Here is an interesting bug...apologies if this is widely known. I am using the Atari Patch 3. So...I encountered the "other" group of adventurers today. I am playing a good party...so I figured I would accept the encounter and chat witrh them, to see if maybe there was something I missed in the past. There wasn't. So...we decied to go our separate ays. That party said its goodbye and ran off...and Elmo ran off with them! So now I have an icon for Elmo. There is also a blue circle that follows me aroud. I can right click it, and Elmo's radial menu appears. And...his inventory will show up. But, you can't see any sign of Elmo. You can't tlak to him..and when combat happens...he doesn't fight. Basically, I have a useless Elmo icon taking up space in my party. So..now I am wondering why this would happen. I am speculating that perhaps that is the function of the "other" party...it can hore away your NPCS. But for whatever reason, the script doesn't work quite right. Has anyone encountered this before? Any thoughts on what might be going on?
Are you using Patch 3 with Co8 4.0 or on it's own? Together they cause a bunch of strangeness. Without Co8 4.0 (which fixes everything patch 3 does on top of everything else) you're going to have a bunch of additional bugs. As for what's actually happening, it seems like there's a runoff script for all NPCs coded into that encounter, which means Elmo runs off as well. There is no "stealing" going on, just a bug that doesn't cause Elmo to be excluded from the rest of the NPCs on screen leaving.
It could be the other adventurers run.off script that has affected Elmo too, I haven't actually seen the script yet, but disabling the run.off command in the .dlg or the .scr should fix it. They don't NEED to run.off and you can access the world map from that random encounter so leaving the other group there isn't really a problem.
That would be cool, Allyx,... ...since it would resolve some of those issues I saw discussed with people killing off the "other adventurers" to get their gear, but not being able to because of roleplaying thier alignment. Can't pickpocket the "other adventurers" because they always run off, got no choice but to off 'em if you want their stuff, or even a look at em. Did that already in my game, but this thread reminded me to mention that the potion of Tasha's Hideous Laughter is pickpocketable. I'm guessing it shouldn't be, as it says so in the description.mes.
Well...that brings up something interesting as hell. Why not have potions and scrolls that are cursed? There ought to be quite a lot of these out there. Some undesired magical effect besides simply poisoning the drinker. Tasha's would be great...it could really screw up the best laid plans during a crucial combat. Make players want to check them out before use...
@ Lord_Spike, Cujo has put this idea to me before, I said I will make more cursed potions, I need to do a few scrolls for Darmagon's spells too, I've just been a bit pre-occupied with doing my own mod recently. I will get to them though, I may even mix up the current potions icon's/floor pictures just to mess up the more experienced ToEE'ers! Ooh, and the first time you gulp down a potion of disintegrate, you'll wish you did identify it!
The vanishing Elmo is probably due to the same issue wizgeorge had ages ago with Fruella running off: http://www.co8.org/forum/showthread.php?t=1322 Like Allyx said, the most likely culprit is the script that tells all NPCs to leave the area when the encounter is over.
Well cursed potions and scrolls are an absolute necessity for KotB, some of the quests rely on them. Can we turn PCs into toads? Was that issue ever settled?
I can verify what Allyx said about the script. Used the console to call up the adventurers in the Shop Map because I wanted to see the potion I pickpocketed again. It's the potion that's labeled "Wand of Laughter". Accidentally allowed the dialog with the adventurers to play out and all three shopkeepers up and ran off with the adventurerers when they left.
Well, either disabling/deleting the all_run_off command in the dlg file or the scr file should fix the problem it causes, tackling the animate dead version of this bug will require a better scripter than me though
Woah. Looks like Liv actually made a goof. (Not being snarky, just surprised. She was pretty thorough) Does anyone know if there is an OIF_NO_PICKPOCKET tag? I may have to put it on her assorted "potions" as part of my protos overhaul. (For those unaware, Liv created a bunch of special potions to get NPCs to do things the game engine normally didn't allow them to do, like break free from webs and use certain items/spells.)
Speaking of Disintegrate, the Disintegrate spell works like a champ against the ghaleb dur (spelling?) - except if their SR fizzles the spell.
Yes there is... What's more, with ToEEWB If your not sure what you can put in a certain field click on the field in question, and take a look through the IntelliProperties drop down box (very handy at avoiding spelling mistakes too) to find what your looking for.
I've been doing that. Thanks. I just couldn't remember if there was a flag for that in there. I've noticed the intelliproperties list has the extraplanar subtype spelled "extraplaner" but there are pre-existing creatures where it is spelled "extraplanar". Which one is actually used by the game?