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Hey everyone,

I hope you can help me with my problem. I am playing bg2 with scs2. When i come to astral prison things are a bit wrong. Meaning some enemies will wander around the prison, sometimes they will even step on a trap near haerdalis. Just when you enter on your right, there should be a mage and 2 fighters. Well the mage stands still but the fighter will walk away in random direction. Do you have any idea what could be wrong or how to check it or test it ?

I went bg2, tob, tweakpack for extra merchants and 100% spell learn, fixpack, scs2, widescreen and general bifing. I hope you can help, i really wanna continue my play.
Sword Coast Strategems II "modifies most major villains ("bosses") and set-piece combats in the game", so it sounds like that is where the issue lies. From your last comment, it sounds like you installed in that order? If so, you really should go:

BG2
ToB
FixPack
Tweaks
SCSII
Widescreen

Also, what do you mean by 'general bifing'? Why would you do that?
I am sorry, i went to check weidu log and this is how i installed:

BG2, TOB, TOB patch, fixpack, tweaks, SCS2, Widescreen, generalised biffing ( for improved performance ).

I recorded a video of this insane behaviour and uploaded it to youtube. I checked the scripts of the enemies ... but i cant find anything there that would make them act like this.


It would appear that i cannot post a link to youtube...
Post edited May 06, 2013 by goblinsly
Sword Coast Strategems II is a multi component tweak mod, in essence, so you should not be biffing your installation.
Will it do any good if i uninstall it ? It has an option of uninstall ...
Not if you had it installed when you saved your game. All information is stored in your save games, and would require a lot of knowledgeable tinkering, if it was possible at all.
It would appear that i found the reason. Script has this written in:


IF
!See(NearestEnemyOf(Myself))
!GlobalTimerNotExpired("seencloud","LOCALS")
GlobalTimerNotExpired("whatthe","LOCALS")
THEN
RESPONSE #100
RandomWalkContinuous()
END

If i delete this alltogether or add !AreaType(DUNGEON), they dont walk around anymore. It would appear that i have no choice but to add this line to both scripts until i finish astral prison and then remove it again. I am wondering why this was added in the first place ... or even more .... if its the timer thats responsible ... how can the time limit be hit if i just came to astral prison ...