AL|EN Posted September 25, 2018 Share Posted September 25, 2018 @CamDawg The time gain is huge: 1h vs 2.5h. It's definitely wort the new release, but 32 might be to much. How about 31.1 ? Quote Link to comment
Luke Posted September 25, 2018 Share Posted September 25, 2018 (edited) @DavidW [sCS master branch] ---> Carbos and Shank lose their Poison Weapon ability (they don't have it memorized). Is this intended or a bug (I'm not using RR this time....)? Edited September 25, 2018 by Luke Quote Link to comment
subtledoctor Posted September 25, 2018 Share Posted September 25, 2018 1) There's no such thing as memorizing innate abilities 2) When did Carbos & Shank ever have Poison Weapon to begin with??? Quote Link to comment
Anprionsa Posted September 26, 2018 Share Posted September 26, 2018 Yeah I'm wanting to know if this will be done in 31.1 soon to try out the F&P updates put out and see if I can finally get this massive install done. Quote Link to comment
Luke Posted September 26, 2018 Share Posted September 26, 2018 (edited) 1) There's no such thing as memorizing innate abilities 2) When did Carbos & Shank ever have Poison Weapon to begin with??? In every CRE file there are 2 sections called Spell memorization info and Memorized spells table. As far as I know, also innate abilities should go there (in v31 ASSASSIN_POISON is there for Carbos and Shank....) And yes, Carbos and Shank used to use ASSASSIN_POISON against you.... (@DavidW can you confirm?) Edited September 26, 2018 by Luke Quote Link to comment
subtledoctor Posted September 26, 2018 Share Posted September 26, 2018 And yes, Carbos and Shank used to use ASSASSIN_POISON against you.... (@DavidW can you confirm?) I've never once seen that in my life. They are 1st-level pushover enemies. Or, is that something that happens with one of the SCS 'Improved Encounter' components? Quote Link to comment
Luke Posted September 26, 2018 Share Posted September 26, 2018 And yes, Carbos and Shank used to use ASSASSIN_POISON against you.... (@DavidW can you confirm?)I've never once seen that in my life. They are 1st-level pushover enemies. Or, is that something that happens with one of the SCS 'Improved Encounter' components? There's no component that specifically targets Carbos and Shank as far as I know..... Well, they remain 1st-level pushover enemies even with Poison Weapon.... But again: they're supposed to use it against you (this also tells you SCS installed correctly.....). Maybe you didn't notice this because of Might and Guile feat system, but I'm purely speculating... Having said that, it's possible that @DavidW decided to remove that ability from Carbos and Shank in v32...... Quote Link to comment
DavidW Posted September 26, 2018 Share Posted September 26, 2018 Carbos and Shank are kit=assassin in unmodded BGEE, so yes: on a technical level it's a bug that SCS isn't patching them. Having said that, it's a curious decision on the part of Beamdog to make them assassins, and I don't think it's a good idea, since 1st level characters could easily end up insta-killed (and since Carbos and Shank are obviously mooks, not ninja assassins). So I don't really care, except insofar as it's a tell that something isn't quite working right. (At a guess, it's collateral damage from the infuriating ASSASSIN/ASSASIN issue, i.e. from that fact that Bioware couldn't spell "Assassin" back in the day.) Quote Link to comment
bob_veng Posted September 26, 2018 Share Posted September 26, 2018 i wouldn't mind them working as actual assassins with poison weapon, i think it would excuse their sorry existence a bit more... after all they made it in to candlekeep, so they must be at least a tiny bit ninja. it's probably most reasonable to just step outside and let the guarts take care of them anyway Quote Link to comment
CamDawg Posted September 26, 2018 Author Share Posted September 26, 2018 Having said that, it's a curious decision on the part of Beamdog to make them assassins, At a certain level, I kinda become inured to all sorts of random crap being blamed on Beamdog and/or the EEs, and I was fully prepared to dismiss this as same. But damn if this isn't true, and damn if I can find the ticket and/or justification. I do know where the ticket to change them back to bogstandard mooks is, though, since I just filed it. i wouldn't mind them working as actual assassins with poison weapon, i think it would excuse their sorry existence a bit more... after all they made it in to candlekeep, so they must be at least a tiny bit ninja. it's probably most reasonable to just step outside and let the guarts take care of them anyway They literally use an item called DAGGSHIT which does 1d2-1 (yes, minus one). They're meant to be tutorial-level threats. Quote Link to comment
DavidW Posted September 26, 2018 Share Posted September 26, 2018 Having said that, it's a curious decision on the part of Beamdog to make them assassins,At a certain level, I kinda become inured to all sorts of random crap being blamed on Beamdog and/or the EEs, and I was fully prepared to dismiss this as same. But damn if this isn't true, and damn if I can find the ticket and/or justification. I would have hoped my non-Beamdog-hating credentials were reasonably solid by now! To be fair to them, it's invisible and harmless in an unmodded game. But SCS takes information in the "kit" field literally, and provides special abilities and scripting to match. Quote Link to comment
Wyrd Posted September 26, 2018 Share Posted September 26, 2018 (edited) I don't know if this is SCS related, but in my BG: EE install ettercap seem to have been downgraded. They have thaco 15 instead of vanilla 11. Also I checked their .cre with near infinity and they are equipped with two weapons: one that deals 1d3 damage with no poison, and one that deals 1d8 + poison, but in the game they always use the former. WeiDU.log Edited September 27, 2018 by Wyrd Quote Link to comment
Anprionsa Posted September 26, 2018 Share Posted September 26, 2018 What needs to be done to push a 31.1? Looks like it's done already, just a release then? Quote Link to comment
subtledoctor Posted September 26, 2018 Share Posted September 26, 2018 It's up to the G3 people. Based on my limited testing, I would suggest they make a new release. But in the meantime, I think (at the moment) you can use the master commit. Quote Link to comment
Luke Posted September 27, 2018 Share Posted September 27, 2018 (At a guess, it's collateral damage from the infuriating ASSASSIN/ASSASIN issue, i.e. from that fact that Bioware couldn't spell "Assassin" back in the day.) According to v31 change log, this issue has been fixed, so it must be something else....... Quote Link to comment
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