Something strange is going on with my proficiencies, here...
Blomdor
Member Posts: 26
Hi-ho hello, people.
I'm playing with a custom-made party that has been imported from a finished game of BG1EE. The only mods I am using are SCS and some components of the Tweaks Anthology, none of which should be messing with weapon proficiencies at all, as far as I know. I've also double-checked my BG1EE final save, and they all seem to be perfectly normal for everyone there.
Yet now, after a while of playing through BG2EE, I have noticed, well, this.
Suffice to say, it seems that somewhere along the line between defeating Sarevok and being captured by Irenicus, my cleric/illusionist has achieved grandmastery in...nothing?
All six members of my party are affected in the same way, with proficiency points mysteriously hanging out where they very obviously should not be, apparently unassigned to anything in particular. They're just...floating there. I have no idea if they are actually affecting my characters in any way, or if it's just a glitch in their displayed stats. Hopefully it's the latter. Either way, I figured it might be worth posting about here in case anyone has any thoughts or if it's a known bug that I simply failed to find mention of via searching.
I'm playing with a custom-made party that has been imported from a finished game of BG1EE. The only mods I am using are SCS and some components of the Tweaks Anthology, none of which should be messing with weapon proficiencies at all, as far as I know. I've also double-checked my BG1EE final save, and they all seem to be perfectly normal for everyone there.
Yet now, after a while of playing through BG2EE, I have noticed, well, this.
Suffice to say, it seems that somewhere along the line between defeating Sarevok and being captured by Irenicus, my cleric/illusionist has achieved grandmastery in...nothing?
All six members of my party are affected in the same way, with proficiency points mysteriously hanging out where they very obviously should not be, apparently unassigned to anything in particular. They're just...floating there. I have no idea if they are actually affecting my characters in any way, or if it's just a glitch in their displayed stats. Hopefully it's the latter. Either way, I figured it might be worth posting about here in case anyone has any thoughts or if it's a known bug that I simply failed to find mention of via searching.
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Comments
if you dont get the same problem with an unmodded game, then you know its one of your mods
so with that being said install your mods one at a time ( if you can ) and then you can specifically see which mod is causing the problem
It should be located at your game's folder.
Maybe you'll need to rename it from .log to .txt (or zip it) to be able to attach it here.
Anyway, roger that, big armored dude . I appreciate the (correction) three of you answering! Wasn't expecting such a quick response. It's late over here, so I likely won't finish the full works of reinstalling the game and messing with mods until tomorrow, and there's a further complication to the mess that I'll have to work with...
I went back to my earliest save, and as it turns out, there doesn't seem to be any issue with the displayed proficiencies of my party members there. Something must have happened between then and now to cause this. I would assume it showed up after gaining a level, but that's just my best guess. If that's the case, then I'll have to gain enough experience to level up in a fresh game in order to see if the bug reappears then.
@Blomdor , you can speed up the test by using the Console Commands and giving XP to your party through that tool.
Thanks, everyone.
I'm sorry for doubleposting, but I'd like to record this here if that's alright, in case anyone else runs into this odd little bug. The stranded pips are added to the stat sheets of my characters whenever I equip an enchanted weapon, and their number is the same as the enchantment level of that item. Having my cleric/illusionist wield the Staff of Rhynn +4, for example, causes exactly 4 of them to appear there, and unequipping the staff removes them. Strange!
I'm not restarting over it this time, as there's nothing I can see to indicate that these phantom pips have any actual effects, but I do hope it's not indicative of more serious issues to come due to my messing up the game somehow.
I wrote the first version of SCSII (the BG2 version of SCS, before I merged them into one mod) in 2007, at which point there was a reasonably stable set of conventions as to which stats/proficiencies were used for what in Detectable Spells. I don't remember where those conventions came from, but I decided I needed one stat to use to detect weapon enchantment, and CLERIC_HALLOW (if I remember correctly) was used only for some new spell introduced in some then-current mod, and seemed unimportant. Hence it got repurposed for WEAPON_ENCHANTMENT. I wrote a new version of DS around the same time, which is the ancestor of the current one (various people including Ardanis and myself have done rewrites subsequently).
I'm not 100% sure how WEAPON_ENCHANTMENT got into IWDEE, but Beamdog used DS in various places (it's in SoD, in particular) and possibly it was installed at some point in the IWDEE development cycle.
The displayed proficiency is a bug, of course; something to do with the UI displaying even unused proficiencies. I'll have a look and see what can be done about it. (It's purely cosmetic.)
Salute
It is good to be able to lay to rest any worries that this odd little glitch effects anything aside from how the stat sheet looks. As long as my cleric/illusionist isn't running around with grandmastery when she shouldn't, or any other such wonky weirdness, then it's easy enough to just ignore.