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Echo123 Offline OP
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Hi

If I put extra enemies in levels where there are already some enemies, will they turn hostile to each other?

Another question-

Today I tried putting
braccus rex
near the first corpse you encounter(the one which initiates watcher statues quest), then I also placed a skeleton archer which kind of looked like a sand skeleton archer(the ones you face outside evelyn's hideout) near him(I don't exactly remember what skeleton variant I put in the map). I saved the mod and l loaded the game(NG+). There was a problem and the game didn't autosave. There were no monsters anywhere(the map was fully empty).

Then again I tried a NG+, this time the game started fine, and there were all enemies in the map again. But the sand skeleton archer was turned into a loot-able skeleton corpse.
Braccus
was there and he started attacking my party, but what happened to the skeleton?

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Enemies will turn hostile to each other if they have opposing alignments. You can set this on the side bar. If they are both the same (or both friendly alignments) they shouldn't attack each other.


I usually use CYS_Village for neutral/good characters and the standard Evil NPC for enemies.


Not sure what happened for your second problem. I'm not super well versed in adding/editing the main campaign.

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Echo123 Offline OP
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@SniperHF
I don't have any CYS_Village in root template section. Is there anything I am doing wrong?

Last edited by Echo123; 25/07/16 06:47 AM.
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CYS_Village is just an alignment type, you type it in manually on the sidebar of any character.

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Echo123 Offline OP
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Oh I see. Thank you.

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The alignment definitions can be looked up in the file Data\Editor\Templates\Alignments\Alignment.lsx

Although I do not fully understand everything in there, my assumption is that in an entry like

Code
<node id="Relation">
    <attribute id="Source" value="Hero" type="22" />
    <attribute id="Target" value="Evil" type="22" />
    <attribute id="Value" value="0" type="4" />
</node>


the value="0" means that a meeting of characters in these two categories results in an immediate combat start as soon as one sees the other.

The 'Evil NPC' Sniper mentioned can be found in the file too

Code
<node id="Entity">
    <attribute id="Alignment" value="Evil" type="22" />
    <attribute id="Name" value="Evil NPC" type="22" />
</node>



And for example

Code
<node id="Relation">
    <attribute id="Source" value="Hero" type="22" />
    <attribute id="Target" value="Neutral" type="22" />
    <attribute id="Value" value="50" type="4" />
</node>


makes sure that the Orcs in Hunter's edge, who are mostly in the category

Code
<node id="Entity">
    <attribute id="Alignment" value="Neutral" type="22" />
    <attribute id="Name" value="DAF_VillageBO_Orc" type="22" />
</node>


do not attack you immediately, and

Code
<node id="Relation">
    <attribute id="Source" value="DAF_VillageBO_Torturers" type="22" />
    <attribute id="Target" value="DAF_VillageBO_Prisoners" type="22" />
    <attribute id="Value" value="50" type="4" />
</node>


makes sure, the torturer's in the Hunter's Edge prison do not slaughter the prisoners, so that there is still some story to tell.

This alignment can be changed by script, because at some point, there is a time for fighting in Hunter's edge ;-)

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Echo123 Offline OP
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Very useful info man. Thank you.


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