I add to this that other bandits (bowmen) seems to wander little or nothing around. Not really important, but maybe there is a link in the two behavior.
I have encountered this in 3/3 playthroughs. Random Chill hobgoblins (Ardenor Crush included) do nothing when approached. See attached save file (just go north).
I have encountered this in build 2012: If you join the bandits in Larswood and you are "teleported" to the Bandit Camp then the bandits and Chills are << too friendly >> to you. Examples: - After looting all the tents (1), you can go out and find that nobody cares about looting everything and not caring about that you killed all the gnolls/flinds and the guards inside the tents and the cave. - The Chills are too friendly to you, they don't attack back (2). They defend themselves, but don't move to help the others, or themselves. - The hobgoblins don't interfere, they stay cool as I botcher all the other bandits / mercenaries in the camp (3). They stay friendly to us. - The guards in the perimeter don't recognize us as killers of their brethren (4). They are friendly to us. This Bandit Camp is disappointing in this state. Thx for reading.
I have encountered this in build 2012: If you join the bandits in Larswood and you are "teleported" to the Bandit Camp then the bandits and Chills are << too friendly >> to you. Examples: - After looting all the tents (1), you can go out and find that nobody cares about looting everything and not caring about that you killed all the gnolls/flinds and the guards inside the tents and the cave. - The Chills are too friendly to you, they don't attack back (2). They defend themselves, but don't move to help the others, or themselves. - The hobgoblins don't interfere, they stay cool as I botcher all the other bandits / mercenaries in the camp (3). They stay friendly to us. - The guards in the perimeter don't recognize us as killers of their brethren (4). They are friendly to us. This Bandit Camp is disappointing in this state. Thx for reading.
@Sese79 - in your save game, when I attack one chill, the other chill becomes hostile. I don't think they are supposed to react to what happens in the tents, because they can't see/hear that it happened.
@Togglebottom - in your save game, the first chill I see is hostile
Not sure what to suggest at this point - possibly do a repair install / reinstall to confirm that you have the latest version of all the files.
@Cerevant: no, no. 1) If you attack any Blacktalon the Chills remain cool and friendly. 2) If you attack any Chill they turn hostile but remain in place. They don't move to better positions, they just stay there and wait until you kill them. 3) In vanilla everyone turned hostile after you killed the guys in the main tent. 4) In vanilla everyone in the Area turned hostile after you killed anyone in the Camp. (The guards in the woods for example.) Please check it again. Thanks.
And also there are too few (not any) Elite Blacktalons in the Camp. I remember this place was hard, now it is too easy. (As the second mine was. Only the Firewine Bridge remained as hard as it was in vanilla.)
I want to reach the end of this game first, but I play this in Multiplayer too with my wife, I will return to this topic when we reach this point together. In the meantime you could check it again. I'm waiting for another gamer to confirm / dismiss this opinion of yours. If I reload this save game the problems still occur. Thanks.
@Togglebottom - in your save game, the first chill I see is hostile
Not sure what to suggest at this point - possibly do a repair install / reinstall to confirm that you have the latest version of all the files.
Did you only checked the first hobgoblin? As I said, some work and some don't. Run around the entire Chill area; try it a couple times. This was all after a repair install with the latest files.
@Cerevant: no, no. 1) If you attack any Blacktalon the Chills remain cool and friendly.
If I attack any bandit, every bandit (including the Chills) becomes hostile.
2) If you attack any Chill they turn hostile but remain in place. They don't move to better positions, they just stay there and wait until you kill them.
That one I can reproduce. Also, Teven doesn't seem to go hostile.
3) In vanilla everyone turned hostile after you killed the guys in the main tent.
My understanding is that was an intentional change.
4) In vanilla everyone in the Area turned hostile after you killed anyone in the Camp. (The guards in the woods for example.)
This is what I'm seeing, but maybe I'm not killing the right guard.
I have a couple other things I'm working on, so I'm going to summon @Avenger_teambg@Cuv@CamDawg to have a look.
@Cerevant: no, no. 1) If you attack any Blacktalon the Chills remain cool and friendly.
If I attack any bandit, every bandit (including the Chills) becomes hostile.
2) If you attack any Chill they turn hostile but remain in place. They don't move to better positions, they just stay there and wait until you kill them.
That one I can reproduce. Also, Teven doesn't seem to go hostile.
3) In vanilla everyone turned hostile after you killed the guys in the main tent.
My understanding is that was an intentional change.
4) In vanilla everyone in the Area turned hostile after you killed anyone in the Camp. (The guards in the woods for example.)
This is what I'm seeing, but maybe I'm not killing the right guard.
I have a couple other things I'm working on, so I'm going to summon @Avenger_teambg@Cuv@CamDawg to have a look.
In vanilla Teven despawns after you talk to Tazok and join the bandits - so perhaps in light of this change he was never programmed with the same hostile trigger as the rest of the camp?
I can also confirm that on my saved vanilla playthrough the camp does NOT go hostile after clearing the main tent.
If you've looked into this already apologies but couldn't find mention of it elsewhere
Hello all - guess there was no avoiding this one for me!
I need your help - I think I have this one licked, but as you can tell I haven't been able to reproduce this problem in all the variations that you have. I need this tested as much as possible, TODAY if possible.
Unzip the file attached and drop shout.bcs in your override folder, and let me know what you find. Note that this does not fix Teven, I'm working on that too, but I want to see how effective this shout script is.
The Chill just waiting to be killed is certainly a bug and has already been reported.
I don't think the hobgoblins outside should go hostile when you kill the ones inside; it seems logical that they aren't aware of it in the same way that enemies generally in BG aren't aware of what happens out of line-of-sight.
I'm not sure about the number of bandits. I don't recall there being "a lot" more ... but possibly a few more, yes.
Noticed the same thing in my latest playthrough. Since it was a speed run, I did not pay much attention at the moment. I can tell that it is since 1.0.2014 came out, because I finished my first playthrough long before March 2013.
I'm preparing a new run, where I intend to keep a specific save at the beginning of each chapter, in order to test and document a few issues. I'll try to get a quicksave right before I enter the bandit camp, be it as infiltrated wannabe raider or as plain vigilante.
This has been reported, and a fix has been submitted for the next update.
edit to clarify: The fix submitted is not the one above from the original thread, although that one should help significantly. There were a number of issues related to conflicting orders in the AI, paralyzing the hostiles. That should all be sorted in the next update.
Comments
If you join the bandits in Larswood and you are "teleported" to the Bandit Camp then the bandits and Chills are << too friendly >> to you. Examples:
- After looting all the tents (1), you can go out and find that nobody cares about looting everything and not caring about that you killed all the gnolls/flinds and the guards inside the tents and the cave.
- The Chills are too friendly to you, they don't attack back (2). They defend themselves, but don't move to help the others, or themselves.
- The hobgoblins don't interfere, they stay cool as I botcher all the other bandits / mercenaries in the camp (3). They stay friendly to us.
- The guards in the perimeter don't recognize us as killers of their brethren (4). They are friendly to us.
This Bandit Camp is disappointing in this state. Thx for reading.
Besides of this I think there is a problem with the spawns too: I remember there were a lot of Elite Black Talons, but now I couldn't find any.
@Togglebottom - in your save game, the first chill I see is hostile
Not sure what to suggest at this point - possibly do a repair install / reinstall to confirm that you have the latest version of all the files.
1) If you attack any Blacktalon the Chills remain cool and friendly.
2) If you attack any Chill they turn hostile but remain in place. They don't move to better positions, they just stay there and wait until you kill them.
3) In vanilla everyone turned hostile after you killed the guys in the main tent.
4) In vanilla everyone in the Area turned hostile after you killed anyone in the Camp. (The guards in the woods for example.)
Please check it again. Thanks.
I thought the other issue was solved. Your save my still be affected and a new start will probably be the only reliable fix.
I have a couple other things I'm working on, so I'm going to summon @Avenger_teambg @Cuv @CamDawg to have a look.
I have a couple other things I'm working on, so I'm going to summon @Avenger_teambg @Cuv @CamDawg to have a look.
In vanilla Teven despawns after you talk to Tazok and join the bandits - so perhaps in light of this change he was never programmed with the same hostile trigger as the rest of the camp?
I can also confirm that on my saved vanilla playthrough the camp does NOT go hostile after clearing the main tent.
If you've looked into this already apologies but couldn't find mention of it elsewhere
I need your help - I think I have this one licked, but as you can tell I haven't been able to reproduce this problem in all the variations that you have. I need this tested as much as possible, TODAY if possible.
Unzip the file attached and drop shout.bcs in your override folder, and let me know what you find. Note that this does not fix Teven, I'm working on that too, but I want to see how effective this shout script is.
Thanks!
I don't think the hobgoblins outside should go hostile when you kill the ones inside; it seems logical that they aren't aware of it in the same way that enemies generally in BG aren't aware of what happens out of line-of-sight.
I'm not sure about the number of bandits. I don't recall there being "a lot" more ... but possibly a few more, yes.
I'm preparing a new run, where I intend to keep a specific save at the beginning of each chapter, in order to test and document a few issues. I'll try to get a quicksave right before I enter the bandit camp, be it as infiltrated wannabe raider or as plain vigilante.
edit to clarify: The fix submitted is not the one above from the original thread, although that one should help significantly. There were a number of issues related to conflicting orders in the AI, paralyzing the hostiles. That should all be sorted in the next update.