Ettins have 2 unusual bugs during combat that I don't think were intentional. I have a quick fix for both problems that I'll be using. This all assumes that you want the Ettin to attack with 2 weapons, of course. His original proto comes with both the Two Weapon Fighting and Improved Two Weapon Fighting feats, but they stuck him with 2 huge clubs that can't be dual wielded effectively. It looks like someone gave it a try at getting him using 2 weapons but there are 2 problems. 1) He doesn't have a light off-hand weapon for his size category to give him +2 on his attacks. Changing the size of his Ettin Club, Off-Hand to size_medium and 1d8 damage triggers the +2 Light Off-hand Weapon bonus 2) He swaps between using 2 weapons and 1 weapon between each attack round. Currently in his san_start_combat function, which triggers every combat round, he calls attachee.item_wield_best_all() which is causing this flipping. This fixed that problem: Code: if attachee.item_worn_at(4) == OBJ_HANDLE_NULL: attachee.item_wield_best_all() Also, his 2 clubs are +4 and +3 magic weapons. Was this an attempt to offset the fact that the Light Off-hand Weapon bonus wasn't triggering? For my purposes I've removed the enhancements. Here's his attack numbers BEFORE: And here they are AFTER the changes. I hope no one tells me that the Ettin is too dumb to figure out to us a light off-hand weapon, or he just can't make up his mind during combat, or the magic clubs are a gift from Iuz. :suprised:
Ettins are known to argue with themselves, so this is actually appropriate behavior @Dragon I've posted a hotfix for that issue, but it hasn't been rolled into an official release yet (or maybe it has and you got the one from the outdated mirror server - not sure anymore). Anyway, you can get the fix here http://www.co8.org/forum/showpost.php?p=134199&postcount=47
I finally had some time to look into the problem where Gremag stops talking to you. When comparing Gremag's DLG to Rannos', it seems there's a flag set ({1}{}{game.global_flags[197] = 1}) in the former and not the latter. Could that be the problem?
Spoiler alert I have a problem with the quest "What Lies Beneath" in Verbobonc I have found and arested Panathaes ,thus taking him into my party, taken the locket as evidence and use the emerald to talk to him and get a confesion , used the notes and found out where the children are, yet when i go talk to Captain Abiram with Panathaes in my group Tell him i have arested him and that he did it, i have no option other than to exit the conversation when he asks me for evidence, the same thing happened when i left him unconcious in the sewer and taked the kids into my group instead, is that a bug or is there something i did not do?
What version of the mod are you playing? That should have been fixed in 8.1.0. Check your version by clicking Help in-game and looking at the Co8 category.
Im having this issue as well. Sorta little different though, I left Hommlet and went to Nulb, did all my running around nulb (quest gathering) and returned to Hommlet. When screen come up party is standing in front of Inn of WW, with Brother Smith dialog screen up. However I have no 1-2-3 options, just black box. Box above shows a dialog history between me a Bother Smyth, but I actually never had the conversation with him. Also one of my PCs is suddenly overloaded ( he says so) but I cannot remove the dialog box so Im stuck. Cant move, check inventory, exit game, click on map...nothing. All I can do is wizz the mouse pointer around and hear ambient sounds.
I don't know how or why, but having an animal companion prevented the nulb ambush from triggering for me. The facts: After receiving the warning from Preston about the strange men looking for me, I went in and out of my house fifty times (I did count) with no result. Playing around with different options, I eventually dismissed my animal companion. The first time I entered the house without the animal companion, the encounter triggered.
To be clear, you mean the presence of the animal companion made the game evaluate my party as being weaker than without the animal companion? That's... odd, if so.
Not sure but the check for that encounter may have an upper bound as well. But yeah, it might be weaker, considering that you've added a presumably first level critter to your party, which will lower the average level. e.g., 5 member party who are all level 5 will average level 5, 6 member party with 5 level 5s and 1 level 1 will average 4.33. I believe the APL formula's more complicated than that, but you get the idea.
I had this same problem when I played a solo necromancer. His tag-along animated skeletons and zombies lowered the party level so much I never got the encounter. It also prevents a lot of the high level random encounters which trigger off average party level. The average is the total levels divide by the size of the party. It then adds a 1/2 level for each member over 4, or subtracts 1/2 for each member under 4. Or if you prefer math: avg = (level/count) + (count - 4)/2
What new mods have been put in the 8.1 release, if any? The only custom mods I have added to my game previously are sitras temple map mod (which is extremely convenient and practical), and sjbs cursors. Are there any other useful extra mods for the current release that I should be aware of?