Have any of you ever noticed a Simulacrum clone automatically canceling any orders you give it? I've had this problem for a long time in my installs, and it looks like there's a curious SCS scripting issue that's causing it.
In SCS, Simulacrum clones start with the DW#IMAGE.bcs script, which is mostly used to assign a more appropriate script for the clone (so, a lich clone is assigned a different script from a beholder clone). Here's the thing: the script starts with a couple of blocks that assign the clone a special script if the clone is friendly to the player:
IF
OnCreation()
!Allegiance(Myself,ENEMY)
!Gender(Myself,ILLUSIONARY)
THEN
RESPONSE #100
ChangeAIScript("d0simul",GENERAL)
END
IF
OnCreation()
!Allegiance(Myself,ENEMY)
Gender(Myself,ILLUSIONARY)
THEN
RESPONSE #100
ChangeAIScript("d0pimag",GENERAL)
END
Those two scripts, d0simul and d0pimage, don't appear to exist anywhere in SCS; there's no such script file either in the override folder or in the stratagems folder. In fact, when I Google d0simul, the only references date back many years ago. This means the standard script in SCS simply gives player-created clones a blank script, so they won't do anything the player doesn't order them to.
At the end of the script, though, enemy clones get assigned a different script, DW#2CONI.bcs, if they didn't qualify for any of the more specific scripts.
I checked my clones in-game using CTRL-M and found the problem: the clones that weren't working properly (the clones that would cancel my orders and sometimes cast Divination spells if my main character was invisible) had the DW#2CONI.bcs script, which presumably is supposed to be for enemy clones only. My clones that did work properly had the dummy script, d0simul.
So why did some of my clones have the dummy script, while others had a malfunctioning enemy script?
Apparently, if you give any order to a clone the instant it is created, then for some reason it will skip the block that gives it the dummy script. Instead, it will get the malfunctioning enemy script. For example, I have auto-pause on spell cast, and sometimes I would immediately give a clone an order the instant it was created. All of those clones got broken scripts.
However, if I leave the clone alone for a second or two, it will go from the idle animation to the "in-combat" animation (the one where it holds up its weapons, if it has any), and then it will obey orders normally, because it has the dummy script.
So, if you have SCS and you're having trouble getting your Simulacrum clones to behave, just leave them alone for a couple seconds after creating them. After a second or two, they'll get assigned a dummy script that won't interfere with any of your commands, and they'll behave just like they're supposed to.
@semiticgod Is this with the newest SCS v32.8 or the v31? I'm using the beta and I've similar problem with Deva. It only moves a little after move command at a time, and I've to keep moving him little by little. I tried waiting a while after summoning it, but that doesn't seem to help.
@histamiini: Looks like I've got v31 on this particular install. I've never had this problem with celestials, though I've had it with Balthazar in Ascension at the Throne of Bhaal, where the order canceling is considerably worse. I don't know how to fix that problem, unfortunately.
In Throne of Bhaal, after you beat Yaga-Shura you're supposed to go to the Oasis before you can go to Amkethran. However, if you go to Watcher's Keep after beating Yaga-Shura, you can then go straight to Amkethran from Watcher's Keep without fighting your way through Tethyrian troops in the Oasis.
You can actually smuggle the Drow items out without them turning into a dust, even soloing.
First you need Boots of Speed and Oil of Speed, then exit the Underdark. During the second short break from the script you get control, pause, and quickly go as close as you can of the map border. After the meeting is over, quickly pause, and drop the items you want to smuggle.
Then touch the map border, pause and pick the items up and travel. You'll be in the Drizzt map and you'll need to clear this area too. As soon as you get control, pause and drop the items. Go as close as you can of the map border, still being able to pick the items up. Pause, pick them up and quickly run and travel to the next map. You've now successfully smuggled the Drow items. The Underdark Exit is the only area now where they turn to dust I think.
EDIT: upon playing further, you can't use it in ToB, as it turns into ash in every area.
Did you know that you can get the -2 AC bonus in test of selfishness, without getting fallen paladin playing solo? First talk to the demon, then quickly back up so it doesn't force the dialogue further. Cast silence on the peasant and open the two doors on the right. Then cast death ward on him. Then with Boots of Speed and Oil of Speed, open the last door on right and pause. Then direct your character to the exit and let him run as far as he can. The demon talks to you on the way, and gives you the tear, pause, and direct your character to the exit. I found this working about half the time.
You don't get fallen, but you do get alignment change to lawful evil when you use the tear on the wall. This means you get -2 AC, retain your priest spells, can continue using Carsomyr and Purifier as long as you don't remove them from the quick slot, and can use Soul Reaver etc.
Similarly to previous you can get +2 STR from the test of wrath without getting fallen. Again you need Boots of Speed and Oil of Speed, then cast Farsight on Wraith Sarevok. This way he doesn't activate dialogue immediatelly when he sees you and you get enough time to charm him with the Control Circlet through his 100 Magic Resistance. Make Sarevok attack you, so that he follows you to the main area. Then attack him, take the evil route, and kill him. Then click back to the wrath area, pausing before you arrive, then click back to the exit. Again I found this working about half the time.
Lastly you can easily get the Blackrazor with the good tear in the test of greed. After giving the sword back to the Enslaved Genie, you don't usually have enough time to kill him before he teleports, at least on LoB mode. So first charm him and then talk to him. After giving the sword back take control of the genie and move him, which interrupts the teleport. Then you can dispose him by the means you like, and get the sword back.
Did you know that in the classic Icewind Dale (with Heart of Winter) if you cast Dispel Magic on a Shapechanged Druid they are no longer prevented from equipping a weapon. This allows you to equip Frostbrand to stack even further ridiculous damage resistances, e.g.,
with Water Elemental Form: Crushing 100%
Piercing 115%
Slashing 115%
Missile 85%
Acid 75%
Cold 65%
Electricity -60% Fire 127%,
currently making my F/D an epic Remorhaz slayer,
or use ranged weaponry/on-hit-effect weapons, e.g.,
Darts of Stunning, Talon of the Gloomfrost, ...
Maybe already mentioned, but I found it cool! Not sure if it applies in the EE; any testers?
French Toast was created by an illiterate inkkeeper in America named So-And-So French.
Because he was illiterate, the sign he made read "French Toast" instead of "French's Toast" and that's why it's called that, even though it's not from France. Or at least, that's how the viral tumblr post I read said it happened.
Point is Ribald can't read but damned if he doesn't run a good mart.
That reminds me of the Tomes that increase stats. A character with less than 9 Int can't read scrolls but can read the Tomes to increase his stats. In a way it makes sense though, reading a book to increase Int allows an 8 Int character to read afterwards. Maybe the great scribe Dr. Seuss wrote them, but hey, the power of reading.
Ribald has 16 mage levels. If he learned that much magic without being able to read, that would actually be pretty impressive.
Oh, sure, he can do acrostics in magical runes and make up bawdy puns in ancient draconic, but ask him to conjugate a verb in common and he's hopeless.
Chaotic Commands grants immunity to Maze and Psionic Maze, but not the maze effect itself. This means that mod-introduced maze effects and certain kit-based maze spells, such as a level 21 Bounty Hunter's Special Snare, a Shaman's Ether Gate, and a Shadowdancer's Shadow Maze, can affect characters with Chaotic Commands. Thus, a solo Bounty Hunter could cause a game over by using a Special Snare on an enemy with Physical Mirror (which reflects non-HLA traps) and a Shaman can do the same by casting Ether Gate on an enemy with Spell Turning.
Spell revisions does something similar with Shadow Door as I have been trapped in that maze and ended with a game over screen as well. Not sure yet if CC's would counter that as I high tail it away from them when they caste it nowadays.
Has anyone mentioned the easter egg in the Trademeet background noise? Go there and listen for a couple minutes, see if you notice the Office Space reference. Hint: Stapler.
Algernon's Cloak didn't really have infinite charges in the original Baldur's Gate. The cloak only had 65,535 charges. It would only take 109.225 uninterrupted hours of incessant charm attempts before you ran out. You could do that in less than 5 days if you didn't sleep or attend to any basic bodily functions.
Algernon's Cloak didn't really have infinite charges in the original Baldur's Gate. The cloak only had 65,535 charges. It would only take 109.225 uninterrupted hours of incessant charm attempts before you ran out. You could do that in less than 5 days if you didn't sleep or attend to any basic bodily functions.
From what I understand, that's technically accurate but not really a reflection of reality.
The issue was a bug that caused it to loop back around when it ran out of charges. It would start out with one charge when you got it, then after you used that charge, it would loop around to 65,535 charges. In theory, were anybody to expend all those charges, it would simply loop right back around again.
Comments
In SCS, Simulacrum clones start with the DW#IMAGE.bcs script, which is mostly used to assign a more appropriate script for the clone (so, a lich clone is assigned a different script from a beholder clone). Here's the thing: the script starts with a couple of blocks that assign the clone a special script if the clone is friendly to the player: Those two scripts, d0simul and d0pimage, don't appear to exist anywhere in SCS; there's no such script file either in the override folder or in the stratagems folder. In fact, when I Google d0simul, the only references date back many years ago. This means the standard script in SCS simply gives player-created clones a blank script, so they won't do anything the player doesn't order them to.
At the end of the script, though, enemy clones get assigned a different script, DW#2CONI.bcs, if they didn't qualify for any of the more specific scripts.
I checked my clones in-game using CTRL-M and found the problem: the clones that weren't working properly (the clones that would cancel my orders and sometimes cast Divination spells if my main character was invisible) had the DW#2CONI.bcs script, which presumably is supposed to be for enemy clones only. My clones that did work properly had the dummy script, d0simul.
So why did some of my clones have the dummy script, while others had a malfunctioning enemy script?
Apparently, if you give any order to a clone the instant it is created, then for some reason it will skip the block that gives it the dummy script. Instead, it will get the malfunctioning enemy script. For example, I have auto-pause on spell cast, and sometimes I would immediately give a clone an order the instant it was created. All of those clones got broken scripts.
However, if I leave the clone alone for a second or two, it will go from the idle animation to the "in-combat" animation (the one where it holds up its weapons, if it has any), and then it will obey orders normally, because it has the dummy script.
So, if you have SCS and you're having trouble getting your Simulacrum clones to behave, just leave them alone for a couple seconds after creating them. After a second or two, they'll get assigned a dummy script that won't interfere with any of your commands, and they'll behave just like they're supposed to.
Ribald's store is called the Adventurer Mart.
First you need Boots of Speed and Oil of Speed, then exit the Underdark. During the second short break from the script you get control, pause, and quickly go as close as you can of the map border. After the meeting is over, quickly pause, and drop the items you want to smuggle.
Then touch the map border, pause and pick the items up and travel. You'll be in the Drizzt map and you'll need to clear this area too. As soon as you get control, pause and drop the items. Go as close as you can of the map border, still being able to pick the items up. Pause, pick them up and quickly run and travel to the next map. You've now successfully smuggled the Drow items. The Underdark Exit is the only area now where they turn to dust I think.
EDIT: upon playing further, you can't use it in ToB, as it turns into ash in every area.
You don't get fallen, but you do get alignment change to lawful evil when you use the tear on the wall. This means you get -2 AC, retain your priest spells, can continue using Carsomyr and Purifier as long as you don't remove them from the quick slot, and can use Soul Reaver etc.
Crushing 100%
Piercing 115%
Slashing 115%
Missile 85%
Acid 75%
Cold 65%
Electricity -60%
Fire 127%,
currently making my F/D an epic Remorhaz slayer,
Maybe already mentioned, but I found it cool! Not sure if it applies in the EE; any testers?
French Toast was created by an illiterate inkkeeper in America named So-And-So French.
Because he was illiterate, the sign he made read "French Toast" instead of "French's Toast" and that's why it's called that, even though it's not from France. Or at least, that's how the viral tumblr post I read said it happened.
Point is Ribald can't read but damned if he doesn't run a good mart.
Audiobooks.
Oh, sure, he can do acrostics in magical runes and make up bawdy puns in ancient draconic, but ask him to conjugate a verb in common and he's hopeless.
The Mordenkainen's Sword spell doesn't summon a Mordenkainen's Sword. It summons a Magical Sword.
You're using pirate versions of those spells.
But if Paladin Bob kills them, they won't be able to open the restaurant next to his inn.
Personally, if I owned a bordello, I would find a 15-foot-long bed very practical.
For example, here's what a lemure looks like when it's running:
Why would you need plant that big on the table?
From what I understand, that's technically accurate but not really a reflection of reality.
The issue was a bug that caused it to loop back around when it ran out of charges. It would start out with one charge when you got it, then after you used that charge, it would loop around to 65,535 charges. In theory, were anybody to expend all those charges, it would simply loop right back around again.