Skip to content

[(BG1) INCONSISTENCY] Raiken's bandits attack on sight no matter what

AndreaColomboAndreaColombo Member Posts: 5,533
edited November 2012 in Fixed
CURRENT BEHAVIOR:

Upon meeting Raiken's bandits in Peldvale (AR2400), they attack you on sight even if Raiken is blue-circled and wants to talk to you first. This also happens in vanilla BG1, and it doesn't make much sense: if the bandits' boss wants to talk, his lackeys should stay put until they're ordered otherwise.

If you convince Raiken to escort you to the bandit camp, and Tazok to take you in his squad, every bandit in the camp becomes blue-circled as you count as one of them. However, the bandits in Peldvale are still there, and they're still red-circled (unless, of course, you had already killed them; how weird would it be if you talked to Raiken peacefully while slaughtering his men, in real life?). This is also consistent with vanilla BG1, and also makes no sense: if you're with the bandits, all bandits should be blue-circled and treat you as an ally.

DESIRED BEHAVIOR:

Raiken's bandits in Peldvale should be neutral unless Raiken gets ticked off and orders them to attack.

If CHARNAME manages to join the bandits, and Raiken's bandits are still alive in Peldvale, they should be neutral to CHARNAME and his party just like all the other bandits at the bandit camp.

Should CHARNAME tick off the bandits in the bandit camp, then Raiken's bandits should become hostile too.
Post edited by Tanthalas on
«1

Comments

  • AndreaColomboAndreaColombo Member Posts: 5,533
    The same applies to the Gnolls inside the tent at x=1890 y=402, aka AR1902. They're with the bandits so it makes no sense for them to be hostile if you've joined them. Moreover, killing them doesn't make the bandits outside go hostile, which also doesn't make much sense to me.

    Same behavior in vanilla BG1.
  • TanthalasTanthalas Member Posts: 6,738
    edited July 2012
    @KeithS

    Just one thing.

    One of the creatures that had this problem was the NPC Teven during the cutscene when you infiltrate the Bandit Camp (AR1900) during chapter 3.

    Not sure what you did to fix these problems, but from what Balquo posted, these parameters determine the direction that the creature is facing right?

    Because during this cutscene Teven is facing south, and it looks really stupid. Would it be possible to change the direction that he's facing so it makes more sense? I'll post a screenshot tomorrow to illustrate how stupid it currenly looks.
    Post edited by Tanthalas on
  • TanthalasTanthalas Member Posts: 6,738
    edited November 2012
    @KeithS

    *Edited out awesome pic*
    Post edited by Tanthalas on
  • CuvCuv Member, Developer Posts: 2,535
    edited July 2012
    I am looking at both BGEE and the ToTSC script BANDITCUT02.

    Both are identical:
    CreateCreature("TEVEN",[1100.1390],0) // Teven

    A simple fix would be to either change the spawn direction... or add in
    ActionOverride("teven", FaceObject(Player1))

    Edit: I love your captions, btw:)
    Post edited by Cuv on
  • KeithSKeithS Member Posts: 623
    @Tanthalas Heh. Yup I'll add this one to my list.
  • TanthalasTanthalas Member Posts: 6,738
    @KeithS

    I'm going to move this topic to Being worked on then.
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    @KeithS I've done the work for you if you would like to use it.

    There were quite a few problems with the bandits in general and not just with the cutscene.

    For both BANDITCUT01.bcs and BANDITCUT02.bcs I changed the coordinates for both Teven and Raiken to just a little bit north of the players and facing them. Looks much more natural.

    Aside from the cutscene, when you meet Teven or Raiken for the first time they are surround by hostile bandits. This was because in both ar2400.bcs and ar2900.bcs it was creating the wrong bandit creature. It was creating BANDIT.cre but should have been BANDITC.cre. BANDITC has a script called BANDIT.bcs that had the correct shouts for Teven but was missing Raiken's. I added that to the script.

    The next problem was with RAIKEN and TEVEN dialogue files. When they shouted for the bandits to go hostile it was not working due to the order. It was Enemy() Shout(1) but should have been Shout(1) Enemy()

    Anyway, fixed files are attached.

    EDIT: There is another inconsistency that I've just noticed. ar1900.are where you meet Teven and his bandits has a nearby spawn location (Spawn Point 13) which can spawn a hostile bandit right beside his group. This obviously makes no sense with the above fixes but was not noticeable before due to the Teven's bandits being hostile. I recommend changing the coordinates for that spawn to somewhere around x2250 y1845 (a little bit east of the group)
    Post edited by Balquo on
  • SethDavisSethDavis Member Posts: 1,812
    Is it the case that all gnolls with the override script gnollf.bcs are allied with the bandits?
  • TanthalasTanthalas Member Posts: 6,738
    @AndreaColombo, @SethDavis

    Now that I see this, the same problem exists for the Bandits that are with Teven in Larswood (AR2900).
  • BalquoBalquo Member, Developer Posts: 2,746
    Tanthalas said:

    @AndreaColombo, @SethDavis

    Now that I see this, the same problem exists for the Bandits that are with Teven in Larswood (AR2900).

    I fixed this and sent the files here: http://forum.baldursgate.com/discussion/789/bug-bg1-too-few-parameters-warnings-during-debug-mode#latest
  • SethDavisSethDavis Member Posts: 1,812
    @Balquo - Splendid, but I can still change the gnolls right?
  • TanthalasTanthalas Member Posts: 6,738
    @Balquo

    Thanks for the heads-up.
  • BalquoBalquo Member, Developer Posts: 2,746
    @SethDavis Yes, you should change the gnolls. I didn't touch them.
  • SethDavisSethDavis Member Posts: 1,812
    Ok, I can manage to get the gnolls to only be hostile if you havn't joined the bandits, but I can't seem to figure out how to make the group hostile if you attack one of them. Bumps it down from an A I guess.

    @Balquo - Any pointers?
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    @SethDavis well just looking quickly, they all seem to be using the same script: GNOLLF.BCS. You could add
    IF
    Heard("GARCLAX",1)
    THEN
    RESPONSE #100
    Enemy()
    END
    Then add shout(1) to every Enemy() action in GARKLA.DLG

    Now that solves them turning hostile through dialogue. Now if you were to attack Garclax or any of them before he initiated dialogue with you then that is trickier... actually just giving them all SHOUT.BCS would solve that.
  • SethDavisSethDavis Member Posts: 1,812
    edited July 2012
    @Balquo - I have given them shouts, but that didn't seem to help :( Unless I put the script in the wrong slot? I've tried in override and default

    [EDIT].................................................. it has to go in the class script.........................................................

    Potentially fixed - The gnolls now behave properly. Bandits are being handled elsewhere
  • BalquoBalquo Member, Developer Posts: 2,746
    edited July 2012
    @SethDavis I assume you created new creature files just to be used in the cave so you could set their allegiance to neutral? Ok, so you added the shout script... then you could remove GNOLLF.BCS from them all and that should work... whether or not that gnollf script is needed or not I don't know. Probably not.

    edit: ok, i see you got it fixed. I have no idea how each of the script slots work... would be nice to know. Why does it work in class but not default? strange.
  • TanthalasTanthalas Member Posts: 6,738
    edited August 2012
    Confirmed Not Fixed

    @Balquo, @SethDavis

    Both Raiken's and a Teven's bandits continue to be hostile when I approach them. Maybe these fixes didn't make it in?

    EDIT: I just checked the Gnolls in AR1902 too.

    While the Gnoll Veteran in the tent isn't initially hostile, both the Gnoll and Flind are. The Gnoll Veteran then turns hostile too after a second.
  • SethDavisSethDavis Member Posts: 1,812
    edited August 2012
    @Tanthalas - Hmm, I changed the hostile trigger to be JoinedBandits == 1, it was 2 but I thought that was a debugging thing I left in. Porbably should have checked first >.<

    Are other gnolls behaving?
  • TanthalasTanthalas Member Posts: 6,738
    @SethDavis

    I'll have to check every single tent to make sure that everyone is non-hostile. The only exception to this should be the Gnolls in a cave in the same area.

    I'll report back in a few hours when I'm back home.
  • TanthalasTanthalas Member Posts: 6,738
    @SethDavis

    Ok, something really strange is happening here. Apparently the Gnolls in AR1902 being hostile or not depends on how I join the bandits.

    If I join them peacefully (aka, by convincing Tazok to let us join without a fight) they have neutral circles.

    But if I fight Tazok first to prove my strength and then join the bandits, the Gnolls in AR1902 are hostile (red circles).
  • SethDavisSethDavis Member Posts: 1,812
    edited August 2012
    ah, looks like I need to throw an or in there for drudging tazok
  • TanthalasTanthalas Member Posts: 6,738
    @SethDavis

    More strange stuff:

    The stuff that I posted in my previous post is only true if you join the bandits by talking to Teven in AR2900 and choosing options 2 and then 3.

    If you talk to Raiken in AR2400 and choose the same options, those Gnolls in AR1902 end up being hostile no matter how my talk with Tazok goes.
  • SethDavisSethDavis Member Posts: 1,812
    edited August 2012
    OK, they behave now for the case where you get in peacefully from either guy, fight tazok from either guy, or just sneak/CLUA in.
    Post edited by SethDavis on
  • TanthalasTanthalas Member Posts: 6,738
    edited August 2012
    @SethDavis

    It looks like the Gnoll issue is fixed.

    The only outlasting problem is the original issue:

    - The Bandits that are with Raiken in AR2400, and the Bandits that are with Teven in AR2900 shouldn't be initially hostile when you approach them.

    It looks like @Balquo already supplied a solution to fix this problem here:
    http://forum.baldursgate.com/discussion/789/bug-bg1-too-few-parameters-warnings-during-debug-mode#latest

    Its just not implemented yet.

    EDIT: Though the changes to the cutscene actually appear to be in.
    EDIT2: Actually, no they aren't.
  • TanthalasTanthalas Member Posts: 6,738
    Yeah, works this way.
  • SethDavisSethDavis Member Posts: 1,812
    edited August 2012
    @Tanthalas - Are you sure you have the right thread pasted?

    NVM i guess he posted that thread above as well...
  • TanthalasTanthalas Member Posts: 6,738
    @SethDavis

    Yeah, the threads were merged after I posted that message. Balquo's fix is up there.
  • SethDavisSethDavis Member Posts: 1,812
    edited November 2012
    Potentially fixed

    -The bandits with Raiken and Teven are now neutral until they are ordered to attack
    -They break up camp before the cutscene to show that they're leaving. They do not appear there later.
    -The hostile bandit spawn point in AR2900 has been moved

    -The cutscene looks like it has been changed, at least on the dozen or so runs I made with one party member

    Post edited by Tanthalas on
  • BalquoBalquo Member, Developer Posts: 2,746
    edited August 2012
    @SethDavis I just changed the position of Raiken/Teven for the cutscene

    In the screenshot, the bandit with the bow, he will just stand there when the fight starts with Tazok. Kinda weird that he just gets in the way like that. I would add
    ActionOverride("Banditcr",EscapeArea())
    to tazok's dialogue.
    <<<<<<<< tazok.d
    REPLACE_ACTION_TEXT tazok ~ActionOverride("Raiken",EscapeArea())~ ~ActionOverride("Raiken",EscapeArea()) ActionOverride("Banditcr",EscapeArea())~
    >>>>>>>>
    COMPILE ~tazok.d~
    EDIT: Oh, i just saw "-They break up camp before the cutscene to show that they're leaving. They do not appear there later." Did you fix this already then or does that mean something else?
Sign In or Register to comment.