Leomar Posted December 23, 2009 Share Posted December 23, 2009 Miloch has released the "Creature Fixer" and a description of the tool can be found here: http://www.shsforums.net/index.php?showtopic=43526 Like you can read in the first post, there are some issues with plain BG2. I've used the "Creature Fixer" after the installation of BG2 Fixpack and this is the result: I've installed BG2 with only the BG2 Fixpack and the cre_log.txt show me the following: Creature Item Slot Issue firarc01 bow01 0x12 Two-handed weapon equipped with off-hand item shld05 pptroll2 trolldie 0x12 Item of wrong type 3 in weapon slot rielev mage01 0x12 Item of wrong type 10 in weapon slot trple01 xbow01 0x14 Two-handed weapon equipped with off-hand item shld03 If I compare it with the unmodded BG2 results, so most of them is fixed with the BG2 Fixpack. Only firarc01, rielev and trple01 are still corrupt. And pptroll2 is new, so BG2 Fixpack installs a corrupt file. There are some comments to the result, which can be read after post #15. Greetings Leomar Link to comment
Nythrun Posted January 15, 2010 Share Posted January 15, 2010 firarc01 Has only wtasight.bcs, can't change weapons without a drop weapons in panic effect (which will also drop the problem). Still,// Orc Archer COPY_EXISTING firarc01.cre override REMOVE_CRE_ITEM shld05 pptroll2 Bleh. This can't matter, but we shouldn't be doing this the "wrong way".// create 'dead' or 'knocked down' versions of 'special' trolls COPY_EXISTING drshnl01.cre ~override/drshnl11.cre~ eletro01.cre ~override/eletro03.cre~ kptrol03.cre ~override/kptrol23.cre~ pptroll1.cre ~override/pptroll2.cre~ sutroll.cre ~override/sutroll2.cre~ torgal.cre ~override/torgal2.cre~ WRITE_SHORT 0x24 1 // current HP WRITE_SHORT 0x46 10 // natural AC WRITE_SHORT 0x48 10 // effective AC WRITE_BYTE 0x5a 100 // resist cold WRITE_BYTE 0x5b 100 // resist electricity WRITE_BYTE 0x5f 100 // resist magic cold WRITE_BYTE 0x60 100 // resist slashing WRITE_BYTE 0x61 100 // resist crushing WRITE_BYTE 0x62 100 // resist piercing WRITE_BYTE 0x63 100 // resist missile WRITE_BYTE 0x23c 9 // dexterity WRITE_BYTE 0x270 255 // enemy PATCH_IF "%SOURCE_RES%" STRING_EQUAL_CASE kptrol03 BEGIN WRITE_ASCII 0x248 kptrol13 // override script END ELSE PATCH_IF "%SOURCE_RES%" STRING_EQUAL_CASE drshnl01 BEGIN WRITE_ASCII 0x248 drshnl21 END ELSE PATCH_IF "%SOURCE_RES%" STRING_EQUAL_CASE torgal BEGIN WRITE_ASCII 0x248 torgal3 #8 END ELSE BEGIN WRITE_ASCIIE 0x248 ~%SOURCE_RES%~ // new script END WRITE_ASCII 0x250 ~~ #32 // blanks all other script references WRITE_ASCII 0x2cc ~~ #8 // blanks dialog file REMOVE_CRE_ITEM monhp1 trollreg trollspi REPLACE_CRE_ITEM trolldie #0 #0 #0 ~UNSTEALABLE&UNDROPPABLE~ BELT rielev I agree with devSin, this item isn't doing anything meaningful. // Rielev COPY_EXISTING rielev.cre override REMOVE_CRE_ITEM mage01 trple01 Same non-issue as firarc01. // Red Willy COPY_EXISTING trple01.cre override REMOVE_CRE_ITEM xbow01 bolt01 Link to comment
devSin Posted January 15, 2010 Share Posted January 15, 2010 Let's remove Wilfred's bow and bolts instead (we can actually see his shield)? is what I do. Link to comment
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