Kaishas Gan and the comet
axellslade
Member Posts: 47
Okay so I was playing thru Werewolf Island and finally got to the end of it where I fight Kaishas Gan. Except that after the dialog, she cast Comet on herself and died before becoming a werewolf and thus I have no Sea Chart to leave the island.
I can provide my save where the bug can be replicated.
If you summon KAISH2 with the console, she will do her dialog again and cast comet upon herself.
Game version v.1.0.2011
I can provide my save where the bug can be replicated.
If you summon KAISH2 with the console, she will do her dialog again and cast comet upon herself.
Game version v.1.0.2011
Post edited by [Deleted User] on
0
Comments
http://forum.baldursgate.com/discussion/10900/xp-mod-level-40-rule-sethigh-level-abilities/p1
then that's your problem there. Just uninstall the High Level Abilities from your game using the Installer for that fight (you can leave everything in the Override folder though).
Once you finish it and the fight with Selaad (just to be safe), you can go ahead and reinstall it.
It seems the High Level Abilities mod changes the scripts needed to make her become a Werewolf into Comet.
Removing the mod files from the override solved the problem. I put them back in after finishing up the quest in Ulgoth's beard as you mentioned.
http://forum.baldursgate.com/discussion/10900/xp-mod-teambgs-level-40-rule-sethigh-level-abilities/p2
For those who want to do a quick test, please type the following at the cheat console:
CLUAConsole:CreateCreature("KAISH2")
CLUAConsole:CreateCreature("BARESH2")
CLUAConsole:CreateCreature("MENDAS3")
If you had Beta 2 version of Level 40 HLA mod, then Kaisha Gan will cast Comet, and Baresh will cast Summon Dark Planetar instead of morphing to Loup Garou (tested and confirmed).
CoM_Solaufein's latest Beta 3 version (BG_EE_HLAsBeta3.rar) has since fixed the bug.
I'm kinda disappointed that Overhaul didn't spend time to remove some of the hardcoded limits. Come on, Overhaul, I finally want to get rid of GemRB! It will be glorious to see BGEE/BG2EE users can play the game as Monk/Sorcerer! Imagine how many more old users will jump into BGEE wagon if such things can happen! New HLA mod (Beta 3) re-routed 2924 2925 to 2938 2966 and that seemed to fix the problem...
What @CoM_Solaufein did there is good... but it needs to be official, and there are some other considerations with the Spell.ids going on in there. Can't really say more until it is in the build you have. But rest assured... it IS being worked on and considered. Just one of those conflict bugs that wasnt found earlier as BG1 doesnt have Comet. Like @CamDawg said, its not an issue in an unmodded game... but the potential is there for problems which they want to fix.
Script file for KAISH2.cre
IF
Allegiance(Myself,ENEMY)
THEN
RESPONSE #100
ForceSpell(Myself,WIZARD_COMET)
END
Dialog file KAISH2.dlg
ForceSpell(Myself,WIZARD_COMET)
Enemy()
Like I said, there are dupe symbolic lookups for spwi924 and spwi925. The spells themselves remain the proper transformation spells and work fine, until your mod overwrites the spell file themselves.
It's a cosmetic spell.ids issue.
I do sincerely hope Overhaul one day remove some hardcoded limit so that we can modify 2DAs for races and classes etc.... For example GemRB did remove lots of hardcoded limits such as HP roll for Barbarians, allows other spellcasters to use sorcerer cast system, various class tables, monk fist/AC bonuses, weapon style bonuses, duration of rounds, removes restriction of kits for sorceror/barbarian/monk....