What are most common ways that players break mods for baldurs gate?
lollers
Member Posts: 190
I've cause to believe that mods sometimes break when I use them. Not sure why exactly, if I knew that I wouldn't make the mistakes, and if I had half a clue I would be looking at specific mods. Maybe my use of cheat keys (I may do teleporting with them and CTRL-R if I don't think it will damage anything script-wise). Maybe it's because I use area tranisitions in combat sometimes especially if I'm struggling for time or challenge reasons.
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Teleporting to other areas can definitely break some scripts though. A very simple case: let's say the area has a door that opens when a certain person on the map dies. One of the triggers that can be used for that is the "Died" trigger, which will trigger an action if the target creature died within the last round. If you leave the area immediately, the script for that area stops running. Then next time you come back to the area, well, more than a round has elapsed, so the Area script will not trigger the action to open the door: the "Died in the last round" condition would not be filled. Once again, this can be avoided with a more proper implementation, but it is definitely not unheard of.
When they malfunction because of something the player did or didn't do.
So there's nothing you can do that specifically breaks mods in general.
There might be something that breaks specific mods due to what they do. Or bugs in a mod might break things when you just play normally.
Generally using cheats can always break the game (both modded and unmodded), especially if you start teleporting around and miss plot triggers.
Installing mods on top of a game in progress.
Changing mods around on an already modded install.