Do you play with customized scripts?
- Chippox of Doom
- Posts: 33
- Joined: Tue Mar 14, 2006 2:43 pm
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Do you play with customized scripts?
If so, Wich ones do you use on diffrent party roles?
I usually just use the standard attack on every character except my main healer. I find it somewhat buggy and annying to use anything else.
This run i play a Thief PC, and for some reason it feels like its taking longer to reveal traps then when having a npc thief in my party? So mostly curious if any of you use some nifty script for theifs.
I usually just use the standard attack on every character except my main healer. I find it somewhat buggy and annying to use anything else.
This run i play a Thief PC, and for some reason it feels like its taking longer to reveal traps then when having a npc thief in my party? So mostly curious if any of you use some nifty script for theifs.
I control characters directly at all times, with scripting disabled to prevent breaking of stealth, casting interruption and aggro.
Fighters, Paladins and Barbarians do use scripts. Still i sometimes disable even those, so that they do not run into incendiary clouds when chasing enemies.
Fighters, Paladins and Barbarians do use scripts. Still i sometimes disable even those, so that they do not run into incendiary clouds when chasing enemies.
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#1
Is there a way to get Charname to attack enemies rather than stand around?
I really only need to know this for solo games, if that makes a difference as the script for NPCs does this automatically, and being without one combatant for a while is okay in a group, it has to be avoided in solo games, otherwise I come back to the keyboard to have to reload.
For when I walk away from the keyboard at spawns like the Elemental gates, otherwise I have to manually target the next attack to engage enemies. And after killing the first critter in a crowd, the protagonist just stands there staring blankly.
#2
Also is there a script for NPC Cleric to *not* disengage Turn (Command) Undead?
They need constant maintenance when under attack, and I would rather soak a few hits and be using TU, than missing with retaliatory strikes. There is "Adventurer" scripting for the Thief, so he does *not* disengage Detect Traps, that works 100%, and was wondering if there is something similar for the Divine classes?
Thanks,
Victorian
Is there a way to get Charname to attack enemies rather than stand around?
I really only need to know this for solo games, if that makes a difference as the script for NPCs does this automatically, and being without one combatant for a while is okay in a group, it has to be avoided in solo games, otherwise I come back to the keyboard to have to reload.
For when I walk away from the keyboard at spawns like the Elemental gates, otherwise I have to manually target the next attack to engage enemies. And after killing the first critter in a crowd, the protagonist just stands there staring blankly.
#2
Also is there a script for NPC Cleric to *not* disengage Turn (Command) Undead?
They need constant maintenance when under attack, and I would rather soak a few hits and be using TU, than missing with retaliatory strikes. There is "Adventurer" scripting for the Thief, so he does *not* disengage Detect Traps, that works 100%, and was wondering if there is something similar for the Divine classes?
Thanks,
Victorian
I've been using GBScripts, which you can get, along with some other good stuff, here.
I'm also trying out some others, but haven't assessed there usefulness yet. GBScripts aren't too bad, I've even won the final SoA fight just letting the party run itself using them. It was a very powerful party though, and I'd made sure they had the right spells/equipment ready.
There is a tendency to use area of effect spells which can encompass the party as well; but if they haven't got any AOE spells memorised this isn't a problem.
Simply set you protagonist to use the appropriate scrip and standing around doing nothing shouldn't be a problem.
I've never yet come across any way to stop a cleric switching of Turn Undead apart from not having any script running on the cleric, a real pain.
I'm also trying out some others, but haven't assessed there usefulness yet. GBScripts aren't too bad, I've even won the final SoA fight just letting the party run itself using them. It was a very powerful party though, and I'd made sure they had the right spells/equipment ready.
There is a tendency to use area of effect spells which can encompass the party as well; but if they haven't got any AOE spells memorised this isn't a problem.
Simply set you protagonist to use the appropriate scrip and standing around doing nothing shouldn't be a problem.
I've never yet come across any way to stop a cleric switching of Turn Undead apart from not having any script running on the cleric, a real pain.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.
And everything is hidden in the fine print.[/QUOTE]
And everything is hidden in the fine print.[/QUOTE]
Thank you galraen, that seems to answer the questions perfectly.
In the readme.txt file, it explains the hot-key "U" which aggressively turns Undead, so it must be a game thing, and not something I had missed.
I downloaded the scripting, and Ill try it out in the next day or two, and let you know what I thought of the feature, it is the first add on to BG:SOA I have downloaded that I intend to use, I do not even use Joluv the Bonus Merchant; I have only played the vanilla game without modification, and still have yet to decipher Shadow Keeper et. al.
Mostly I use clerics for protection. I have a few questions, but Ill wait until I try the script, as I am happy to manually use spells for >90% of the game, and dont really like the auto-cast options, as I mostly play "no resting" types of games.
My current solo F7>C11(9) defeated Kangaxx by midnight, and entered the Twisted Sigil by day one hour four, no spells and already under the effects of level drain (not good, the Vampire kept draining me further.), and I am usually happy to last Spellhold and the Underdark with the memorization off the boat journey to Brynnlaw. Though up until that point as there are no spells memorized I guess whatever the scripting does fine.
Though places like Asylum where the Liches can be commanded by Viconia, the spell casters all have spells memorized and are a mix of diametric alignments so spells like Holy Smite; are usually memorized and will kill or endanger other NPCs if the were set to automatically cast any spells, and I would have to rest after each major battle if they cast Negative Plane Protection; and other buffs that are meant for specific upcoming encounters.
Thank you galraen, Ill try the scripting out, and post results.
In the readme.txt file, it explains the hot-key "U" which aggressively turns Undead, so it must be a game thing, and not something I had missed.
I downloaded the scripting, and Ill try it out in the next day or two, and let you know what I thought of the feature, it is the first add on to BG:SOA I have downloaded that I intend to use, I do not even use Joluv the Bonus Merchant; I have only played the vanilla game without modification, and still have yet to decipher Shadow Keeper et. al.
Mostly I use clerics for protection. I have a few questions, but Ill wait until I try the script, as I am happy to manually use spells for >90% of the game, and dont really like the auto-cast options, as I mostly play "no resting" types of games.
My current solo F7>C11(9) defeated Kangaxx by midnight, and entered the Twisted Sigil by day one hour four, no spells and already under the effects of level drain (not good, the Vampire kept draining me further.), and I am usually happy to last Spellhold and the Underdark with the memorization off the boat journey to Brynnlaw. Though up until that point as there are no spells memorized I guess whatever the scripting does fine.
Though places like Asylum where the Liches can be commanded by Viconia, the spell casters all have spells memorized and are a mix of diametric alignments so spells like Holy Smite; are usually memorized and will kill or endanger other NPCs if the were set to automatically cast any spells, and I would have to rest after each major battle if they cast Negative Plane Protection; and other buffs that are meant for specific upcoming encounters.
Thank you galraen, Ill try the scripting out, and post results.
I have recently returned to the world of BG2 and I have followed this topic with interest. I am currently working on a party AI script that is, in my ever so humble opinion, better than everything else I could find, and I really need beta testers.
I personally love this script to death. It has all the cleverness of well-known stuff like gSeries/eSeriesand GBScripts, but does not attempt to take control from the player.
To quote the ReadMe:
I personally love this script to death. It has all the cleverness of well-known stuff like gSeries/eSeriesand GBScripts, but does not attempt to take control from the player.
To quote the ReadMe:
Any takers? I am currently working on version 1.1 as I go through the game for the second time. If anyone is interested, I can hook them up with the latest beta.I wrote these scripts for personal convenience. These highly sophisticated scripts automate tedious parts of the game, leaving the cool stuff to the player. Highlights include healing the party at the press of a key, configurable fighting styles, smart use of Stoneskin, Iron Skins and Melf's Minute Meteors, stealth mode, turn undead mode, and automatic trap finding. The AI of several summoned creatures has been rewritten to make better use of their abilities.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Lemme get the ReadMe in order, then I'll upload version 1.1 somewhere. The ReadMe is a little tl;dr, so I'll try to include a Quick Start.
Would you like to see the debug text? I have characters speak lines like "Melee", "RANGED:", "Defend me!", "Run away! Ha ha ha!" and whatnot to explain what they're doing, but this is not supposed to be visible in the final version since it really spams up the text window. I will turn this off, but if you would like to see it to get a better understanding of what your party is thinking, just let me know and I will turn it back on.
Would you like to see the debug text? I have characters speak lines like "Melee", "RANGED:", "Defend me!", "Run away! Ha ha ha!" and whatnot to explain what they're doing, but this is not supposed to be visible in the final version since it really spams up the text window. I will turn this off, but if you would like to see it to get a better understanding of what your party is thinking, just let me know and I will turn it back on.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Alright, here it is: xSeries AI script 1.1 beta release, in the Throne of Bhaal forum (since it does, of course, require Throne of Bhaal.)
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
- roller1234
- Posts: 191
- Joined: Thu Nov 15, 2007 12:42 am
- Contact:
yes, i definitely play with scripts, selfwritten. And cant imagine playing without. I dont like any public ones because they autocast spells, and also are utterly complex.
Here is what my script does:
-party members now actually attack enemies which are close to them and not just stand idle.
-party members no longer autoattack if invisible, and break stealth.
-rogues always look for traps, unless invisible.
These are just a couple of lines of code and will not automate stuff or break it, pretty safe to use. No hotkeys whatsoever. Extract the file into the "scripts" folder and just assign it for everyone, no harm done, its barely different from the default script.
The only thing i wish i could do is to make them change weapons depending on situation, so archers could autoswitch to melee and back. But there is no command to do this in BG2 scriped language, the characters do not know which weapon they are using. The only thing i could write is for them, and mages, to keep distance, but thats too much automation already so i removed it. I also have a script which makes a bard autosing in combat, but its a separate file and could theoretically collide with melee bards, so im not including it, but its a huge help for singing bards. Is a couple of years since i wrote them so i could forget a thing or two.
Here is what my script does:
-party members now actually attack enemies which are close to them and not just stand idle.
-party members no longer autoattack if invisible, and break stealth.
-rogues always look for traps, unless invisible.
These are just a couple of lines of code and will not automate stuff or break it, pretty safe to use. No hotkeys whatsoever. Extract the file into the "scripts" folder and just assign it for everyone, no harm done, its barely different from the default script.
The only thing i wish i could do is to make them change weapons depending on situation, so archers could autoswitch to melee and back. But there is no command to do this in BG2 scriped language, the characters do not know which weapon they are using. The only thing i could write is for them, and mages, to keep distance, but thats too much automation already so i removed it. I also have a script which makes a bard autosing in combat, but its a separate file and could theoretically collide with melee bards, so im not including it, but its a huge help for singing bards. Is a couple of years since i wrote them so i could forget a thing or two.
- roller1234
- Posts: 191
- Joined: Thu Nov 15, 2007 12:42 am
- Contact:
I believe my script does all this. At least looking at the latest source, it definitely has checks for turn undead. But i dont remember if i actually compiled it. The attached one is directly from the game folder.Victorian wrote:#1
Is there a way to get Charname to attack enemies rather than stand around?
I really only need to know this for solo games, if that makes a difference as the script for NPCs does this automatically, and being without one combatant for a while is okay in a group, it has to be avoided in solo games, otherwise I come back to the keyboard to have to reload.
For when I walk away from the keyboard at spawns like the Elemental gates, otherwise I have to manually target the next attack to engage enemies. And after killing the first critter in a crowd, the protagonist just stands there staring blankly.
#2
Also is there a script for NPC Cleric to *not* disengage Turn (Command) Undead?
They need constant maintenance when under attack, and I would rather soak a few hits and be using TU, than missing with retaliatory strikes. There is "Adventurer" scripting for the Thief, so he does *not* disengage Detect Traps, that works 100%, and was wondering if there is something similar for the Divine classes?
Thanks,
Victorian