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Icharyd bug?


Warlord X

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I dont know if this has happened to anyone else but when I fight Icharyd In Ulcaster I get this strange bug. After Icharyd calls for help, "Myrkul honour our pact..." I don't know if a spell is suppose to cast but then, Icharyd disappears and I get left with my characters skipping around. The in game clock begins to accelerate the time, going from 39 days to 69 days, instantly and climbing so fast, that as I left it run, it went up to 300 days before I restarted the game. And while that's happening, the characters get fatigued and I can't move them because they go right back to the place where they moved from. Is this a bug? Has anyone else had this happen to them. I have the latest version installed SCS 7. :)

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I dont know if this has happened to anyone else but when I fight Icharyd In Ulcaster I get this strange bug. After Icharyd calls for help, "Myrkul honour our pact..." I don't know if a spell is suppose to cast but then, Icharyd disappears and I get left with my characters skipping around. The in game clock begins to accelerate the time, going from 39 days to 69 days, instantly and climbing so fast, that as I left it run, it went up to 300 days before I restarted the game. And while that's happening, the characters get fatigued and I can't move them because they go right back to the place where they moved from. Is this a bug? Has anyone else had this happen to them. I have the latest version installed SCS 7. :)

 

Wow. Oooh yes, that's a bug. Will investigate.

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I'm also having a small issue with Icharyd. (btw. I really liked that special surprise - thank god I found one of these potions down there in Ulcaster.)

 

After he calls for help, there is a DayNight() call in his script. As a side effect this teleported him back to his starting position. (looked really weird) My party also was a bit repositioned. I don't know why a call to DayNight() did that, but I took it out and it worked perfectly. Maybe it's better to just let it rain.

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I'm also having a small issue with Icharyd. (btw. I really liked that special surprise - thank god I found one of these potions down there in Ulcaster.)

 

After he calls for help, there is a DayNight() call in his script. As a side effect this teleported him back to his starting position. (looked really weird) My party also was a bit repositioned. I don't know why a call to DayNight() did that, but I took it out and it worked perfectly. Maybe it's better to just let it rain.

 

Maybe. I'll look at it again.

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No, sorry. Don't remember any details except that I didn't notice anything strange. :)

In case it matters, I haven't installed every component from SCS. From my Weidu.log:

~SETUP-SCS.TP2~ #0 #10 // Correct various errors on race, class etc
~SETUP-SCS.TP2~ #0 #20 // Make elemental arrows more like their BG2 counterparts
~SETUP-SCS.TP2~ #0 #50 // Re-introduce potions of extra-healing
~SETUP-SCS.TP2~ #0 #60 // Faster Bears
~SETUP-SCS.TP2~ #0 #95 // Better NPC management
~SETUP-SCS.TP2~ #0 #110 // Move NPCs to more convenient locations
~SETUP-SCS.TP2~ #0 #120 // Smarter general AI
~SETUP-SCS.TP2~ #0 #140 // Potions for NPCs
~SETUP-SCS.TP2~ #0 #160 // Smarter mages
~SETUP-SCS.TP2~ #0 #170 // Mages pre-cast defensive spells
~SETUP-SCS.TP2~ #0 #180 // Smarter priests
~SETUP-SCS.TP2~ #0 #190 // Priests pre-cast defensive spells
~SETUP-SCS.TP2~ #0 #210 // Harder giant and phase spiders
~SETUP-SCS.TP2~ #0 #220 // Dark Side-based kobold upgrade
~SETUP-SCS.TP2~ #0 #240 // Slightly harder carrion crawlers
~SETUP-SCS.TP2~ #0 #260 // Improved doppelgangers
~SETUP-SCS.TP2~ #0 #270 // Tougher Black Talons and Iron Throne guards
~SETUP-SCS.TP2~ #0 #290 // Improved Ulcaster
~SETUP-SCS.TP2~ #0 #300 // Improved Balduran's Isle
~SETUP-SCS.TP2~ #0 #310 // Improved Durlag's Tower
~SETUP-SCS.TP2~ #0 #320 // Improved Demon Cultists
~SETUP-SCS.TP2~ #0 #330 // Improved miscellaneous encounters
~SETUP-SCS.TP2~ #0 #340 // Tougher chapter-two end battle
~SETUP-SCS.TP2~ #0 #350 // Tougher chapter-three end battle
~SETUP-SCS.TP2~ #0 #360 // Tougher chapter-four end battle
~SETUP-SCS.TP2~ #0 #370 // Tougher chapter-five end battle
~SETUP-SCS.TP2~ #0 #380 // Tougher chapter-six end battle
~SETUP-SCS.TP2~ #0 #390 // Improved final battle
~SETUP-SCS.TP2~ #0 #410 // Remove blur effect from displacer cloak
~SETUP-SCS.TP2~ #0 #440 // Ease-of-use player AI

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hello, i know it is an old topic, but i found it with the research...

I have the same problem: but with BG-EE and SCS 24 installed.

 

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Displacer Cloak: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v24.05

~STRATAGEMS\SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v24.05

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I have the same issue with SC24 and BG:EE (1.0.2014).

Day or night is not matter. I'm ending with that lock up. The most interesting part that if I uninstall the mod, Icharyd' AI stops and it become immortal on Near Death status (maybe due to his dialog is not fired).

Icharyd is the furst issue I encountered during my play, in all other aspects the game works as intended.

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I didn't investigate very systematically once I'd resolved the problem, but basically SCS has long contained a block like this:

IF
Global("DMWWIcharydStorm","GLOBAL",1)
THEN
RESPONSE #100
	DayNight(MIDNIGHT)
	DestroyItem("minhp1") // No such index
	SetGlobal("DMWWIcharydStorm","GLOBAL",2)
	ReallyForceSpell(Myself,RESTORE_FULL_HEALTH)
	ReallyForceSpell(Myself,CLERIC_DRAW_UPON_HOLY_MIGHT)
	StartRainNow()
END

(I might have got the exact form wrong: I'm on the other side of the Atlantic from my archived version.) That definitely works in TUTU and BGT, but on BGEE the SetGlobal seems to be ignored, with the result that the block endlessly cycles. Rewriting it to move the DayNight action to the end of the block seemed to resolve it. I assume it's something specific to that command.

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