arkalezth

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Thread necro and a question about BGR 1: I seem to recall (very vaguely) someone mentioning that some files had to be removed or edited somehow in order to make the module work properly on multiplayer, as it had not been released with it in mind. Can anyone confirm this and, in that case, explain what needs to be done?

(This can probably be found on the Nexus somewhere, but there are literally thousands of posts there).

#1481
Tchos

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I can confirm it in a similarly vaguely-remembered way as your own recollection, but that's all.  I didn't pay much attention, since I'm all about the single player.  :)