[BUG] Creatures Lacking Items Due To Typos
Current Behaviour
Some creatures carry items that don't exist due to a typo in the filename.
Expected Behaviour
Correct files assigned.
Files altered: dead2, dead[REDACTED], jamie, lothan, sakul, drelik, flampun, flampun2, flamsco, flamwiz, kent, amaran, cultass
Fixed in: v0626+
Originally found and fixed in: BG1Fixpack
http://forum.baldursgate.com/discussion/858
Some creatures carry items that don't exist due to a typo in the filename.
Expected Behaviour
Correct files assigned.
Files altered: dead2, dead[REDACTED], jamie, lothan, sakul, drelik, flampun, flampun2, flamsco, flamwiz, kent, amaran, cultass
Fixed in: v0626+
Originally found and fixed in: BG1Fixpack
http://forum.baldursgate.com/discussion/858
Post edited by Bhryaen on
0
Comments
I Just checked the inventory of all the above using Near Infinity, and I didn't find any item that was nonexistent as far as I could tell. All items in the "Items 0+" section had recognizable, CLUA-spawnable designations. But then I'm not sure how else to verify it since I don't know which items were misspelled in the first place...
FLAMSCO, FLAMWIZ, CULTASS, and AMARAN have a few items (MAGEBRAC, MAGE04, MAGE01, MAGE02, MAGE05) which are not droppable once CLUA'd into inventory, but they do seem to be actual items (like the RING96-98 intended for creatures that are also not droppable).
If a weapon is spelt right or wrong it will shown in Near Infinity as follows:
(I'm making these up. They are just examples.)
Wrong: "ax1ho5.itm (Unknown Item)" (or something similar)
Correct: "ax1h05.itm (1 Handed Axe)" (or something similar)
EDIT: Tip # 2. http://forum.baldursgate.com/discussion/858/bg1-bug-report-for-bgee#latest Get the pdf and I have shown exactly which ones were misspelt. This report shows how many of the bugs listed here are fixed.
But for now here is a list of how the items should look (taken from the pdf report):
That is the only one in that list that is still not correct. Will look through the other creatures not listed
FLAMANG.CRE has SW1HO4 instead of SW1H04. The prior is a capital "oh" and not a zero.
Well, in that case there are still plenty of items- even with the Overrides still on- that state "(Unknown)" next to them. Is that the cue that it's a botched item? I first thought it was but I was able to spawn the item (or RANTRE0x), so I thought it must be normal. Thanks for the tip though! :-)
UNSHEY.CRE: Invalid weapon equipped
VERLIN.CRE: Invalid weapon equipped
ZHURLO.CRE: Invalid armor: SW1H07.itm
RINNIE.CRE: Invalid armor: SW1H07.itm
PRIDEM.CRE: Invalid amulet: SPEC02.itm
PHEOARCH.CRE: Invalid quiver: arropheo.itm
OLIVIA.CRE: Invalid weapon equipped
NASHA.CRE: Invalid weapon equipped
LUSSEL.CRE: Invalid weapon equipped
MARCEL.CRE: Invalid cloak: CLCK13.itm
KHALID4.CRE: Arrows with no bow
KHALID2.CRE: Arrows with no bow
KEELOR.CRE: Invalid weapon equipped
IKOBOLD.CRE: Bow with no arrows
IHOBGOB.CRE: Invalid quiver: AROW13.itm
IHOBGOB.CRE: Invalid quiver: AROW13.itm
IHOBGOB.CRE: Invalid quiver: AROW13.itm
IHOBGOB.CRE: Bow with no arrows
IKOBOLD.CRE: Invalid quiver: AROW13.itm
IKOBOLD.CRE: Invalid quiver: AROW13.itm
IKOBOLD.CRE: Invalid quiver: AROW13.itm
HAFIZ.CRE: Invalid weapon equipped
HALACA.CRE: Invalid weapon equipped
GLOWTES2.CRE Invalid helm STALKE1.itm
ERIK.CRE: Invalid quiver: AROW13.itm
DRIZZT.CRE: Invalid gloves: SW1H16.itm
DRIZZT.CRE: Invalid amulet: SW1H15.itm
DEAD2.CRE: Bow with no arrows
DEAD*bleep*.CRE: Bow with no arrows
ARKANI.CRE: Equippable items in inventory: iBOW03.itm
ARKANI.CRE: Arrows with no bow
ARKION.CRE: Equippable items in inventory: AMUL13.itm
ANDRIS.CRE: Invalid cloak: CLCK12.itm
PRIDEM: the debugger is freaking because spec02 is a ring. In the amulet slot.
Invalid weapon equipped: the message seems to simply mean that the selected-weapon index points to an empty slot.
The glowtest creatures are unused.
The invalid cloaks are armour placed in the cloak slot, which should probably be fixed.
If you go farther than this, with the full logs in the other thread, most of the full debuggerer logs dealing with weapons that I didn't cull from the logs are situations where the .cre has the item in an inventory slot but not equipped - so Khalid may have both bows and arrows, but the bow is in hand and the arrows are in inventory rather than in a quiver. Some of the mods out there fix this so that .cres can use the equipment they were issued. Of course, that may interfere with inventory drops in some cases, but that is a question for folks who know more about this than I do.
Btw, it is dead, so there was no point in giving it arrows. Same for all dead critters. This just increased entropy.
Copy-pasted from NI to CLUA:
DEAD2: actual SW1H04
DEADFU-huh: actual SW1H04
JAMIE: actual SW1H04
LOTHAN: actual BOOT01
AASIM: actual SHLD04
SAKUL: actual SCRL1I
DRELIK: actual SCRL1L
FLAMPUN: actual SW1H04
FLAMPUN2: actual SW1H04
FLAMSCO: actual SW1H04
FLAMWIZ: actual SW1H04
KENT: actual SW1H04
AMARAN: got an unremoveable ring as expected... MAGE02.
CULTASS: actual SW1H04
Manure-mouth!