Skip to content

Melf's Minute Meteors spell bug

In vanilla BGII this spell used only your main hand and after all meteors were used both offhand and main weapon were in your hands. In BGII:EE this spell uses BOTH hands and offhand weapon does not return to your hand after all meteors were used, you have to reequip it.

Comments

  • TisamonTisamon Member Posts: 209
    I believe that's an intentional design decision (I'm referring to both hands, not the non-returning off-hand weapon, of course). As you must remember, this spell was incredibly cheesy: you could dual-wield, say, MMMs/Axe of the Unyielding, and decapitate enemies while being half a map away. If you ask me, the current situation is the lesser evil :)
  • AramintaiAramintai Member Posts: 232
    Ok, I can live with both hands used cuz the spell is still awesome, however offhand unequip must be fixed - it's annoying to reequip it manually every time after spell ends, especially if you use Dak'Kon's blade there, which means that bonus spells get erased from the spellbook.
  • TisamonTisamon Member Posts: 209
    Yes, I fully understand that. There is no doubt this particular part of current MMM's implementation is flawed and needs to be fixed. Both hands are okay, though :)
  • XukuthXukuth Member Posts: 78
    Really? That's a pretty disappointing kludge that doesn't fix the underlying issue (that offhand and mainhand effects can unintentionally carry over to the other hand).
  • TisamonTisamon Member Posts: 209
    edited November 2013
    I'm not sure whether it has anything to do with main-hand->off-hand, to be honest. All I'm saying is that as it stands, it's an infinitely better implementation of MMM than an all-powerful super-cheesy BG2 version was.
    Post edited by Tisamon on
  • AramintaiAramintai Member Posts: 232
    Ugh, is this bug going to be fixed? Between Spirit Armor (save bug) and this one, I'm forced to replace these two awesome spells with others :( Is there some mod or workaround for this offhand bug somewhere?
  • 7paddy7paddy Member Posts: 1
    Is there any resolution to this?
    After throwing the last of the meteors my main character goes to fighting barehanded instead of the sling+2.
    It seems to be equipped still, but why won't it automatically go to the equipped weapon?
  • TressetTresset Member, Moderator Posts: 8,268
    edited April 2014
    I am looking into this now and it is not just an issue with MMM. Any spell created magical weapons will cause this to happen. I am finding numerous other issues with these types of weapons as well... I will probably have to make several reports as a result.

    However, I do not think that it is possible for spell created weapons like MMM to not deactivate the other weapons that were equipped (in other words it will not be possible to cast MMM and keep your extra spell slots from Dak'Kon's Zerth Blade, for instance). This is to prevent bugs such as the vorpal MMMs caused by the Axe of the Unyielding in the offhand; as mentioned earlier. Think of it this way: If you have The Zerth Blade and a different weapon in your primary hand quick slots, then you would not expect to keep the bonus spell slots when you switch from the Zerth Blade to the other weapon. It should work exactly the same way when you create a weapon like MMM.

    As to the issue with the off hand weapon needing to be re-equipped: I noticed that once the MMMs (or whatever) run out the character does have their off hand weapon still equipped but it appears as though only the primary hand weapon is equipped. Despite this I did notice that some of the effects of the off hand weapon do not function unless it is re-equipped. This will likely be reported (once I figure it out).
    Post edited by Tresset on
  • Troodon80Troodon80 Member, Developer Posts: 4,110
    @Tresset, if it is all the same issue but with multiple weapons, I would imagine one report would do the trick. Just remember to note all the weapons affected by this.
Sign In or Register to comment.