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Baldur's Gate 1 No-Reload Challenge


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#15701
Grond0

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Biff {2} - melee sorcerer (update 1)
 
A broken monitor means my computer is currently out of action.  I've resurrected my older computer, but that won't comfortably run the version of BGT my current monk run uses.  Therefore I've downloaded BGEE and BG2EE onto it and thought I would have another go at trying a melee sorcerer.  My rules for that are that he is allowed to use any attacks he wants, but must not be responsible for any deaths (including via summons) except using his own melee attacks.  He's also not allowed healing potions or antidotes, though unlike the monks that's not much of a restriction for him.
 
A bit of testing showed that the concept should be viable in BGEE.  One annoyance I noted is that chill touch no longer gives a +4 to hit.  Instead it uses a basic fist attack to calculate THAC0 - that means that attacking with chill touch has a reduced chance to hit compared with using a magic weapon.  That's a major drawback, although the silver lining is that it also means that the normal penalties for dual wielding are not applied.  Biff would normally not stay still long enough for that to help in the early stages of a run, but later on dual-wielding may become more attractive.
 
Quite a long session of rerolling eventually gave him the stats I was looking for and he made a start in Candlekeep.  I'm not allowing recruitment of NPCs, so Imoen was killed in order to get her gear.  This is actually my second start - the first ending when I didn't realise that Xzar had so few HPs in BGEE compared to BGT (a single dart killing him)
Spoiler
and this time I left Xzar and Montaron for later.
 
Non-proficient darts and LMDs set Shoal up for the staff finish to get Biff his first couple of levels.  
Spoiler
Moving on to Beregost he rather laboriously circled the town a number of times while wearing down spiders ready for the finish.  He was poisoned twice doing that, including a critical from the last spider as it died - stepping to the edge of the map to travel cured those.  
Spoiler
A couple of ogrillons hit him several times despite being blinded, but fortunately with no criticals and LMDs allowed him to shrug off the damage.  The hobgoblin with Zhurlong's boots did manage a critical, but it had already been drained and Biff survived with a bit to spare.
Spoiler
 
At that point it occurred to me that in BGEE there might be a find familiar scroll at High Hedge - regrettably there wasn't though Biff did acquire a potion case.  While there Biff relied on the slow weapon speed of gnolls to recover Perdue's sword.  Blinding and killing Karlat (less annoying than usual as Karlat can't run too far while blinded)
Spoiler
and returning the sword almost got Biff to level 4 and a few hobgoblins finished that off - providing Biff with invisibility to travel safely and get free attacks.
Spoiler
 
Record%20L4_zpspqnt5brc.jpg
Sorcerer L4, 33 HPs, 34 kills

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#15702
Jianson

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Anyway, apologies for the long post.
 
Regards,
 
B.

 

Hey, it's the long and detailed reports that I like! :)

 

Tense moments there with Krystin. She can certainly be more than a mouthful.

 

I am curious about your skeleton warriors. Is there some sort of tweak you are using, because I thought you had to be level 15 to get those from the Animate Dead spell. But I suppose yours aren't that powerful either...



#15703
Borco

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I am curious about your skeleton warriors. Is there some sort of tweak you are using, because I thought you had to be level 15 to get those from the Animate Dead spell. But I suppose yours aren't that powerful either...


As far as I am aware, this is the way Animate Dead had been treated in BGT/TuTu. For the purposes of BG:EE, the spell description was slightly improved (as shown below):

Untitled5_zpsulp07fqy.jpg

In light of these changes, it may as well have its uses in an arcane caster's spellbook.

Regards,

B.

#15704
Grond0

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Biff {2} - melee sorcerer (2nd and final update)
 
In progress to date I had noted that LMD was not working as it should.  After casting, it correctly adds to both current and maximum HPs.  Where the maximum is above current those should be lost after 1 turn, but before that happens all the bonus HPs are lost.  That could have proved fatal to Biff when he used 5 LMDs on Oopah to bring the ogre to near death while boosting his HPs to 40.  The ogre then hit just after the bonus to his current HPs vanished - leaving him with just his normal 20 of the temporary maximum of 40.  If that hit had been a critical it would have killed him, but he was able to stay in combat for a couple more seconds to allow his retaliation hit to finish Oopah off.  Vitiare was then blinded before successfully being finished off with a hit from invisibility.
 
I was lazy doing a bit of travel after that and nearly paid the price when being ambushed while visible - Biff waited until the first lot of arrows hit before casting invisibility, but it was a good job one late arrow shot missed.  After picking up the wand of frost from the Nashkel mine area she used a charge of that to soften up Meilum along with some LMDs.  Her second invisible attack successfully hit and I thought would kill him, but he just survived.  Coming back again another wand charge was used to wear him down again and this time I judged it properly.
 
Next up there was some easy XP on offer in the basilisk area.  After killing the monsters Biff showed himself to Mutamin - using invisibility to neutralise an attempted horror.  The two mages swapped a few LMDs before closing for a staff battle - Biff's critical allowing him to come out on top.  I tried using Mutamin's stinking cloud scroll to allow Korax to sort out Kirian's party.  That was successful in keeping them under control, but I didn't keep a close enough check on the amount of damage taken (I suspect like many other characters they may have fewer HPs in BGEE than I'm used to) and Korax killed Kirian just a second or so before the stinking cloud wore off.
Spoiler

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#15705
Grimwald the Wise

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Congrats Gate. :)

 

Currently working through the Stone of Askavar Mod.

 

Rather buggy unfortunately particularly if multiple quest mods are installed.

 

If anyone else plays the EE version you will NEED these links. Otherwise you will be scratching your head. I most definitely needed them!

 

http://www.baldursga...hp?topic=4937.0

 

https://forums.beamd...u-bgt-and-bg-ee

 

Nothing game breaking, but definitely quest breaking.

 

I suspect that having SoA and DSoSC is one of the major problems. (Mod conflicts)


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#15706
Grond0

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Phantasmic 6 {42} - monks party (5th and final update)
 
After getting my computer back into action I picked up the monks at the entrance to the Cloakwood Mine.  Regrettably, however, I wasn't concentrating very well and within a couple of minutes had suffered a casualty.  Spirit was left a bit exposed fighting 3 guards on her own.  All 3 of those hit at once, one with a critical, taking her down to 5 HPs.  She tried to run, but appeared to be blocked in and died a couple of seconds later.
 
Spoiler

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#15707
Dyara

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Not concentrating, not paying attention... the end of most (of my) noreload runs.

 

My condolences :(.


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#15708
corey_russell

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Sorry to hear end of your few runs Grond0.


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#15709
Grimwald the Wise

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I have run into a bug that is causing my main character to not move according to the instructions given her.  I click to make all the party move to a new location, which most of them do, but she goes a short distance and then stops.

 

Any ideas as to how to correct this?

 

I am on the point of abandoning the game because of it. :(

 

A setting somewhere?



#15710
Dyara

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This usually happens to a NPC (e.g. Mazzy, Aerie) if that NPC tries to do something (e.g. start a dialog) but can't somehow (e.g. there's no appropriate line in her dialog file). Not sure if this can happen to the main char as well. You could dismiss your campanions one by one to see if it's related to another NPC.

 

Perhaps there's something wrong with an assigned AI script (change script or turn AI off).

 

I heard it happens also in BG2 with drow avatars and regeneration (but as we're in BG1...)

 

Perhaps there are some strange effects on your char? Blindness? You could use shadowkeeper to delete to effects (but be careful, compare with other saves as perhaps there are effects that are supposed to be there).



#15711
Grimwald the Wise

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The effects that I have are shown below.

 

Anyone know what they refer to?

 

effects.jpg

 

It has been happening since I kicked Neera out of the party. I wonder if that is relevant?

 

Character wanting to speak to her, but can't.

 

I'll investigate.



#15712
Dyara

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The effects that I have are shown below.

 

Anyone know what they refer to?

 

SPCL233B is your char's immunity to hold/paralyze and charm effects / animations / icons / display strings (there should be 20x SPCL233B).

 

Are there any other effect not shown in the screen shot (scroll down)? If not everything seems fine.

 

It has been happening since I kicked Neera out of the party. I wonder if that is relevant?

You could let her join again to see if the problem is gone then.



#15713
Grimwald the Wise

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SPCL233B is your char's immunity to hold/paralyze and charm effects / animations / icons / display strings (there should be 20x SPCL233B).

 

Are there any other effect not shown in the screen shot (scroll down)? If not everything seems fine.

 

 

 

You could let her join again to see if the problem is gone then.

 

No other effects. Getting her to rejoin doesn't help. :(



#15714
Dyara

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So the problem remains if all NPCs are dismissed?

 

Disabling AI scripts doesn't help?

 

You could check baldur.bcs (don't know if BG1 has other scripts that run all the time) with Near Infinity (or other tools) and perhaps post its content here. Perhaps there's something wrong in that script.

 

Newest version of NI: https://github.com/A.../v1.36-20160214 (requires installation of java)

 

You could also decompile the script using weidu: to do that copy one of your setup-mod.exe files to weidu.exe, open a cmd in your baldur's gate program folder and type

 

weidu baldur.bcs --out Folder

 

where folder is an appropriate folder (e.g. c:\tmp), without '--out folder' weidu would try to write the file into your baldur's gate program folder and that might not work if your installation is unter 'program files'. The baldur.baf is the decompiled script.



#15715
vbigiani

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Try using LSTest to see if there's a looping script.

Instructions: http://www.shsforums...ds/#entry504055
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#15716
Grimwald the Wise

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I'm not sure whether this makes any difference to your advice, but the version that I am running is EE.

 

I presume that it is the Baldur.gam file that I should open.

 

How do you know if there is a script running? I haven't even found where the scripts are! Not a modder myself yet.

 

I have done a bit of programming using Fortran and Pascal and was able to spot mistakes in a Basic Program at work without knowing Basic myself. So I am not completely thick concerning programs.

 

Note that in my set-up the saved games are under documents, not in the game directory.

 

EDIT

 

I have found the scripts. They are in the scripts folder, believe it or not. :D

 

Still need answer to this question: How do you know if there is a script running?

 

e.g. DSoSC Jet wasn't given her mace after killing her sister. Also on the road from Nashkel northwards, I had a massive goblin attack instead of small ambush which should have progressed a the DSoSC quest.

 

No amulet for a character in Nashkel.

 

I used EE keeper to get that amulet.

 

PS

 

Certain people didn't turn up who should have done earlier in the game. Could this be the cause of the problem?

 

Don't know if this is significant but the CLUA commands for moving the character won't work whether they are MovetoArea or Ctrl J. When I had other party members, those commands worked for them, but not for PC. :(



#15717
Dyara

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I'm not sure whether this makes any difference to your advice, but the version that I am running is EE.

 

I know (you've mentioned Neera ;) ).

 

 

 

 

How do you know if there is a script running? I haven't even found where the scripts are! Not a modder myself yet.

 

EDIT

 

I have found the scripts. They are in the scripts folder, believe it or not. :D

 

Still need answer to this question: How do you know if there is a script running?

 

These are the AI scripts, you can assign to your char or your companions. It's done by

 

Character Screen -> Customize -> Script

 

To disable AI select either none or in the main screen toggle off party AI (button above select party).

 

I suggest you also try what vbigiani had posted. He's far more experienced than I am.

 

 

e.g. DSoSC Jet wasn't given her mace after killing her sister. Also on the road from Nashkel northwards, I had a massive goblin attack instead of small ambush which should have progressed a the DSoSC quest.

 

No amulet for a character in Nashkel.

 

I used EE keeper to get that amulet.

 

PS

 

Certain people didn't turn up who should have done earlier in the game. Could this be the cause of the problem?

 

I don't know DSoSC, so I cannot tell.

 

 

Don't know if this is significant but the CLUA commands for moving the character won't work whether they are MovetoArea or Ctrl J. When I had other party members, those commands worked for them, but not for PC. :(

CLUA commands are slightly different in the EE versions. Instead of CLUAconsole:Command it's just C:Command. Of course you also have to activate DEBUG mode in baldur.ini (the one inside your documents\Baldur's Gate Enhanced Edition folder). Google for BGEE debug mode if you don't know how to do that (that would be easier as if I explain it here).



#15718
Grimwald the Wise

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I know (you've mentioned Neera ;) ).

 

These are the AI scripts, you can assign to your char or your companions. It's done by

 

Character Screen -> Customize -> Script

 

To disable AI select either none or in the main screen toggle off party AI (button above select party).

 

I had already done that.

 

I suggest you also try what vbigiani had posted. He's far more experienced than I am.

 

I'll see what I can do. :)

 

 

CLUA commands are slightly different in the EE versions. Instead of CLUAconsole:Command it's just C:Command. Of course you also have to activate DEBUG mode in baldur.ini (the one inside your documents\Baldur's Gate Enhanced Edition folder). Google for BGEE debug mode if you don't know how to do that (that would be easier as if I explain it here).

 

I know that originally that was the case, but the CLUA codes now work. I have been using them for all my EE games quite successfully. Even now they are working for the NPCs. Before this bug started, they worked fot the PC also.



#15719
Grimwald the Wise

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Thanks for the help.

 

I think that I will start a new game and use the above advice when the problems FIRST start.

 

I think that my actions to solve problems might have aggravated them.



#15720
vbigiani

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To clarify, a normal IE game will have several scripts running at once - one of those being the "master" game script (baldur.bcs), then one area script (es. AR0100.bcs), and then several scripts per party member (for ex. aerie.bcs will run continuously and will handle Aerie's personal quests and whatnot, and cannot be turned off, while 0dw#gen.bs will be the one AI script you can choose and can be turned off, and player2.bcs will handle default NPC behavior, and is unfortunately turned off then you turn off the custom AI script).

A script is a long list of IF condition THEN action, and is normally harmless (since most of the time the conditions will be false and the action will not be activated, or the action will disable its condition, to avoid it repeating). However, there are conditions when an IF..THEN block will start looping, which could again be fine, unless the action is one that would cause the character to stop its current action (commonly it's trying to start a dialogue when no valid dialogue can be started).

The LSTest I linked above causes each IF/THEN block to write a line to the game console each time it activates; if you then see a line like "Running block 43 of BALDUR.BCS" or "block 15 of MINSC.BCS" being printed every second, you know which script/s to decompile and try and debug (or decompile and upload while asking for help).
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#15721
ussnorway

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PEE-scs30-03, 

 

Calculated risk;

 

Hear text as mp3,

 

I’ve heard about a powerful (demented) Cleric with a reward on his head… I’m honest enough to admit the reward is my motivation but it still counts as a good deed in my eyes. I opened with a ‘web’ because that byes me some time to run if I stuff up the dialog.

 

p1-ee014.jpg

Spoiler
p1-ee017.jpg

 

I talked him out of his peons and opened with an orb… at level 3 its about 60|40 to stop his spell and my luck held.

Retreat to outside his line of sight and kill him with 8 magic necklace shots… an expensive win but he has ‘hold’ and ‘charm’ in the arsenal so “better part of valour” as they say.

 

p.s, I’ve decided to learn the use of daggers.


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#15722
ussnorway

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PEE-scs30-04, 

 

Earning respect;

 

Hear text as mp3,

 

p1-ee018.jpg

Spoiler
p1-ee022.jpg

 

I returned to the archaeological dig, saved Sam, fetched a ring and rescued a chicken… when I stepped outside a Ghast attacked me and that kill made the level.


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#15723
Grimwald the Wise

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To clarify, a normal IE game will have several scripts running at once - one of those being the "master" game script (baldur.bcs), then one area script (es. AR0100.bcs), and then several scripts per party member (for ex. aerie.bcs will run continuously and will handle Aerie's personal quests and whatnot, and cannot be turned off, while 0dw#gen.bs will be the one AI script you can choose and can be turned off, and player2.bcs will handle default NPC behavior, and is unfortunately turned off then you turn off the custom AI script).

A script is a long list of IF condition THEN action, and is normally harmless (since most of the time the conditions will be false and the action will not be activated, or the action will disable its condition, to avoid it repeating). However, there are conditions when an IF..THEN block will start looping, which could again be fine, unless the action is one that would cause the character to stop its current action (commonly it's trying to start a dialogue when no valid dialogue can be started).

The LSTest I linked above causes each IF/THEN block to write a line to the game console each time it activates; if you then see a line like "Running block 43 of BALDUR.BCS" or "block 15 of MINSC.BCS" being printed every second, you know which script/s to decompile and try and debug (or decompile and upload while asking for help).

 

Thanks. That is most helpful. :) I even understood it! :D



#15724
Grimwald the Wise

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I have realised that a lot of the bugs probably arise from the SCS changing the area north of Nashkel.

 

In particular, the hundreds of goblins that arrive.

 

Next time that I re-install, I would like to miss out that bit of SCS. It is a vital spawning area for DSoSC, Dark Horizons and Stone of Askavar.

 

Does anyone know which part of SCS changes those goblins. etc.



#15725
Aasim

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I have realised that a lot of the bugs probably arise from the SCS changing the area north of Nashkel.

 

In particular, the hundreds of goblins that arrive.

 

Next time that I re-install, I would like to miss out that bit of SCS. It is a vital spawning area for DSoSC, Dark Horizons and Stone of Askavar.

 

Does anyone know which part of SCS changes those goblins. etc.

There is one with a horde of gibberlings (some paladin chick asks to get rid of them and they por in on you - it's a vanilla quest, SCS only increase the number of gibberlings - it's in the same area as the Polar Bear you gets Boots of the North for killing); but no component adds goblins directly north of Nashkel.

The component of SCS that modifies gibberlings there is "Improved Minor encounters". But I doubt that's what bugs you.


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