Frustrating bug, but seems easily dealt with. Now, if I can only go from bow to 2-weapons without going through inventory...
This is expected behavior, as I understand. That’s how it worked originally. You can not put anything in the shield slot if you have a two-handed weapon in your quick weapons.
Frustrating bug, but seems easily dealt with. Now, if I can only go from bow to 2-weapons without going through inventory...
This is expected behavior, as I understand. That’s how it worked originally. You can not put anything in the shield slot if you have a two-handed weapon in your quick weapons.
Yea but in Icewind Dale 2 you could because they changed the inventory screen and added more weapon slots to it. I think lots of people in the community here were hoping the game would be edited to allow this.
Yea but in Icewind Dale 2 you could because they changed the inventory screen and added more weapon slots to it. I think lots of people in the community here were hoping the game would be edited to allow this.
I hadn’t played IWD2 in a very long time. Maybe that has something to do with the engine being changed to reflect 3.0 rules?
i have changed the scripts for my ranged characters to things like Ranged Passive and Ranged Defensive. For some odd reason my protagonist, despite having his bow out, with a quiver full of arrows, decides to go in for a point-blank shot at an Ankheg.
HI, i've got a problem with imoen. She is using a short bow and often walks directly to the enemy, as if she wants to attack with a sword, which is quite annoying. Also, she switchs to melee weapons even though she still has arrows left.
Another thing, sometimes i have to click like 3 times till a char moves to the destination i want him to. he respondes each time i click (like: "sure", "no problem" etc) but doenst move...if this happens it doesnt show the circle where he shall move either.
What's her assigned script? (Character Information, Customize, Script) I recall this being a problem in Baldur's Gate 2, where party members would switch between weapon types whenever they felt like it and screw you over.
In regards to the second issue...been complained about a lot already. The problem is especially prevalent when they already have an assigned order, and you try to change it.
Been suffering from the first issue as well. I've tried all scripts, as well as turning AI on and off. Characters with ranged weapons equipped will walk to the enemy before attacking.
Observed behaviour: In AI mode activated, the archer (I've noticed it only on the example of Imoen when she first uses the wand and then goes towards the target) first moves towards the target then starts attacking when he is next to him. Desired behaviour: Archers should stand and attack not move towards the target.
Yep, I've also seen it, which is a bit unfortunate since I tend to specialise in ranged attacking (including drawing out individual members of enemy parties to take them down).
I can't tell you how much I raged when I had neera cast arganazars scorcher and my ranged attackers finished off their target then decided it would be a fun idea to run through the flaming line of death to give the next enemy a big hug only to end up burned to death.
I noticed this. It happens on the default script it seems. I changed my scripts to passive, kinda fixed the issue. However this script meens they often start attaking when I dont want them to and its impossible to use turn undead, bard song etc as npcs script overides them.
@icallhimlecobra Agreed. I'm running completely Passive now, except for my Fighter. The default script was constantly cancelling my Turn Undead and was allowing the Cleric to cast healing spells when they shouldn't, in addition to the range weapon problem. Was this problem not detected during beta testing? It seems like it would have been noticed right away by the beta testers. I'm completely baffled how this got through QA.
I confirm this extremely annoying bug. In my case, I'm using the "default" script, which is the one given to all NPCs joining the party. If IA instructs NPC to attack an enemy, the NPC will move to melee range before attacking, even if the NPC was using a ranged weapon. Only way to avoid this is to disable IA or to give a specific order to all ranged NPCs for *every* enemy and not forget to give a new order once one enemy has been killed.
The problem also affects the PC is he/she is using the Default script (by default it's "None"). I don't know if the other player scripts are affected by this bug.
When auto-attacking, my characters with ranged weapons walk towards the enemy and start attacking with the ranged weapon from melee distance. This happens consistently.
It's not just Imoen. It happens with any ranged character. For now I have AI disabled and I'm directing party members individually. This was a problem in the old game as well, and it needs to be addressed.
I never did notice it in the old game: in fact, I gave everyone the default script because it seemed to do precisely what I wanted it to do - murder anything that comes to range but don't go charging in - and it worked just fine. It's not until BGEE that problems arose.
The scripts seem to be a complete mess. Thieves continually try to Hide in Shadows while we are simply wandering around the map (perhaps intentional but highly annoying). My "passive" wizard will run up and melee to the death, while my "aggressive" cleric stands back staring at the ground?? WTF?
Experienced Action: Ranged party members, after completing an action such as casting, using a potion, etc., will run towards the enemy to attack. This is despite any script used and despite the fact that a range weapon is selected.
Expected Action: Ranged party members attack utilising their ranged weapon (and do not move) after completing an action.
Archer scripts are horribly bugged. I just started using short swords instead of the bow because my archer just runs up to monsters anyway. It seems as soon as the "AI" takes over, like in a situation where your archer has killed it's player assigned target, the archer will proceed to run up to the next target point blank.
I can confirm this is an issue. I have Imoen and Minsc with bows, and a mage with darts, they often walk right up to an enemy before using their ranged weapons.
I can't reproduce it but it does happen on occasion. Seems to most often happen when you have a character singly selected.
Comments
Another thing, sometimes i have to click like 3 times till a char moves to the destination i want him to. he respondes each time i click (like: "sure", "no problem" etc) but doenst move...if this happens it doesnt show the circle where he shall move either.
In regards to the second issue...been complained about a lot already. The problem is especially prevalent when they already have an assigned order, and you try to change it.
Desired behaviour: Archers should stand and attack not move towards the target.
The problem also affects the PC is he/she is using the Default script (by default it's "None"). I don't know if the other player scripts are affected by this bug.
Expected Action: Ranged party members attack utilising their ranged weapon (and do not move) after completing an action.
Archer scripts are horribly bugged. I just started using short swords instead of the bow because my archer just runs up to monsters anyway. It seems as soon as the "AI" takes over, like in a situation where your archer has killed it's player assigned target, the archer will proceed to run up to the next target point blank.
I can't reproduce it but it does happen on occasion. Seems to most often happen when you have a character singly selected.
Could your check your bug forum for this? It's rather annoying ...