AI Script Ranged Option will select unarmed or no proficiency melee weapons over proficient weapons
Lace
Member Posts: 74
I noticed this in both SoD and BG2.
In SoD, when Corwin switched from using her ranged weapon to using a melee weapon, she would select unarmed or a weapon she was not proficient in (i.e. a dagger) instead of choosing the halberd she was proficient in.
I've switched my characters off using the ranged script as a quick fix for me, but I thought I'd mention it here in case others have noticed this as well.
In SoD, when Corwin switched from using her ranged weapon to using a melee weapon, she would select unarmed or a weapon she was not proficient in (i.e. a dagger) instead of choosing the halberd she was proficient in.
I've switched my characters off using the ranged script as a quick fix for me, but I thought I'd mention it here in case others have noticed this as well.
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Could it be because I'm also storing shields in their shield slots? Does that impact how the game decides which melee weapon is better?
EDIT: I also switched off the Advanced AI setting, because I found that every once in a while, the game would still auto-cast spells every once in a while (usually defensive spells, such as stone skin with Neera), even with the check box unmarked.
That's a pretty easy fix for Minsc, since both his primary melee and ranged weapons are two handed for now, so I just sold off the shield, but until I go questing for a better melee weapon for Jaheira, I've been running her primarily ranged with a sling, and with a quarterstaff+2 as her backup weapon. I want that shield when she's using her sling, so I have to manually remove the shield at the start of any melee encounter for her, because she will almost always get hit and switch to unarmed combat, even if that means that she can't hit enemies anymore (i.e. vs shadows).
On a lighter note, I'm thinking of this from a roleplaying perspective. Imagine dropping your weapon and swinging your shield at your enemies every time you get hit lmao.
Note to devs: it'd make for better scripting if the "switch from ranged to melee" code prioritised melee weapon selection by comparing weapon proficiency points (instead of resultant AC) between equipped weapons (and specifically excluded fists except for a Monk).