02-21-2004, 11:03 AM | #1 |
Quintesson
Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 43
Posts: 1,088
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I've come across this bug before in the past, but in my most recent game, I want to address it but cannot find a suitable fix anywhere!
The problem lies with the spell "dispel magic", in that whevever it is cast on my shifter, his claws are dispelled allowing him to attack with whatever weapon he likes (at the same APR of the werewolf/greater werewolf) - normally, weapons can't be equipped/unequipped when in shapeshifted form. In the case of a Greater Werewolf, the standard 1D6 claw, 3 APR can be dispelled, and then say, the Staff of Rhynn +4 can be equipped for 1D6+4 damage, whilst retaining the 3 APR. This is massively annoying, although this is an advantageous bug, and I need a fix. Can anyone point me in the direction of one please? BaldurDash has not addressed this AFAIK. |
02-21-2004, 11:32 AM | #2 | |
Dracolich
Join Date: January 24, 2004
Location: UK
Age: 41
Posts: 3,092
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Weimer's Ease of Use should do the trick, you can install components singly so you can avoid the stuff you don't want.
The shapeshifter rebalancing section http://weidu.org/ease.html fixes the dispelling problem but also adds some other effects. From the readme: Quote:
[ 02-21-2004, 11:38 AM: Message edited by: shamrock_uk ] |
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02-21-2004, 12:24 PM | #3 |
Quintesson
Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 43
Posts: 1,088
|
Thanks Shamrock, but I'm not touching that mod with a 50 ft pole. Personally, I don't feel that the shapeshifter needed rebalancing at all, since if used properly it is a very potent class as it stands. That mod makes something that's alredy very powerful into something rediculously over-powerful.
What I really need is the sole fix to nullify being able to dispel the paws to use any weapon. |
02-21-2004, 01:52 PM | #4 |
Dracolich
Join Date: January 24, 2004
Location: UK
Age: 41
Posts: 3,092
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Hmm..this thread might offer some inspiration in that case
http://forums.fwstudios.net/index.php?showtopic=2679 It seems to imply it's an engine limitation, and the only way to get round the problem is to do what Westley did in EoU. Perhaps it would be possible to take just the paw components from the mod, leaving the restistances etc as they are in the unmodded game? (and as a slight aside, is the shapeshifter rebalance overpowered if the original didn't receive intended benefits due to mis-implementation?) EDIT and this one: http://forums.fwstudios.net/index.php?showtopic=3294 Not sure how helpful it will be in terms of a solution, but will help you understand what other people have tried in order to workaround [ 02-21-2004, 01:56 PM: Message edited by: shamrock_uk ] |
02-21-2004, 02:05 PM | #5 |
Dracolich
Join Date: January 24, 2004
Location: UK
Age: 41
Posts: 3,092
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To expand slightly on what I meant and make it clearer...could you not install the Ease of Use mod, copy the item files for the claws somewhere else, them uninstall the mod, importing just the claws back into the game? You could then ShadowKeeper them into your inventory and equip them when your claws are dispelled? It's not elegant, but it might work?
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02-21-2004, 02:29 PM | #6 | |
Quintesson
Join Date: May 1, 2001
Location: Leeds, West Yorkshire, England
Age: 43
Posts: 1,088
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Great links Shamrock! [img]smile.gif[/img]
It does indeed appear to be a BG2 engine limitation in that "Dispel Effects" will always remove a magical weapon I quite like your idea too of: Quote:
Thanks! |
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