[Known, #7143] [CORE] - Dual class thief backstab bug.
leeowensoas
Member Posts: 81
I leveled an assassin to 25, dualed to a fighter, and then used CLUA to max my xp and reactivated my thief class. But after the dual, my backstab suddenly reverted to 2x, not the mighty 7x it should be!
Post edited by Illydth on
0
Comments
I have taken a cursory glance through the .2da files in hope of a quick resolution, however I lack any real knowledge of the infinity engine and my search turned up little of value. If anyone with a greater knowledge than I was able to advise me I would be happy to see if I could find a solution.
Backstab modifier is determined in-game (using BACKSTAB.2DA), EE Keeper has very little say in that regard.
The assassin kit gets a bonus, though, which is applied as an affect. This bug only seems to have an effect on the Assassin kit when dual classing. If you edit a character from, say, a fighter. Editing this character to a Fighter/Assassin where the Assassin is the first class (originally, the Fighter should have been), and then adding levels via Keeper will end up with x0 Backstab. Applying the two affects that normally get applied on level up bumps it up to x2. x2 is reproducible in-game without Keeper. It's still a bug, but Keeper will not show reproducible results. This also applies when using DLTCEP or NI.
@Kastian, for the best results when providing information to us about bugs, NI, DLTCEP, EE Keeper, and mods should not be used.
Did I understand correctly?
If so, is there a workaround? Or, should we wait to dual-class our Assassins until after a patch fixes the problem?
Obviously reaching 15 as an assassin four times, a bounty hunter, a thief and a shadow dancer, then reaching 16 as a mage five times as well as once as a fighter and once as a cleric would have taken a great deal of time if i were to do so via playing the game normally, as i had with my first assassin/mage which was simply a character i was leveling with intent to carry through to ToB
@Emptiness. basically yes, however aslong as I do not assign ranged weapon proficiency upon dual-classing i found no issue, and my Backstab multiplier was correct, i tested this at varying intervals, and each time as long as no ranged proficiency was selected, i received the correct multiplier be it 2x all the way upto x7.
@Troodon80. Yes thank you for the reply, I did find the backstab.2da however as the correct value is used atleast for me in everything except Assassin/Mage with sling proficiency. The values in that 2da were of course correct.
I have a secondary installation of both BG:EE and BGII:EE which have no mods or secondary programs involved in them in anyway. Other than using EEKeeper for gaining experience quickly as i stated. It was in those that I did my testing. (as a side note the same issue occurs in BG:EE, again only when sling proficiency is selected upon Dual-Classing to a mage.
Gaining those levels in-game in one go should be fine, too.
I don't suppose the issue you are having would be in any way related to this?
However regardless of whether or not its related, i would like to thank you for your assistance, i appreciate any help in resolving an issue that is preventing me from continuing with that character.
As a workaround for those who don't want to wait for a fix or step away from dual-classing until then: Create an assassin character and level them until they get their additional backstab multipliers, save this character. Open both your bugged mage\thief and the new assassin in Keeper, go to affects, and 'Copy' the affect (0x0107) from the assassin. 'Paste' it on the affects page of your mage\thief and every instance should add X amount of backstab multiplier. I am not sure how many each. The character I am looking at has 7 lines of it and is listed as having a multiplier of x11; I do not know if this is correct though it definitively feels like it. This version might bug the backstab message and replace it with a blank message, but any failed attempt will display appropriately. I wouldn't know if this is unique to the 0x0107 affect building on a previous one or what.
That said, on level-up you will see "Backstab multiplier increased by -X" (presumably the amount added by the Keeper,) but you really don't have to worry about that as the affect is permanent until you manually remove it from the affects menu. Of course, this means you can add as high a backstab multiplier as you want to any character at any level ignoring their thief-level-reliant multiplier (it will stack cumulatively). So you can drop it on a shadow dancer for game-breaking results. However when I was sleuthing this information up from ancient forums (at least when measured by activity) there was a mention that the character would need the innate ability to backstab first (Backstab multiplier x0), but I haven't tested this. If this is the case a ranger will be unable to enjoy the affect even though he has a stealth ability, or possibly just a fighter made invisible by spell or potion. I simply do not know. Feel free to test it out, I'm sure a backstabbing dwarven defender with a invis potion drinking problem would be humorous.
It does mean you will have to remove them later, however.
You will be required to tell us whether or not you have edited your save game if a potential future bug rises, as diagnosing a bug later on may be slightly more difficult if you have (though it shouldn't, there's no guarantee).
However i digress, in the simple addition of a single S into the appropriate line in the aforementioned .2da, each game i loaded, even the tester characters i created and mentioned in an earlier post, now have the correct backstab multiplier. I apologize for not noticing that before hindering everyone with my posting, however i was tired and fairly intoxicated the first time i inspected those files.
As for installing it, simply drop it into the override folder in your installation directory. (it's a very small file, just 3kb)
Also, as far as 'Assasin' goes, that is how it is spelt in all the 2DA and IDS files. It is incorrect, and provided quite a pain for me when programming EE Keeper to read the game files (I like my spelling to be correct, but without hard-coding it).
I'm not sure what the effect of renaming it will be, however.
Also thank you Troodon80, i truly appreciate your help and patience in answering me despite my general, usually considered irritating attitude and approach to, well everything.
It was using the actual classname for dualclassed thieves instead of the predefined name. This caused the problem with assassin vs assasin (I really don't know why but the code always used the three s version) as well as bounty hunter vs bounty_hunter. when the bug really shines is with other languages when it checks assasin vs [odd name my keyboard doesn't have the keys to type].
changing the 2da to match would fix your dual classes, but i think it might also break single classes.
hopefully this'll make it into the next patch.
Nostramazos
Nostramazos
I dualed to mage at level 17 for the x6 backstab multiplier. I went to the Watcher's keep to get the last bits of XP needed to finally unlock the assassin part of the character.
I'm in SoA Chapter 6, didn't confront Bodhi yet for the Rhynn Lanthorn.
When I reached the 3 million xp required for the level up, i was left with a backstab multiplier of x1.
I downloaded the workaround posted here that contains the correct backstab.2da and copied it to my override folder.
Now I have a backstab multipliter of x7 which is closer, but should only be obtainable with a level 21 assassin...
Could it be that for some reason it recognizes the 18 mage levels as well as the 17 assassin levels when it counts the backstab multiplier value?
Any thoughts on this?
Can I EEKeeper it to the correct value?