[(BG2, BGEE) BUG] Protection from normal missiles
Both the mage (spwi311) and ranger version (spra303) of the spell have some issues. The spell can be cast on anyone, the sound effects are always attached to the caster instead of the preset target.
More importantly, it blocks arrows +1 (arow02), Eldoth's poisoned arrows (arow14), and throwing axe +2 (ax1h05, ax1h06 (unused?)). In these cases, the projectile on the items needs to be changed--for the arrows use projectile value 2 and for the axes 7.
More importantly, it blocks arrows +1 (arow02), Eldoth's poisoned arrows (arow14), and throwing axe +2 (ax1h05, ax1h06 (unused?)). In these cases, the projectile on the items needs to be changed--for the arrows use projectile value 2 and for the axes 7.
Post edited by Bhryaen on
3
Comments
Protection from Normal Missiles no longer protects against:
- arrows +1 (arow02)
- Eldoth's poisoned arrows (arow14)
- both throwing axe +2 (ax1h05, ax1h06)
However:
I don't know exactly how I can distinguish this: And I also couldn't test the Stalker spell since it requires level 12.
@CamDawg, @Nathan
I also detected some other problems:
The problem is that Protection From Normal Missiles isn't protecting against normal arrows, normal bolts, normal darts or normal throwing daggers (all these were bought from Winthrop).
It currently does protects against normal throwing axes (CLUAConsole'd ax1h04), normal bullets (bought from Winthrop).
Not sure if there are other normal missile weapons or not.
1pp brought in several new projectiles, did the projectile overhaul update this spell?
[edit]
to answer my question, no. The spell protects against old projectiles.
For example arow01 has a projectile type of 277 (1arow01)
Oh-oh.
*cough*
I didn't actually spawn all those projectiles with CLUAConsole. I bought the arrows, bolts, darts, throwing daggers and bullets from Winthrop.
The only ammo I spawned was the Throwing Axes. I better change that in my post.
So basically Protection from Normal Missiles doesn't detect the item being launched, it detects that projectile settings in the ammo? Why woud 1PP change that?
Edit: I already see mod conflicts with this. One of my own mods add to the PROJECTILE.ids and will need to be changed.
Can you elaborate? There is nothing inherently conflict-y about adding projectiles that I can think of. Lots of mods do it.
Edit: Nevermind:P I misunderstood what was happening there.
Moving this one to Confirmed Fixed.