Bug #30471

Advanced AI doesn't work properly for exported characters

Added by Arnold Wells over 2 years ago. Updated about 1 year ago.

Status:Closed - FixedStart date:04/07/2017
Classification:Public ItemDue date:
Assignee:-% Done:

100%

Category:-
Target version:Public Bug Reports - 2.5.17.0
Found In Version:Public Bug Reports - 2.3.67.3

Description

Observation: After exporting my post-SoD character to either BP, BG1, or BG2, Advanced AI can no longer autocast spells nor use any innate abilities. Other functions like attack, trap detection etc. work fine though. There was no such issue when my entire game got transferred to SoD after beating Sarevok by the way.

Investigation: Bubb on this https://forums.beamdog.com/discussion/64106/advanced-ai-doesnt-work-properly-after-character-exporting/p1 thread narrowed the problem to be caused by some local variables which increase in number with the game progression under unclear conditions. Those variables act like timers, and when a character is exported into a new game, whose new timers, which start at 0, must somehow exceed the previous timers at the time of the exportation for Advanced AI in the new game to autocast or use innate abilities.
In my case, I used EEkeeper to set some of the affected variables' values to 0, then Advanced AI starts to work properly.

Full list of the affected local variables as below:
BD_Blind; Blind
BD_Cast; Controls one-round casting delay
BD_CLTM; Zone Of Sweet Air
BD_Dharm; Defensive Harmony
BD_DInv; Detect Invisibility
BD_Glitter; Glitterdust
BD_Haste; Haste
BD_HIDE; Hide in Shadows
BD_Horror; Horror
BD_RParal; Remove Paralysis
BD_SCLAR; Spiritual Clarity
BD_Slow; Slow
BD_Spook; Spook
BD_Support; Controls delay between buffing-spells
BD_Wand; Controls delay between wand usages

Note
Internal report #30476

History

#1 Updated by Arnold Wells over 2 years ago

  • Description updated (diff)

#2 Updated by Richard Hilton over 2 years ago

  • Description updated (diff)
  • Status changed from New to Submitted

#3 Updated by Richard Hilton over 2 years ago

Console workaround (the below can be pasted into the console in one action)
Make sure the mouse is over the affected character before pressing Enter

C:SetGlobal("BD_Blind","LOCALS",0);
C:SetGlobal("BD_Cast","LOCALS",0);
C:SetGlobal("BD_CLTM","LOCALS",0);
C:SetGlobal("BD_Dharm","LOCALS",0);
C:SetGlobal("BD_DInv","LOCALS",0);
C:SetGlobal("BD_Glitter","LOCALS",0);
C:SetGlobal("BD_Haste","LOCALS",0);
C:SetGlobal("BD_HIDE","LOCALS",0);
C:SetGlobal("BD_Horror","LOCALS",0);
C:SetGlobal("BD_RParal","LOCALS",0);
C:SetGlobal("BD_SCLAR","LOCALS",0);
C:SetGlobal("BD_Slow","LOCALS",0);
C:SetGlobal("BD_Spook","LOCALS",0);
C:SetGlobal("BD_Support","LOCALS",0);
C:SetGlobal("BD_Wand","LOCALS",0)

#4 Updated by Richard Hilton about 1 year ago

  • Status changed from Submitted to Closed - Fixed

Fixed in build v2.5.16.4 (internal)

#5 Updated by Anders Svensson about 1 year ago

  • Target version set to Next Update
  • % Done changed from 0 to 100

#6 Updated by Anders Svensson about 1 year ago

  • Target version changed from Next Update to 2.5.17.0

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