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Suspected/Confirmed Bugs in Baldur's Gate II: Shadows Of Amn (Post-Patch)

Last updated: 2001 - July - 17

The following list of suspected and confirmed bugs is in no particular order. As it grows over time, you can search on a keyword in major browsers by pressing Ctrl-F, so you should be able to find what you seek. Make sure you have the patch installed, and not the Beta of it. When you click the disk icon in the game, under the word Options is the version number: if it is anything less than v2.0.23035 then you are unpatched or using the Beta patch; quit the game of course, and download and install the full patch immediately. Your bug might go away. Make sure you have the latest card drivers (especially for ATI chipsets,) both the manufacturer's and OpenGL's. Make sure you have the latest fully supported DirectX and not an older version or a Beta. You can check this with Start:Run, type dxdiag then OK. The second-last line will show your DirectX version.

Another thing to suspect is that in a full-install, your savegames and also your data files can get corrupted. If no one else has had the same bug, move your Save folder, uninstall, delete the BG2 folder, reinstall, repatch, and move the save folder back, then try loading. If it still doesn't work, zip up the subfolder of the save game that won't load and send it to a friend with a working BG2. If they can't load it without the same error, then the savegame is corrupted. Use another one. If it does, then if you've reinstalled, you may have dirty/scratched media, a driver problem, or perhaps it really is a bug. Try everything else first before assuming it is. I have confirmed all of these bugs that I can, and that's just about all of them that are here.

To submit a bug that isn't here, e-mail me at mrke...@rogers.com if you like. Please only submit bugs that are universal and can be reproduced, not on the lines of "BG2 doesn't work with my VooForce 2000 SUX card with driver version 3.14159..." That could be the card's drivers causing it. Things that affect gameplay and are completely contained within the game will end up here. And please don't complain about Bioware or Interplay or Black Isle...who knows how many really horrible bugs were squashed before the release with the few we see. Baldur's Gate 2 is certainly one of the most complex games ever written, in terms of how many variables and possible interactions between them there are, given that it is an interactive environment with more to do than kill everything that moves, with thousands of characters, items, locations and dialog options.

Entries with black backgrounds were added or changed in the most recent update of this list.

Description/Details Suspected Cause Solution (if known)
Interface sometimes disappears and game continues if spell Imprisonment is cast on protagonist; protagonist doesn't disappear and keeps on fighting if that's what they were doing. Programming. Quit game with Alt-F4 as cannot use game controls to do so. Avoid Imprisonment using Spell Immunity: Abjuration, Spell Trap, Protection From Magic scroll, Rod Of Absorption or Berserker Mode.
Switching to Windows with Ctrl-Esc or Alt-Tab, then back to the game, can result in a SetPixelFormat() error crash or in creature avatars being invisible. Programming. This appears to be a game bug (rather than a driver or OS bug) due to the existence of the solution here, which can prevent the problem from occurring. Rather than switching back to the game from Windows normally, either press Ctrl-Alt-Delete and choose End Task for Baldur's Gate 2, or right click the taskbar entry and choose Close. When the "Are you sure you want to quit? Boo will miss you..." dialog appears, choose "No" and Baldur's Gate 2 will then reappear, and the graphics will most likely be reinitialized properly such that the errors do not occur.
If a neutral (blue-white circle) character is in dialog with a player character, and the game action still continues with the dialog open, if the neutral character dies and still has dialog, the game will crash as the speaker is not alive to speak. This crash may require a reboot to restore from. Programming. Avoid speaking to neutral characters who are fighting each other. Some examples: Shank and Carbos in the Bridge district, Hendak and Lehtinan in the Copper Coronet, the pirates and duelists in Brynnlaw.
Numerous bugs with the Jaheira romance/Harper plot (Terminsel doesn't appear when he's supposed to, very slow progression, a couple of strange dialogs and dialog looping.) Script errors. Manveru's update to my Improved Jaheira Romance/Harper Plot will resolve those errors. Large thanks to Manveru for updating this and removing the remaining bugs with it!
Leaving the Underdark and meeting up with Elhan's elves (AR2500) with Jaheira in the party after becoming involved with the Harpers, the Harpers attack and the elves go hostile, so the game cannot be finished. Script error. This is also resolved by the Improved Jaheira Romance/Harper Plot or alternatively, try using Mass Invisibility to make the party invisible before going outside, avoid the elves, and go visible when they are out of sight on the same map. Then find and kill the Harpers out of the elves' visual range, and talk to Elhan to return to the plot.
To gain entrance to the Spellhold Asylum, if the protagonist speaks with the Pirate Lord, but then decides not to trust him and instead obtains the Wardstone from Perth The Adept, on entering Spellhold with it, Irenicus (as the co-ordinator) will not appear, so the game cannot be finished. Script error. You could download and install my Spellhold Asylum Entry & Sequence Loop Fix or just ensure that only one choice on the method of entry is followed to avoid this error.
If the co-ordinator (Irenicus in disguise) is attacked by the player in Spellhold after using the Wardstone to enter, and the attack is strong enough that he doesn't dimension-door in but talks from the lab, when the player returns from the dungeon, Irenicus will appear and return the player to the jar, repeating the sequence and leaving the player trapped in the jar and the game unfinishable. Script error. Variable for Irenicus' appearance not set if he talks from the lab instead of appearing in front of the player in his true form. This game-killer is also resolved by my Spellhold Asylum Entry & Sequence Loop Fix as is the error above.
Irenicus, either as himself or in the co-ordinator guise, can be killed in Spellhold with certain instant-death spells such as Disintegrate. Killing the co-ordinator will prevent the game from being finished. Killing Irenicus will cause continuity errors and prevent Yoshimo from appearing if he was present in the party on arrival to Spellhold, but the game can be finished in the latter case. Creature definition error. Irenicus' virtual "ring" that prevents him from being killed outright (as he must escape Spellhold for the plot to continue) is the same one he wears in the final battle where he is supposed to be susceptible to instant-death spells. As well, his alignment is erroneously listed as Chaotic Good (as his creature definition files were copied from Elminster's, who has the same stats) and his race as Human. His alignment being incorrect prevents spells such as Protection From Evil or Holy Word from working. Download and install my Spellhold Irenicus Fix which makes him properly unkillable and fixes his alignment and race.
As with the error above, Irenicus' alignment is erroneously listed as Chaotic Good (as his creature definition files were copied from Elminster's, who has the same stats) and his race as Human in the Suldanessellar Tree Of Life battle, which prevents spells such as Protection From Evil or Holy Word from working. Creature definition error. Download and install my Suldanessellar Irenicus Fix which fixes his alignment and race.
After killing the vampires in Bodhi's lair for the Shadow Thieves, one or more coffins cannot be staked, therefore Bodhi will not appear and the game cannot be continued nor finished. Script error. You might want to download and install my Unstakable Vampire Fix or alternatively, to avoid this error be sure to not kill any of the Gaseous Forms that appear when the vampires are "killed" as this is one proven cause.
Irenicus' dungeon area is not flagged as such, so strange dialog may occur, most noticeably with familiars. Area definition error. Beige Tangerine's Irenicus' Dungeon Area Type Fix will resolve this.
Over 40 other areas also have incorrect area type flags (though usually not as noticeable) which can lead to strange NPC dialog (such as complaints about noisy cities in empty, silent buildings, or LoveTalk in dirty monster-filled dungeons.) Area definition errors. You could try my Fixed Area Type Flags to correct this.
Several outdoor "random encounter" areas marked as indoor, so the druid spell Call Lightning fails to work. Area definition error. You could try Beige Tangerine's Outdoor Encounter Areas Fix to resolve this. I found and added one more area in the most recent update.
Bodhi fails to unlock the door to her underground lair in the Athkatla cemetery when the protagonist agrees to work for her, so the game cannot be finished. Script error. Her dialog file opens the door by referring to its name only, therefore if she is met anywhere but in the main cemetery area (AR0800) the door is in another area so is not unlocked. Download and install my Inaccessible Bodhi Lair Fix which will fix the problem immediately, or you will have to reload.
In the final battle with Bodhi, if the paladins of the Radiant Heart are recruited, Eric Van Straaten's Harbinger blade will occasionally detonate, causing all allies (paladins, assassins and Drizzt's group) to flee as if a player character attacked them. Item definition/AI script error. You could download and install my Paladin Harbinger Drives Away Allies Fix to prevent Harbinger from detonating while Van Straaten wields it.
Rare problem where the "ambush" at the Planar Sphere stronghold fails to occur; the assassins' "gating" animation plays but no one appears and Teos cannot be spoken to afterwards. Unknown; as the scripting for this event was proper, it may be a rare engine bug. If this is happening to you, my Planar Sphere Assassins Not Appearing Fix should resolve it my changing the method used to make them appear (with the same results.)
If the player sided with the Shadow Thieves, after Bodhi is dead in Chapter 7, if the player talks to Aran Linvail, he sends the player/party back to Bynnlaw as if it had not happened before. As the quests there were already done, the player is stuck. Dialog script error. The dialog checks for Chapter 6, but not 7. Download and install Beige Tangerine's Aran Linvail Chapter 7 Return to Spellhold Fix to prevent this from happening.
Confusing mismatch in Aran Linvail's reputation/reaction checks if the protagonist has a low reputation but good Charisma when asking for help against Bodhi. Dialog script error. The dialog checks for Chapter 6, but not 7. My update to Beige Tangerine's Aran Linvail Chapter 7 Return to Spellhold Fix will fix this as well.
In the finale to the Unseeing Eye Quest, when the Rift Device is assembled, the Unseeing Eye (Beholder) appears when the protagonist/party leaves the area the second part was found. If the game is saved after the device is assembled and this save is then reloaded, the Unseeing Eye will not appear and so the quest cannot be finished the "correct" way. Script error. You could download and install my Unseeing Eye Fix, or: ensure that the game is saved just before, and not after, the Rift Device is assembled. If stuck, there should be an Autosave just at the entry to the lair that can be reverted to. Also, the quest can be finished by getting rid of the Rift Device, as carrying it out is fatal, and attacking Gaal. The Unseeing Eye will appear where Gaal is.
Dual-classed Fighter/Druids cannot obtain the Grove stronghold and Great Druid title, nor can multi-class Fighter/Druids and dual-classed Druid/Fighters who have removed the experience point cap. Dialog/script errors. Level 14 criterion check only checks the player's first class' level. Beige Tangerine's Fixed Druid Multi/Dual-Class Stronghold will resolve this omission and allow the stronghold to be obtained.
Rare "No valid replies or links" dialog bug with the druid who summons the protagonist to the Grove if he is not talked to when he appears, and talked to after the Grove obtained. Dialog oversight. My Druid Messenger No Valid Replies Or Links Fix will prevent this infrequent error, or you could just ignore the druid.
In the paladin stronghold quest episode where Tyrianna is protected from assassins, she may become hostile to the paladin/party for no apparent reason, and the quest may fail to complete, leaving the player unable to obtain the stronghold. Script/creature definition file errors. Two timers may be broken by going upstairs at inopportune times, and Tyrianna's definition file has a leftover AI script that makes her go hostile if the elf (the only evil one, ironically) is killed in her sight. My Paladin Tyrianna Assassin Quest Fix will prevent all three of these errors from occurring, or just be sure to kill the elf downstairs and don't go upstairs arbitrarily.
Though the protagonist is only supposed to have one stronghold per game, multi/dual-class fighters and mages may obtain the D'Arnise Keep or Planar Sphere after obtaining another stronghold. Dialog script errors. Nalia D'Arnise and Lavok Corthala fail to check in some instances before offering the stronghold whether the protagonist already has one. Beige Tangerine's Multiple Strongholds Exploit Fix will prevent this, or just play nice and avoid accepting more than one.
Delon, the boy in the Goverment District of Athkatla who gives the Umar Hills (ranger stronghold) quest and map location, will show up again after it's complete and will "give" it again, complete with duplicated journal entries, though it can't be completed twice. Dialog script error. Unavoidable at present other than by not talking to him a second time.
Evidence of an excised subplot involving the Athkatlan slavers, the Guarded Compound and the Twisted Rune lair leaving these areas as random encounters with no clues they are connected, or even there. Script errors and/or decision to excise links between them. You could try my Restored Slave Lord & Twisted Rune Quest Fix, which restores the connections between them, including adding a clue item that was intended for the game at first.
If Shangalar is killed in the Twisted Rune lair before gating his allies in, then the player is trapped as the "key" out is a piece of one of the allies. Dialog script oversight. Beige Tangerine's Trapped In Twisted Rune Lair Fix will prevent this from happening.
When entering the Twisted Rune lair, the game autosaves. If the autosave is then reloaded, the Rogue Stone 'key' is gone and therefore the lair cannot be entered. Script error. This is also resolved by my Restored Slave Lord & Twisted Rune Quest Fix, or also by manually saving before opening the door in front of the portal to the lair.
When Phaere assigns the task to kill the Beholder, if she is spoken to again before going to the right area, it sometimes causes the script to break such that she and Solaufein will no longer be responsive when they have arrived where the Beholder should appear, ruining the Ust Natha plotline. Script error. Talking to Phaere again increments a variable in such a way that it appears the protagonist has already gone to the correct area. You could download and install the Ust Natha Trapping Player & Beholder Plot Fix where Beige Tangerine prevents this from happening. If it has already happened, download and install it anyways, as the ReadMe file I wrote for it details how to fix it in this situation, and the fix will prevent it from happening again.
Near conclusion of the Ust Natha plotline, the Matron Mother seals the area (cannot be exited) before the ritual, then disappears. If any quests or "orders" are failed, the entire area goes hostile, but the Matron Mother cannot be found to break the wards, and therefore the area cannot be exited nor the game finished. Script error. As Phaere just gave the player a one-hour time limit to meet with her again, the natural response is to go there immediately, but leaving the Temple Of Lolth before the Matron Mother arrives at the place she is walking to causes her to disappear, so she can't be killed to break the wards allowing escape. This is also resolved by the Ust Natha Trapping Player & Beholder Plot Fix where I prevent this from happening. As above, if it has already happened, download and install it anyways, as the ReadMe file I wrote for it details how to fix it in this situation, and the fix will prevent it from happening again.
When Solaufein is met outside Ust Natha in the quest to rescue Phaere, if the player leaves the map while he is casting, the quest and all subsequent Ust Natha plots are broken. Script error. Solaufein's casting is on a timer that starts a cutscene to gate the enemies and Phaere, but if the player leaves, the timer goes off in the wrong area. You could download and install my Solaufein Phaere Rescue Fix where I prevent this from happening. Again, if it has already happened, download and install it anyways, as the ReadMe file I wrote for it details how to fix it in this situation, and the fix will prevent it from happening again.
If the movie showing the day-to-night or night-to-day transition runs while dialog is occurring, the game locks and Alt-F4 is required to quit it. Programming. Unavoidable at present, other than by completely disabling movies by adding Disable Movies=1 under [Program Options] in the file baldur.ini.
When a thief sets snares and special snares, markers are left on the map (which don't disappear when the snares are triggered.) When too many have accumulated, the game crashes if the map is viewed. Programming. To prevent this, remove the markers by going into the map (default hotkey is M) and right-clicking the marker, then choosing Delete from the menu that appears. The markers are not necessary as the snares will not be triggered by party members.
Shapeshifted or polymorphed characters do not have the weapon immunities that their new form usually does, ie a Shapeshifter druid in Werewolf form, and a mage who has cast Shapeshift and become an Iron Golem, are both still vulnerable to normal weapons. Not a bug. Confirmed by David Gaider on the Interplay WebBoard as a deliberate limitation of Shapechange/Polymorph. Use defensive spells or weapons (ie Ironskin, Stoneskin or Protection From Magical Weapons) before changing form.
A character Shapeshifted into a Mind Flayer through either the Shapechange scroll or Limited Wish's "I want to be anything..." option can kill just about anything in the game with the Brain Drain ability of the Flayer's innate melee attack, including things that were not supposed to be killed (Arkanis Gath, talking statues, Irenicus prior to game end, Bodhi prior to final confrontation, etc.) Weapon ability definition. Mind Flayer attack directly drains 5 INT points without calling on a negatable effect resource to do so. This also means that the player is not credited for the kill, so gets no experience and it bypasses the reputation check. Unavoidable at present. Use this ability with caution lest the game be unfinishable should the wrong thing be killed.
After "dream sequence" in surreal Candlekeep and defeating "Bhaal," if protagonist is invisible when returning to jar Irenicus' script is broken, protagonist stuck in the jar, and game will not progress. Script error. You could try my Spellhold Return Invisiblity Fix or just reload from the last autosave point and make sure the protagonist is not invisible when Bhaal falls.
If the protagonist is a paladin or ranger and their alignment shifts to Neutral Evil by taking the "evil path" in one of the Tears Of Bhaal tests, they will not fall and will end up as a Neutral Evil paladin or ranger with all of their abilities intact. Script omission. Confirmed with Dave Gaider that they should indeed fall (and as soon as the "evil path" has been irreversibly chosen.) Installing my Tears Of Bhaal Ranger/Paladin Falling Fix will cause this to happen.
Ihtafeer the Rakshasi can be pickpocketed for the quest item (her head!) which allows the player to finish the quest with no further effort. Creature definition error. My Ihtafeer Pickpocket Exploit Fix will prevent this.
The Kuo-Toan Prince can also be pickpocketed for the quest item (his blood) which allows the player to finish the quest with no further effort. Creature definition error. My Kuo-Toan Prince Pickpocket Exploit Fix will prevent this as well.
The Imnesvale/Umar Hills chicken can be pickpocketed for its Berjuril, though the nearby farmer indicates the gem was shoved down its throat by its owner. Creature definition error. My Imnesvale Chicken Pickpocket Exploit Fix will prevent this as well.
The Enslaved Genie in the Abyss' Greed test can be pickpocketed for the Tear Of Bhaal he holds, so the player is allowed to keep Blackrazor without repercussion, and the journal entry indicating that the player gave Blackrazor to the genie appears when the player decides to do nothing. Creature definition/dialog errors. You could download/install my Enslaved Genie Pickpocket Exploit & Journal Entry Fix to resolve these problems.
The "Tears Of Bhaal" tests in the Abyss use the result of the Greed test in the Fear test when unlocking the eye locks on the Abyssal door, so the path the player takes in the Fear test are inconsequential and never used, and no matter the path taken, the "good path" result is always used in the Selfish test. Evil-aligned protagonists who aren't already Neutral Evil are also shifted to Neutral Evil by taking the "evil path" on any of the tests. Script errors; incorrect variables used in both tests' results and no allowance made for already-evil non-NE protagonists. The latter was confirmed as an error by David Gaider of BioWare. Download and install the Fixed Tears Of Bhaal Fear & Selfish Tests to resolve this problem. Thanks to Eddy L. O. Jansson for the Fear component of the fix! And, thanks to Beige Tangerine for the most recent update that prevents evil-aligned protagonists from shifting!
The "Tears Of Bhaal" tests in the Abyss use the result of the Greed test in the Fear test when unlocking the eye locks on the Abyssal door, so the path the player takes in the Fear test are inconsequential and never used, and no matter the path taken, the "good path" result is always used in the Selfish test. As well, the player is not advised that the protagonist has shifted to Neutral Evil alignment if an "evil path" choice is made. Script errors; incorrect variables used in both tests' results. Download and install the Fixed Tears Of Bhaal Fear & Selfish Tests to resolve these problems. Thanks to Eddy L. O. Jansson for the Fear component of the fix!
Exploit in the Selfish test of the Tears Of Bhaal tests; if the game is paused just after player 2 is taken by the Tanar'ri called Selfish, and then he is talked to by player 2, the test is considered "finished" with the "good path" result and the protagonist loses nothing. Script oversight; the "Hold" spell takes a second or two to become active. My Selfish Test Bypass Exploit Fix will remove this oversight.
Similarly to the exploit above, though Yoshimo is supposed to be slain unraisably by the geas placed on him, if the player pauses when entering the Copper Coronet after Spellhold and talks to Yoshimo, the script will be overridden and Yoshimo can be invited into the party. He will die immediately thereafter, but can be raised and kept for the remainder of the game. Script oversight. My Yoshimo Keep-Alive Exploit Fix will remove this oversight.
Several types of summoned creatures don't adhere to the five-creature limit the game imposes. Creature definition. You could try Beige Tangerine's Summoning Limit Exploit Fix to correct this, or play nice and don't oversummon.
If summoned creatures are present when Irenicus falls during the Tree Of Life battle, they may follow him and the party into the Abyss, and continue to damage him in the small room behind the eye locks he awaits in, while he does not retaliate. Script error. Play nice and don't take advantage of this easy-battle exploit.
Dragons don't react when injured offscreen such as by using area-effect spells like Cloudkill, or summoned creatures, or by having a priest lower their resistance with the Magic Resistance spell, or by having a thief set numerous traps in their visual range, so can be killed ridiculously easily. Also, Adalon's blood can be (with some effort) pickpocketed from her. Not really a bug, but an AI script oversight. Why not download and install my Dragon Offscreen AI Fix with Beige Tangerine's Magic Resistance exploit, KensaiRyu's trap exploit, and my Adalon pickpocket exploit eliminations included, or just play nice and don't take advantage of these exploits.
If the summoned Mordenkainen's Sword dies, it drops a Greenstone Amulet, which seems rather odd for a summoned magical sword to be wearing. Item definition. Sword was supposed to be "wearing" an undroppable ring that keeps it from being charmed, confused, dominated or terrified, but the item it erroneously has can be dropped and used by the player, and doesn't work until manually activated. David Gaider on the Interplay WebBoard confirmed that this appeared to be a bug. Download and install Beige Tangerine's Mordenkainen's Sword Amulet Fix which replaces the Greenstone Amulet with an item that does what it's supposed to. Updated by Beige Tangerine to provide Psionics immunity to the sword, as this is also an immunity the Greenstone Amulet was intended to provide.
Many priest and wizard spells, and one special ability, have erroneously cumulative effects (the effects add up if cast/applied sequentially.) Spell/ability definitions. My Fixed Cumulative Effect Spells will resolve this for 14 priest/wizard/ability spells.
The 6th level wizard spell Tenser's Transformation (which transforms the mage into a fighter) suppresses Innate abilities as well as Mage and Cleric spells while it is active, which means that abilities such as Offensive/Defensive Spin will mysteriously fail. Spell description; the suppression of innate abilities was done by design. Confirmed with David Gaider of BioWare. Not a bug; the fix for this has been removed and the FixPack will delete it from Override it is present.
The 4th level wizard and avenger druid spell Improved Invisibility does not provide its bonus of 4 to Armour Class and saving throws at all. Spell definition. My Improved Invisibility Fix will provide these bonuses as per the spell description, and has also made the spell non-cumulative over multiple castings.
The 2nd level priest spell Barkskin's provided base Armour Class setting is wrong for most levels. Spell definition. You could try my Barkskin Armour Class Fix to resolve this. The spell has also been made non-cumulative over multiple castings.
The 5th level wizard spell Protection From Acid's casting time is 5 rather than 6 as described. Spell definition. Beige Tangerine's Protection From Acid Casting Time Fix will set its casting time correctly.
The Mislead spell's conjured "clone" of the player doesn't follow them around as it's supposed to, so can be left in a non-hostile area leading to an exploit: when the player gets to a hostile area, they can attack with spells and weapons and their invisibility doesn't break as long as their opponents can't dispel illusions. Unavoidable at present. Play nice and don't take too much advantage of this easy-battle exploit.
The cleric's & paladin's Turn Undead ability can be used while invisible without becoming visible. At high levels the undead are destroyed (unless the cleric is of evil alignment) and the player gains experience without risk. The Bard Song similarly can be used while invisible, and the Jester's Bard Song confuses enemies, causing them to kill each other. Unavoidable at present. Play nice and don't take too much advantage of these easy-battle exploits.
The figurine items that summon allies (Golden Lion, Black Spider, Jade Hound and Moon Dog) disappear after use until the summon duration expires (even if the summon it killed.) If the character who held the figurine is dead when the duration expires, the figurine never returns. Item definition oversight. You can download and install Beige Tangerine's Disappearing Figurines Fix which gets rid of the disappearing effect to resolve this problem; since the items still run from daily charge abilities, this does not change their function.
Mordenkainen's Sword, which creates an ally for offensive combat, can be cast while invisible without becoming visible. Spell definition. Download & install my Mordenkainen's Sword Invisibility Exploit Fix or play nice and don't take too much advantage of this.
As above, Simulacrum, which also creates an ally for offensive combat, can be cast while invisible without becoming visible (and the Simulacrum clone created may also be invisible). Spell definition. My Simulacrum Invisibility Exploit Fix will resolve this too.
The Simulacrum clone duplicates the caster to the extent of duplicating rare or unique items (such as Protection From Magic scrolls) and the clone can cast summoning spells in excess of the five-creature limit. Spell definition. Play nice and don't take too much advantage of this easy-battle exploit.
Four bugs with the 1st level wizard spell and Avenger Druid innate ability Chromatic Orb: it disregards Magic Resistance in its 10th level Petrification and 12th level Slay abilities, its 7th level Stun ability also ignore Magic Resistance and cannot be dispelled, and its 1st level Blind ability's Armour Class penalty is applied to the caster rather than the target. Spell definition. Beige Tangerine's Fixed Chromatic Orb resolves all four of these bugs. Updated to apply the same fixes to the Avenger ability.
The Wand Of Cloudkill disregards Magic Resistance, so makes battles with tough enemies with high Magic Resistance (ie Dragons as above, Golems, or Illithids) far too easy. Item definition. Wand is supposed to exactly duplicate the effects of the cast spell Cloudkill, which does have to pass Magic Resistance checks. If you want to play fairly, you'll want to download and install the Fixed Wands which includes my resolution to this problem, or just play nice and don't take advantage of this exploit.
All mage/bard wands are usable by Monks. Item definition. Monk class added after items were completed and were not excluded. Confirmed by David Gaider on the Black Isle messageboards. Beige Tangerine's Fixed Wands will eliminate this exploit, and also include my fix for the Wand Of Cloudkill above.
Four wizard scrolls (Vocalize, Remove Curse, Summon Nishruu and Stone To Flesh) are equippable by Monks, meaning that the spell can be cast from the scroll. Item definition. Confirmed as a bug by Dave Gaider on the Black Isle message board. You could download my Fixed Monk Wizard Scroll Exploit to resolve these bugs.
At all levels , the 4th level (evil-alignment only) cleric spell Holy Smite causes permanent rather than temporary THAC0 and Saving Throw increase to good-aligned characters (enemies or party members.) It is not dispellable. Spell definition. My Unholy Blight Permanent THAC0 & Save Change Fix will prevent this from happening.
At level 6 and 7, the 3rd level cleric spell Holy Smite causes permanent rather than temporary blindness in evil-aligned creatures. This is particularly noticeable if evil-aligned party members are caught in it, as they are blinded until it is dispelled or cured by a spell or at a temple. Spell definition. You could try Beige Tangerine's Holy Smite Permanent Blindness Fix to prevent this from happening.
The 1st level cleric spell Armor Of Faith's Missile Damage protection is double that of other protections, and though its protections are not cumulative with anything else they are cumulative with itself; resistances may be lowered by casting it once but multiple castings will raise it. Spell definition. Use other protections (spells, potions or items) that are cumulative with items. Doubled Missile Damage protection is a bug that will be fixed in future.
Valygar, and any other Stalker character other than the protagonist, will permanently lose Backstab abilities if they die and are raised by any means. Ability definition error. My Stalkers Losing Backstab Ability Fix to prevent this from happening. If it has already happened, the ReadMe details how to repair the affected character.
If Mazzy and Valygar are both in the group, Mazzy has adopted Valygar as her "squire," and of them is Charmed or Dominated by an enemy, they will both permanently leave the party and the other will also become hostile. Script oversight error. They are supposed to do this, but only as a result of being allies and the player's actions causing one of them to become an enemy, not through being turned in battle with an enemy. Download and install my Mazzy & Valygar Enemies When Charmed Fix to prevent this from happening.
Valygar's ranger friend will call two allies and attack the party even if the player is truthful in answering that they haven't heard of Valygar. Dialog script oversight; missing check. My Valygar Ranger Ally Unwarranted Attack Fix will prevent this.
Spells Maze, Charm and Domination are fatal to protagonist if solo, or there are no other party member characters controllable (ie are mazed, dead, dominated or charmed.) Programming; may not be a bug as when no chars. are visible or controllable, game may be over by definition. Avoid Maze using Spell Immunity: Conjuration, Spell Trap, Protection From Magic scroll, Rod Of Absorption or Berserker Mode. Avoid Charm and Domination the same ways but instead with Spell Immunity: Enchantment/Charm, and also with the cleric spell Chaotic Commands, Potion Of Clarity, Shield Of Harmony, or the Greenstone Amulet.
Characters freed from Petrification by the spell Stone To Flesh, or from Imprisonment by the spell Freedom, will react as though they were kicked out of the group and may terminate their romance with the protagonist or leave permanently depending on their "happiness" before the event. If the character was player-generated, they don't react at all but leave immediately and disappear permanently. Programming; a victim of Imprisonment or Petrification has to be removed from the party as can't be carried around as can one who died from other causes, but the game engine does not note why the character was removed from the group, just that they were. Carryover from BG1; was the same there. Unavoidable at present; a reload of the game may be the only way to keep the romance and/or the character; avoid saving the game if a party member is petrified or imprisoned.
A Beholder's innate Death Ray spell can sneak through a Protection From Magic scroll's shell, bypass Magic Resistance and kill the affected character instantly if they fail their Save Vs. Death. Spell definition. You could download and install my Fixed Beholder Death Ray Spell, or just lower saving throws and raise hit points as much as possible to avoid this effect.
Detect Evil wizard/priest spell and special ability subject to Magic Resistance roll and fails to work on creatures with significant Magic Resistance. As this spell detects emanations of evil from a creature without any magical energy entering the creature it is not supposed to be subject to the check. Programming/spell definition. Why not download and install my Fixed Detect Evil which works on anything of evil alignment regardless of its Magic Resistance. (Note: Read the ReadMe to know how to interpret the results of the fixed spell/ability properly...it may occasionally report "Magic Resistance" back but only on non-evil results.)
The wizard spell Enchanted Weapon appears to do nothing; the "magical forge" animation plays when it is cast, but then no weapon appears. Spell definition. Not really as bug, but instead just confusing, as the spell replaces the toolbar with the four button choices for the type of weapon after the animation, so if the wizard is told to do something else before this, the spell is canceled and wasted. You can resolve this with my Fixed Enchanted Weapon Spell in which I reversed the order of events so that the spell prompts for the weapon type to create immediately.
When a killed spellcasting character who has cast some of their spells is raised or resurrected, they have rememorized their used spells. Programming. Unavoidable at present.
Completing character generation for a druid to just before the game is started, then backing up to the characters' class picker, then creating a cleric, will result in a cleric with access to druid-only spells, or vice versa if a cleric is started first. Programming. Play nice and don't take too much advantage of this extra-spells exploit.
On rare occasions, spells that remove spell protections (ie Spell Thrust, Spellstrike) from a player character will remove all of their weapon proficiencies. Programming; appears to be a character file corruption. This persists across a character export/import. The spell effect causing this is 0xDD. Unavoidable at present; cast the Spell Shield fifth level Wizard spell to prevent spell protection removal by absorbing this effect (and hope the proficiency drain is absorbed as well.)
Viconia is missing one or two weapon proficiencies depending on whether she joins at level 8, 19, 11, or 13. Character definition; appears to have been caused by copying her stats. from an unused Level 6 file and not adding proficiencies. Download and install my Vicionia Initial Weapon Proficiencies Fix which adds one or two proficiencies to her profile; players were polled to determine which two were most useful for her.
Imoen is missing 25 Thieving Skills points; should have a total of 290 as an 18-dexterity human level 7 thief, and her THAC0 is 18 instead of the correct 17 when she joins in Irenicus' dungeon. (Note: Table on Page 233 of the BG2 manual for DEX adjustment to thieving skills incorrectly uses BG1 values; doesn't contain entries for the new Detect Illusion and Set Traps skills. To find correct BG2 values, check the skills of newly-created 18-dex. human thief before any player-determined points are applied.) Was originally created as a dual-class Level 6 thief/Level 7 mage (this was in the press release,) but this was changed before the game's completion to Level 7 thief/Level 8 mage; her updated Thieving Skills points and THAC0 may have been overlooked. Download and install my Imoen's Thieving Skills Fix which adds 25 more points in useful and important areas and subtracts 1 from her THAC0, or just do without them or her. This update adds the THAC0 correction.
Multi-class thieves (Fighter/Thief, Mage/Thief, Fighter/Mage/Thief, Cleric/Thief) cannot be any Lawful alignment, rather than just being restricted from being Lawful Good as they should be. Alignment table error. Why not download and install my Alignment By Class Table Fix and this problem will be resolved.
Thieving skills adjustments for armour are not correct with AD&D standards, as many types of armour (ie studded leather) don't have any penalties to thieving skills while wearing them, whereas they should have penalties to thieving skills, and characters don't get a No Armour bonus to thieving skills when not wearing armour. Item/character definition; not really a bug as by design, but still contrary to the AD&D ruleset. Unavoidable at present.
Exploit of pickpocketing Kangaxx the Lich (including multiple simultaneous pickpockets) for the Ring Of Gaxx, then killing his Demi-Lich form for another one, though it is supposed to be a unique item. Creature definition error. Beige Tangerine's Ring Of Gaxx Pickpocket Exploit Fix eliminates this, or just play nice and don't get more than one Ring Of Gaxx through pickpocketing.
The Ring Of Gaxx provides Poison and Disease immunities but doesn't suppress the portrait icons for them, which confuses players into thinking that the immunities are broken. Item definition error. You could download/install my Ring Of Gaxx Portrait Icons Fix to resolve this, or just ignore the icons.
Inquisitor paladins are immune to Hold Person, but their kit ability doesn't suppress the "spinning circles" animation that a Held character shows over their head. Ability definition error. My Inquisitor Hold Person Animation Fix will prevent this, but only for a newly created Inquisitor. It can be otherwise ignored.
Rogues (Thieves & Bards) do not receive their final reduction of saving throws on reaching level 21, as they are the only class set with a post-level-20 reduction who can reach these levels (and beyond.) Table definition; still using the BG1 Level 20 Rule Set for saving throws. Downloading/installing my Rogue Saving Throw Table Fix will restore the missing level 21 final reduction.
Bards can reach level 23 within the 2,950,000 exp. point cap, but don't get any spells when they level up from 22 to 23. Spell memorization table error. You could download and install my Bard Spell Memorization Table Fix to allow the allotment of one 6th level spell to be gained on reaching level 23.
Bards cannot pick pockets while wearing chainmail armour, as per AD&D rules (with a -25% penalty.) Engine limitation; the item ability that turns off thieving does not allow for class designation of the wearer. Remove armour before picking pockets.
Attacking Shadow Thieves in Mae'Var's Guildhall while allied with them, or even after deciding to work for Bodhi instead, causes Arkanis Gath to appear and slay the protagonist, but this is by design. However, if the protagonist is protected by the Protection From Magical Weapons spell, Arkanis' weapon will be ineffective, and he will respawn an unlimited number of times which can hang or possibly crash the game. Script error. My Infinite Arkanis Gaths Even When Working For Bodhi Fix resolves this. Of course, the best way to resolve this is not to attack the Shadow Thieves while working for them, as by doing so the game may not be finishable as Bodhi is already the party's enemy by working for the Shadow Thieves so both avenues to Spellhold may be closed. If not working for them, they may be attacked without causing the game to be unfinishable.
Errors in the class weapon proficiency table: Fighter/Druids not permitted more than one proficiency point in both Two-Weapon and Two-Handed proficiencies, Fighter/Mage/Clerics can only put one proficiency into Two-Handed, but can put three into Club, Cleric/Rangers have the same problem as Fighter/Mage/Clerics with Clubs and Two-Handed, and can only put two proficiencies into Two Weapon (all ranger subclasses and multiclasses are allowed three,) Paladins can put three proficiencies into Two-Weapon Style, Kensai and Cavaliers, who are allowed to use darts (as they are thrown rather than launched) not allowed to choose proficiencies in them, Monks, who are allowed to use Katanas (as they are allowed use and one proficiency point in any one-handed weapons that thieves can use) missing the proficiency allowance for Katanas, and Swashbucklers, who are allowed to specialize (two points) in any melee weapon that thieves can use, not being allowed specialization in Katanas, merely proficiency (one point.) Class proficiency table definition. You could try my Fixed Weapon Proficiencies file which resolves these particular problems, or just work around the problem by choosing other proficiencies and playing nice by not overspecializing your character.
Weapon specialization (two points) is supposed to provide an extra 1/2 attack per round, but only does this for fighter-class (subclass, dual or multiclass) characters. Programming. Unavoidable at present. Use Haste, Improved Haste or attack-increasing weapons such as the Belm scimitar or Tuigan short bow for extra attacks per round.
Berserkers can be stunned while the Enrage ability is active, though immunity to this is a stated property of the ability. Ability definition. You could try my Berserker Enrage Stun Immunity Fix which provides the missing Stun immunity.
As above, Minsc's variant of the Enrage ability is also missing immunity to Stun. Ability definition. My Minsc's Enrage Stun Immunity Fix will provide Minsc his missing Stun immunity.
The Blade bard kit's Offensive Spin ability is missing its stated THAC0 bonus of 2. Ability definition; incorrect resource reference. Why not try my Blade Offensive Spin Ability Fix which restores the THAC0 bonus (and it is visible on the character sheet as well.)
The Gauntlets of Crushing are restricted from druids, who have no innate restrictions with gauntlets or bracers, but are wearable by Wizard Slayers and Kensai, who aren't supposed to use gauntlets. Item definition. Beige Tangerine's Fixed Gauntlets Of Crushing Usability will correct these erroneous restrictions or lack thereof.
Bards can't wear the Gauntlets of Ogre Power, through they can wear other non-thieving gauntlets that thieves cannot. Item definition. Confirmed by Dave Gaider on the Black Isle messageboard that Bards should be able to wear them. You could try my Fixed Gauntlets Of Ogre Power to resolve this.
The Blade bard kit is supposed to have one-half Pick Pockets skill, but instead has the full Pick Pockets skill. Class/character definition. This bug means there are no disadvantages, and several advantages, to playing a Blade vs. standard Bard character. Play nice and don't take too much advantage of this.
Contrary to class description, the Beast Master ranger kit cannot wear metal armour as well as not being able to use metal weaponry. Class/character description. Senior Designer David Gaider confirmed on the Interplay WebBoard that this is a faulty kit description; Beast Masters are supposed to be restricted from metal armour as well.
Full Plate +2 (created by Limited Wish) has an undocumented penalty of 1 to THAC0 and 2 to Movement Rate. Item definition. My Full Plate +2 Fix will eliminate this erroneous penalty.
Delver's Plate +2 plate mail armour contains an undocumented Save Vs. Spells +2 bonus. Item description; definition is actually correct (confirmed with Dave Gaider of BioWare.) Not a bug; the fix for this has been removed and the FixPack will delete it from Override it is present.
Avenger druids can't wear Shadow Dragon Scale armour, though it is made of natural materials without metal. Item definition. Confirmed with senior designer David Gaider on the Black Isle messageboard that they are supposed to be able to wear it. Beige Tangerine's Avenger Shadow Dragon Scale Fix will allow Avengers to wear this armour.
Weapon Grand Mastery (five proficiency slots, only available to pure fighter-class characters) in AD&D, Icewind Dale and Baldur's Gate 1 adds an extra attack per round (to 5/2), decreases THAC0 by 1 and increases damage by 1. In Baldur's Gate 2, it only increases damage by 1, so is a waste of a proficiency point. Not a bug as this was done by design for "game balance." However, this is the way it is in the other games mentioned and how Grand Mastery is defined. Download and install James Shumacher's TeamBG Grand Mastery Patch which restores it completely. Note: not a supported change, but there are no problems known with it so far. I am providing it as to TeamBG's downloads were no longer available when this .
Non-charged items ie cloaks, robes, belts, rings, or artifact weapon pieces disappear when character attacked by Nishruu/Hakeashar. Items definition; listed as having charges when they shouldn't and miscategorized item type. Partially fixed by patch; familiars don't disappear anymore. You could download and install my self-installing Nishruu-Proof Items to solve the problem, or just avoid Nishruus/Hakeashars, and use the spells Death Fog or Death Spell to kill them instantly.
If familiars that cast spells are level-drained, their spells are permanently lost even after restoration as their spellbooks can't be accessed. As well, there is no way to tell if a familiar is level-drained as its character sheet is inaccessible. Creature definition oversight. You could try my Familiar Level-Drain Spell Loss Fix which fixes both problems simply: it makes all familiars (for the sake of fairness) immune to level drain. In playtesting this was not found to be unbalancing; they will still die quickly against level-draining enemies such as vampires and wraiths, but now can be properly healed when injured without their spells being lost.
Cat familiar doesn't attack at all when told to. Item definition; reversed effect values in virtual "ring" set attacks/round to 0 rather than increasing it by 1. You could try my Cat Familiar No Attacks Fix to give your cat its claws back.
Pseudodragon familiar is missing its 50% Magic Resistance. Creature definition. Why not download/install my Pseudodragon Familiar Magic Resistance Fix to restore the missing resistance.
Quasit familiar's Blur ability does nothing, and its melee attacks show a "poison" effect that does nothing. Creature/item definition; creature file class prevents Blur from working, and leftover poison display string though the effect was removed. Download/install my Quasit Familiar Blur Ability & Melee Attack which restores Blur and removes the extraneous attack message. NOTE: The Blur fix will only take effect if Find Familiar has not already been cast. If you have a Quasit familiar and install this, do not let it die or you will not be able to summon another one until a new game is started.
As above, the Imp familiar's melee attacks show a "poison" effect that does nothing. Item definition; leftover poison display string though the effect was removed. Download/install my Quasit Familiar Blur Ability & Melee Attack which removes the extraneous attack message.
Character(s) twitch/lose path when Drow avatar is in place in the Underdark. Programming; as it happens predictably may be result of engine overlaying multiple avatars. Mostly fixed by patch; less twitchy and far less halting. Some still present. Can't be avoided on Drow quest but can be ignored.
Characters who leave the party in the Underdark and rejoin later are still wearing the Drow avatar, and will for the rest of the game. Script error. You could download and install my Half-Orc/Viconia Romance & Drow Item/Avatar Fix to solve the problem, but it won't affect gameplay and no one will react differently than if they were not wearing the avatar.
Characters who leave the party in the Underdark and rejoin later are still holding any Drow Adamantine armour and weapons that they may have, though it is not supposed to last outside of the Underdark. Script error; at only one point is the entire party checked for Drow items. My Half-Orc/Viconia Romance & Drow Item/Avatar Fix will solve this problem and eliminate the associated exploit as well. The update adds Mazzy to the characters who can escape the Underdark like this.
Ten Drow Adamantine items contain erroneous usabilities (such as for Beast Masters, as many are metal.) Item definition errors. Download and install Beige Tangerine's Drow Item Usability Fixes or play nice and don't take advantage of these exploits.
Drow Adamantine Longswords held by the protagonist are missed by the Underdark exit check that removes Drow equipment and replaces it with Adamantine dust. Script error. You could download/install my Drow Longsword Protagonist Check Fix or just play nice and don't take advantage of this exploit.
Game engine does not allow some characters that have dialog before attacking to be killed before delivering their dialog; they will get to Nearly Dead (and one hit point) and can't be reduced further. Often they will not then respond to speaking to them due to being hostile. Programming; not really a bug as by design, but is especially noticeable and can be called a bug when using Scrolls Of Protection From Undead, such as during battles with vampires as a few of them (ie Lassal, Bodhi) have dialog options, and they won't speak and can't be killed until the scroll wears off. Ensure that characters that start off non-hostile (blue-white circle) are spoken to or speak before attacking them, unless it is specifically indicated to do otherwise such as to save another non-hostile from them. Use Protection From Undead scroll after dialog.
For a creature that starts off non-hostile: pausing, speaking to it then forcing attack while paused, then unpausing causes it to stand around, still non-hostile waiting for attacker to speak often for several rounds even if damaged (aka "fake-talk" tactic.) If attacker then talks to it even after damaging it (if it would not have gone hostile if spoken to first,) process can be repeated until creature is dead without it ever going hostile. Programming; carryover from BG1. Play nice and don't use this sneaky battle exploit.
The scroll of the wizard spell Remove Magic bears the Dispel magic icon, so they can't be easily distinguished. Item definition. Beige Tangerine's Remove Magic Scroll Icon Fix will cause the proper icon to be used.
The Cursed Scroll Of Ailment can be used as an offensive weapon by targeting enemies with it. Item definition. Note also that using cursed scrolls this way should not be possible under AD&D guidelines; this is definitely an oversight. You could try Beige Tangerine's Cursed Scroll Of Ailment Fix or just play nice and avoid this easy-kill exploit.
Protection scrolls (ie from Poison, Fire, Cold, Undead, but not Magic) are subject to the Magic Resistance roll and fail on a character with significant M. R. Item definition/programming. You could download and install my Fixed Protection Scrolls or, remove M.R. items from character first (ie Carsomyr, Rings Of Gaxx, Robe Of Vecna, Amulet Of Power, Flame Of The North, Shield Of The Lost, Amulet Of Magic Resistance) before reading scroll. If their M.R. is innate, cast Lower Resistance on character.
Items/spells that protect against Cold cause "Cold" to appear twice in the character sheet. String reference error; Magic Cold Resistance resource uses string reference 32215 (7DD7) "Cold" instead of 32224 (7DE0) "Magic Cold". Unavoidable at present, but the Magic Cold Resistance still works properly regardless of the display.
The amulet of Regis, halfling compatriot of Drizzt, can be worn by Wizard Slayers. Item definition. Beige Tangerine's Fixed Regis Amulet Usability will correct this oversight.
The Brine Potion can be used by Wizard Slayers, who aren't supposed to be able to use any potions. Item definition. Beige Tangerine's Fixed Brine Potion will eliminate this exploit.
The Potion Of Storm Giant Strength is subject to the Magic Resistance roll and will fail on a character with significant M. R. Item definition. My Fixed Potion Of Storm Giant Stength should resolve this.
Necromantic spells that steal HP from their target to give to the caster check the caster's Magic Resistance, so the bonus HP may fail to be applied. Spell definition. You could try Beige Tangerine's Necromantic Spells HP Bonus Magic Resistance Failure Fixes which will prevent this from happening.
Likewise, the longsword Adjatha The Drinker's 1 point/hit Heal effect will also fail due to a Magic Resistant wielder. Item definition. You could try my Adjatha The Drinker MR Failure Fix to avoid this.
And, illithid/ularthid's own Heal spells fail on them due to their high Magic Resistance. Spell definition. Beige Tangerine's Illithid Healing MR Failure Fix will resolve this.
As well, the City-Of-Caverns Heal spell cast on the party prior to the Ettin battle will fail on Magic-Resistant characters. Spell definition. Beige Tangerine's City-Of-Caverns Heal Party MR Failure Fix will resolve this too.
The beneficial spells of the Helm Of Brilliance will fail on Magic-Resistant characters. Item definition. Download/install Beige Tangerine's Helm Of Brilliance MR Failure Fix to prevent this failure.
The Staff Of The Woodlands' description states that it provides permanent Barkskin (Base AC 3) as well as an Armour Class bonus of 3, but the Barkskin AC is missing, as well as the Save bonus of 1 (not to Save Vs. Spell) that Barkskin provides. Item definition. You could try my Fixed Staff Of The Woodlands to restore the Barkskin. As only one or the other can provided by the resource, the Barkskin effect is now provided (it's more "druidic.") The update (confirmed as acceptable by BioWare) also adds the Save bonuses.
The Staff Of Curing's Cure ability also will fail on a character with significant Magic Resistance, though this is equivalent to the priest spell and so should therefore be exempt. As well, it provided an undocumented Saving Throw bonus of 2 (confirmed as anomalous by David Gaider on the Interplay WebBoard,) and although it provides a THAC0 and damage bonus of 1 and is clearly magical in nature, it is not enchanted. Item definition/programming. Download and install my Fixed Staff Of Curing or, remove M.R. items from character first to prevent the M.R. failure; this file also removes the extraneous Saving Throw bonus and sets the item's enchantment to +1.
The Heartseeker bow's daily THAC0 bonus ability is exploitative as applies to all weapons for its duration. Ability definition. Beige Tangerine's Fixed Heartseeker THAC0 Bonus Exploit resolves this exploit by changing the THAC0 bonus to only affect missile weapons.
Acid Arrows give a +1 bonus To Hit, and are magical in nature, but are not enchanted. Item definition. Confirmed as an omission by David Gaider on the Black Isle message boards. You could try Beige's Tangerine's Fixed Acid Arrows which corrects their enchantment to +1.
Similarly, Jan Jansen's Flasher Master Bruiser Mates are magically created and give a +1 bonus To Hit, but are not enchanted. Item definition; also confirmed as an omission by David Gaider. My Fixed Flasher Master Bruiser Mates will correct their enchantment to +1.
When Arbane's (Short) Sword is found, its special immunity to Hold Person ability has zero charges, which is confusing. As well, the ability contains extraneous resources that don't work properly. Item definition. My Arbane's Sword Fix will give the item a charge when found (as other daily-use items have.) The Stun immunity was kept in the ability as it was properly done, fits the item's description and so appears intentional, and the half-completed resources were removed (they appear to have been copied from the Ring Of Free Action.)
The THAC0 draining ability of the Soul Reaver two-handed sword is subject to the Magic Resistance check and subsequent failure. Item definition. You could try my Fixed Soul Reaver THAC0 Drain which corrects the ability to bypass the Magic Resistance check, as the special combat abilities of other blades (such as Celestial Fury) do.
The one-point-per-hit healing ability of the +2 longsword Adjatha The Drinker is also subject to the Magic Resistance check and subsequent failure. Item definition/programming. Unfortunately, the sneaky little workaround I used to fix the other items won't work for this one, so you'll have to live with it for now.
Carsomyr (aka the Holy Avenger) is supposed to do 1d12+5 base damage, but does 1d10+5. Item definition. Download and install my Fixed Carsomyr to restore its damage to what it should be. (Note: This is not the Universal Carsomyr cheat; only the damage is changed. The other version may be found on the Tweaks and Cheats page.)
Using Carsomyr (50% Magic Resistance) with other M. R. improving items doesn't add to correct M. R. value. Item definition; not really a bug as Carsomyr sets M.R. to 50% when equipped. Remove M.R. items from character first (ie Rings Of Gaxx, Amulet Of M. R., etc.) re-equip Carsomyr, replace items. Total should then be correct.
Edwin's Nether Scroll quest stalls permanently after the second dialog option is chosen when he first located them. Dialog scripting error; local/global variable mismatch. You could try my Edwin's Nether Scroll Quest Fixes which will prevent this from happening; the ReadMe contains instructions on how to resume the quest if this has already happened.
After deciphering part of the Nether Scroll, Edwin shows an anomalous Save Vs. Death. 'Spell' definition error; the sound file allows a Save Vs. Death. My Edwin's Nether Scroll Quest Fixes will resolve this as well.
Edwin's avatar has animation errors (Boots Of Speed no longer work, 'floats' when walking and battle animation is strange) after the Nether Scroll transformation, and the errors are not removed when he is restored. Programming/spell definition. Resource that changes his gender is applied twice rather than being removed when he is restored. Carryover from BG1, where the Girdle Of Masculinity & Femininity would cause the same problem. My Edwin's Nether Scroll Quest Fixes fixes this too. Though the errors will be present when he is transformed, the restoration is now proper.
Edwin's voice set has three mismatches after his restoration; his Critical Hit and Weapon Ineffective sound will play when he is merely moved. Dialog/script error. My Edwin's Nether Scroll Quest Fixes fixes this as well.
Valygar has no Ranger's priest spells nor Stalker mage spells scribed nor memorized when he joins at any level. He gains scribed (but not yet memorized) spells and memorization slots at his next level-up. Character file definition error. You could download/install my Valygar Initial Spells Fix will resolve this. He will have his usual complement scribed and some useful spells memorized on join.
Like Valygar, Minsc also has no Ranger's priest spells scribed nor memorized when he joins at any level, only gaining scribed (but not yet memorized) spells and memorization slots at his next level-up. Character file definition error. My Minsc Initial Spells Fix will resolve this as well, giving Minsc his allocation of priest spells when he joins.
Edwin has one too many spell memorization slots when he joins in each spell level, so loses slots on his next level-up. Character file definition error. Appears to be the result of pre-factoring in his specialization (as he's a Conjurer he gets an extra spell per level, and his amulet adds another two) though it is not required as the engine adds it anyways. Why not try my Edwin's Initial Spell Slot Fix which puts his spell memorization slots on join back to what they should be.
If the player both completes Mekrath's quest to buy the rescue of Haer'Dalis, and afterwards chooses the dialog option to battle Mekrath, after Mekrath is slain Haer'Dalis will be unresponsive and his quests cannot be finished. Dialog error; no response allotted for both Mekrath's death and his quest completion. My Haer'Dalis Rescue From Mekrath Fix will prevent this from happening.
Haer'Dalis has no spells at all if he joins at level 15 (either memorized or scribed,) has only 25% Pick Pockets skill at all levels he can join at, and has one too many weapon proficiencies at level 15 (rogues gain proficiencies at levels divisible by 4, so he should gain one at 16th level.) Creature definition file errors. My Haer'Dalis Spells/Pickpocketing/Proficiencies Fixes will resolve these. However, Haer'Dalis' Pick Pockets skill will still jump far too high when he next levels up due to a hardcoded bug omitting Blades from their half-strength Pick Pockets skill compared to other bards.
Nalia has an excess, empty 5th level spell slot if she joins at level 9, and if she joins at level 12, she has memorized the correct number of spells for a 13th level mage, which causes the spells to overflow the available slots. Creature definition file errors. My Nalia's Initial Spell Slots Fix will restore her memorization and slots to what they should be at these levels.
Mazzy has excessive proficiencies if she joins the party at either level 9 or level 12. Character file definition error. You could try my Mazzy Level 9 & 12 Weapon Proficiencies Fix to restore her proficiencies to what they should be.
Keldorn is missing two points of Long Swords proficiency if he joins the party at level 9, meaning he only has five weapon proficiency points instead of the seven he should have. Character file definition error. Give my Keldorn Level 9 Weapon Proficiencies Fix a try, or just live without his two proficiency points in Long Swords.
Keldorn's sword Hallowed Redeemer +2 causes 5 points of magical damage to any that harm him. Unfortunately, it casts a spell to do this, so if he is injured in the streets of Athkatla while holding this sword before the "Magic License" has been purchased, the game treats the "spell" as it would any other and the Cowled Wizards arrive. Item definition; "vengeance" damage should be in other than wizard spell form (rather ironic considering that Keldorn's Inquisitor paladin character kit is designed to deal with unlawful spellcasters, and his sword ends up making him into one.) Why not try Beige Tangerine's Fixed Hallowed Redeemer or purchase "Magic License" for 5,000 gold from the Council Of Six Building in the Government District, or if Keldorn is in your party, avoid equipping Hallowed Redeemer in the streets of Athkatla until this is done. My update to this fix also prevents characters other than Keldorn from wielding this sword.
Keldorn's Firecam Full Plate armour provides a variant of "Free Action" which should allow him to pass through Web and Entangle, but if he fails a saving throw, the entangle or web graphic will not cover him, yet he will not be able to move. Item ability definition; the Free Action MOVEMENTRATE immunity is not present as this would make him immune to Haste and the Boots Of Speed. Unavoidable at present; cast Free Action or Remove Paralysis on him or use the Ring Of Free Action to restore his movement rate if he becomes stuck.
Keldorn's Firecam Full Plate armour is supposed to be only wearable by him, but can be worn by many other characters. Item definition; alignment isn't checked and gnomes are allowed, among other omissions. While still not perfectly restrictive to Keldorn, my Fixed Firecam Full Plate eliminates some of these exploits.
Like Keldorn's armour, Valygar's Corthala Family Armour is also wearable by a wide variety of characters, though only he should be able to, and it doesn't restrict mage spellcasting. Item definition. While still not perfectly restrictive to Keldorn, Beige Tangerine's Fixed Corthala Family Armour eliminates some of these exploits, and the update to this restricts mage spellcasting.
Mazzy's Sword and Bow or Arvoreen can be used by Half-Orcs and Tieflings (Haer'Dalis being the only possible one) though they are supposed to be restricted to Halflings. Item definition. Beige Tangerine's Fixed Mazzy Weapons Exploits eliminates these erroneous usabilities.
The Sverfneblin Patrol Leader's Helmet can be worn by all characters, including those restricted from helmets (thieves, mages, bards, monks, kensai and thief/mages.) Item definition. My Sverfneblin Patrol Leader Helmet Exploit Fix will restore the proper helmet restrictions. Thanks to Beige Tangerine for further updating it to prevent Kensai from wearing it.
Paladins can use two of the bard harps (Methild's and the Harp Of Discord.) Item definition. You could try my Paladin Harp Exploit Fix or just play nice and avoid equipping them on your paladin.
The Staff Of The Magi's Protection From Evil ability appears faulty; it does not prevent attacks from summoned (more correctly "gated") demons. Item definition. Protection From Evil ability is completely missing. Dave Gaider on the Interplay WebBoard wasn't aware of this and will have the bugfix team look at it, so I will call it a bug for now. You could download/install my Fixed Staff Of The Magi or use the spells Protection From Evil or Protection From Evil 10' Radius to ensure success.
The Azuredge +3 throwing/melee axe does far too much damage when thrown and its destruction of undead ability doesn't seem to be checking for some undead (ie some non-undead show a saving throw being made but undead don't.) Supposed to kill instantly any undead it strikes that fails a -4 penalty Save Vs. Death, but only works on a very few types of undead (ie vampires.) It is also missing the -4 save penalty that is in its description, missing the extra 4 damage vs. undead that don't fail their save, and both its ranged and melee ability icons are indistinguishably the same. Item definition; throwing damage is defined as 3d6 instead of 1d6 (appears to be a typo as axe is a +3). Undead-killing ability misdefined as a type of slay that most undead (ie ghouls, ghasts, skeletons, mummies, liches, shadows, but not vampires) are immune to, so item doesn't work per its description. Extra +4 damage is resource-hardcoded and appears to be missing. You could try my Fixed Azuredge or just use other weaponry if required.
Darts are not supposed to have a Strength bonus, but the plain (non-enchanted, no special abilities) darts do. Item definition. You could try my Fixed Darts which resolves this and other problems with the BG2 darts.
Darts don't get 3 attacks per round as they did in BG1 and still should, being very small-damage weapons. Item definition. Darts' definition flags override attacks/round modifier. They should still get 3 attacks/round and this was confirmed by David Gaider on the Interplay WebBoard. My Fixed Darts will resolve this too.
The Asps' Nest darts give a +1 THAC0 and damage bonus, and their description says that they were created by "powerful magic" yet they are not enchanted. Item definition. My Fixed Darts will resolve this as well, changing their enchantment to +1 to match the damage/THAC0 bonus.
Like the normal darts, the Sling Of Everard also includes a Strength bonus to damage, though no sling but the Sling Of Seeking is supposed to, and is also missing a point of damage as its bullets do +2 damage, but its total damage is defined as 1D4+2 (should be 1D4+3.) Item definition. Confirmed by David Gaider on the Interplay WebBoard that the Strength bonus is not supposed to be there. To play fair, why not try Beige Tangerine's Fixed Sling Of Everard which eliminates the erroneous Strength bonus and fixes the base damage.
The Blade Of Roses +3 is listed as doing 2d4+3 damage, but actually does 1d8+3. Item definition. Incorrect item description; does the correct +3 longsword 1d8+3 in actuality.
All Scimitars can be wielded by Beast Masters, though they are metal weapons. Item definition. You could play fair by installing Beige Tangerine's Fixed Scimitars or just play nice and don't take too much advantage of this exploit. Note that proficiency points cannot be placed into Scimitar as a Beast Master. Beige has updated these fixes as some incorrect files were included.
Shazzellim +1 is listed as doing 1d8+1 damage, but actually does 1d8+2. Item definition. Beige Tangerine's Fixed Shazzellim will resolve this as well.
The Dwarven Thrower +3 throwing/melee hammer does 2d4+2 damage instead of 2d4+3 in melee, both its ranged and melee ability icons are indistinguishably the same, and it can be used by Tieflings and Half-Orcs. Item definition. You could try my Fixed Dwarven Thrower or just use other weaponry if required. Thanks to Beige Tangerine for the usability update.
Several minor, non-enchanted metal and two-handed quest weapons can be used by Beast Masters and Monks respectively. Item definition. Beige Tangerine's Minor Quest Item Weapon Monk/Beast Master Usability Fixes will resolve these slight exploits.
The Druid-only Staff Of The Woodlands is usable by rangers. Item definition. Beige Tangerine's Staff Of The Woodlands Usability Fix will resolve this exploit.
The Improved Mace Of Disruption +2 doesn't suppress the "Levels Drained" message when it successfully protects against Level Drain, so appears to not be working. Item definition. Why not try my Fixed Improved Mace Of Disruption which turns off the erroneous messages.
The Mace Of Disruption +1 is supposed to destroy undead that fail a Save Vs. Death with a -4 penalty, but is missing the penalty. Item definition. You could download and install my Fixed Mace Of Disruption or upgrade the item to the Mace of Disruption +2 by taking Illithium and the mace to Cromwell. The upgraded one has the correct save penalty, is a +2, and also makes the char. immune to Level Drain.
Neb's Nasty Cutter, which is supposed to act as a standard +2 enchanted dagger when the poison has run out, instead becomes unequippable. Item definition. Engine does not allow weapons whose charges are part of the standard attack to be usable when the charges are gone. You could try my Neb's Nasty Cutter Fix which removes the few (at maximum ten, and they decrease on all attacks even if they are misses) poison charges so that the dagger may be used as a +2 dagger, as intended, for the remainder of the game.
Lilarcor's Confusion immunity causes the character who equipped Lilarcor to never show the "confusion" animation again when it is not equipped and they are Confused. Item definition. Beige Tangerine's Fixed Lilarcor Confusion Immunity will prevent this from occurring.
Blackrazor +3 longsword's special abilities don't appear to work properly, or at all. Item definition. Why not try Beige Tangerine's Fixed Blackrazor which adds the portrait icons and Battletext responses to let you know that the special abilities are working.
Similarly to the above, the Dragonslayer sword's regeneration ability appears to not be present. Item definition. Beige Tangerine's Fixed Dragonslayer will resolve this problem too by adding the portrait regeneration icon.
Flametongue longsword does no fire damage at all, and so can't kill downed trolls (description indicates special effectiveness against regenerating creatures.) Not a bug; this is by design. This was confirmed by David Gaider on the Black Isle messageboard. Use the Sword Of Flame instead; it looks similar and does 1 point of fire damage.
Valygar can't backstab with his own katana, the +2 Corthala Family Blade. Item definition; caused by making it unsuitable for thieves to restrict others than Valygar from using it. Beige Tangerine's Valygar's Corthala Family Blade Backstab Fix should resolve this right away, as well as resolve the problem with it below.
Valygar's Corthala Family Blade katana is also supposed to give him an Armour Class bonus of 2 vs. Slashing but doesn't. Item definition. My addition to Beige Tangerine's Valygar's Corthala Family Blade Backstab Fix should resolve this right away.
When the character Habib Khalid Achmed Allafif is encountered and throws his "mighty scimitar" at a character, scimitars appear in their quick weapon slots, but not in the matching quick weapon slots in their inventory screen, so the scimitars can't be removed or the error "Magical Weapon In use" results. Weapon ability resource error. You could download and install my Habib's Mighty Scimitar Fix which prevents the scimitars from appearing in the attacked character's quick weapon slots, or just quickly whack Habib when you meet him to prevent this problem.
Character's Armour Class incorrect/changes. Programming; happens when char. has high Dexterity or item that changes Base AC ie Bracers or Mage Robe, and several AC improving items. Remove all AC improving items from character. Wear the Base AC item (ie Bracers of Defense or Robe of Vecna/Archmagi) first, then add all modifier items. AC should then be correct.
Weapon and creature special abilities (ie Level Drain, Slow, 'Bleeder', Poison, Electrical, Stun) work even when Weapon Ineffective or attack is absorbed by magical protection(s) ie Stoneskin. Programming; may be by design. Use magical protection from the "special ability" ie Negative Plane Protection spell or Improved Mace Of Disruption/Amulet Of Power items against Level Drain, Haste against Slow, etc.
Multi-class characters suffer more than others through level-drain as they lose the same number of levels as a non-multiclass character would, but from all their classes. Programming; not a bug as by design. Use the Negative Plane Protection spell, Cleric ability Boon Of Lathander, Limited Wish spell's "protection from undead" option, or Improved Mace Of Disruption/Amulet Of Power items to protect against Level Drain.
Multi-damage/enchantment weapons such as Daystar, Jerrod's Mace work as though they are single-enchantment. Programming/engine limitation. Items may only have one enchantment level, which will usually match the first THAC0 bonus against all enemies, not the second against specific enemies. It was confirmed by David Gaider on the Interplay WebBoard that Jerrod's Mace's +2 enchantment (which makes it unable to hit the Balor and some other demons) was deliberate. It is almost definite that Daystar's +2 enchantment is as well as most +4 weapons are not available this early in the game (as exception is the Staff Of Rynn available at the Adventure Mart.) One description that got it right (and therefore receives no complaints) is The Equalizer, whose description says "Always considered +3 when determining what it can hit." Use other weapons if required.
Ioun Stones classified as helmets so can only be worn by characters who can wear helmets. Item definition; not really a bug as was done on purpose this way, but is contrary to AD&D definition of these items. Download and install Wormy Hellcar's Universal Ioun Stones which are wearable by all characters.
Characters immune to certain conditions (ie disease, poison) will show the condition's icon in their portrait though it was avoided. Programming; may not really be a bug. Unavoidable. Possibly this is a "feature" to demonstrate the character would have had the condition if not immune. If no hit-point damage or condition effect is occurring, ignore it.
Four bugs with the Potion Of Freedom: the Free Action effect had a zero duration, the potion's duration was 10 turns but the portrait icon disappeared after only 2, the potion erroneously protected against Charm, and it failed to suppress Haste as the spell/ring of Free Action does. Item definition. You could try my Potion Of Freedom Fix will restore the effect to only while the ring is worn.
The Ring Of Free Action's Free Action effect is permanent; it will persist indefinitely after the ring is removed (unless dispelled.) Item definition. My Ring Of Free Action Fix will restore the effect to only while the ring is worn.
Casting the cleric spells Free Action or Remove Paralysis on an affected (stunned, held, or otherwise action-limited) Monk or Barbarian (whose movement rates are higher than that of other characters) will permanently remove their increased movement rate. Spell resource definition for Free Action (resource 0xA3) which may not have been changed since BG1. Unavoidable at present; avoid casting Free Action or Remove Paralysis on affected Monks or Barbarians; the Ring Of Free Action or Free Action spell may be used to prevent them from being affected without causing this bug. Kevin Martens of BioWare has confirmed this bug has been fixed for the T.O.B. expansion.
Characters with high movement rates (ie Monks, or characters wearing Boots Of Speed or Hasted) may fail to activate traps or game triggers. Programming; known issue carryover from Baldur's Gate 1 (especially with the Cloakwood Mines elevator.) Remove the Boots Of Speed, allow the Haste to wear off, or walk several times back and forth across the trigger, or the trap if you really want to set one off on purpose.
When wearing the Boots Of Speed, a character will sometimes only get half the number of attacks per round that they should. When beginning attacks, character will stand around and miss the first attack window (doubled initiative round.) Haste or Oil Of Speed will not provide extra attacks while the Boots are worn. Attacking while invisible, the invisibility breaks after the failed attack on the extra initiative round, not when the attack occurs. Item definition; caused by the Boots being defined in the item tables as a Haste spell with canceled attacks/round modifier. When a real Haste is then applied through spell or Oil Of Speed, the Boots' definition undoes the real Haste's attacks/round modifier. Unsure why it also doubles the initiative round. You could try my Fixed Boots Of Speed which seem to fix all problems with them (other than not triggering traps.) Or, remove the Boots Of Speed in combat, especially when Haste, Improved Haste or an Oil Of Speed is used. (Note: Beige Tangerine recently updated the Boots, making them even better as they now provide the proper movement rate change to Monks and Barbarians.)
Charged items with limited charges or daily abilities, such as the Glasses Of Identification and Staff Of Curing, are recharged indefinitely by being placed into the Bag Of Holding between uses. Programming/item definition. Bag of Holding is actually defined as a "store" attached to the item file to facilitate the container ability and interface, and game treats the placement of the item in the bag and taking it out the same as selling it to a store and buying it back; it gets charged by doing so. Play nice and don't use these items more than you should.
The Amulet Of Power, which is designed for all spellcasting classes, can be worn by Monks and Barbarians, who aren't spellcasters, but not by paladins and rangers, who are Item definition, as confirmed by Daivd Gaider on the Black Isle messageboards. Download and install my Amulet Of Power Fix to restore the usability of this important item to what it should be.
The Sensate Amulet (usable by clerics) and Spear of Kuldahar +3 items that add 5 and 8 bonus current and maximum hit points respectively when equipped, don't take them away from the current hit points when removed, so characters can be healed indefinitely by repeatedly equipping and removing them. Programming/item definition. If you want to play fair and not cheat with this exploit, then by all means download and install my Item Heal Exploit Fix or just play nice and don't use this exploit to heal your characters.
The Sahuagin Priestess Of Sekolah's buying and selling prices are very close...so close in fact that if you have a high Charisma and Reputation, she will buy items for more than she will sell them for, so repeatedly sell and rebuy an expensive item for unlimited gold. "Store" definition. Why not download and install my Priestess Of Sekolah Store Prices Fix or play nice and don't use this unlimited-money exploit.
Like the Priestess of Sekolah above, Rierra in Suldanessellar also has an incorrect buying percentage leading to unlimited gold by reselling and rebuying the same item with a high Reputation and Charisma. "Store" definition. My Rierra Store Prices Fix will resolve this as well, or play nice and don't use this unlimited-money exploit.
The Ring Of Lockpicks, a thieves-only item that gives a 25% bonus to Pick Locks, is wearable by all multiclass mage/clerics (such as Aerie.) Item definition. A mage/cleric wearing it does nothing at all. No "Pick Locks: 25" will appear in the character sheet, and no Thieving icon in the actions bar. I fixed this and the item is in my FixPack, but it's too minor to warrant its own archive.
The Rings Of Air & Fire Control are supposed to allow Air and Fire Elementals respectively a Save Vs. Spells with a +3 bonus against their Charm effects, but don't. Item definition. Download and install Beige Tangerine's Ring Of Air & Fire Control Saving Throws Fixes or just play fair and don't overuse these items.
The Ring Of Earth Control (charms Earth Elementals with a +2 bonus to their saves and casts Stone To Flesh once each per day) has a +1 Armour Class Bonus. What the description left out is that it also gives a +1 bonus to all Saving Throws. Item definition. Confirmed by David Gaider on the Interplay WebBoard as not being supposed to have the Saving Throw bonus. If you want to play fair, download and install my Ring Of Earth Control Fix.
Speaking to the Slave Leader in the Underdark Illithid lair at the exit after freeing the slaves and killing the Illithid Elder Brain gives +1 reputation and 45,000 experience. Speaking to him again when he tries to leave gives the same again. Script error. You could install Beige Tangerine's Slave Leader Rep./XP Exploit Fix or just play nice and don't use this experience/reputation exploit.
Unlike other summons, a gated lower-planes being (a demon or variant) can be killed for experience, so indefinite experience can be obtained by repeatedly gating demons and killing them. Creature definition; gated demon should have a different file than others, with experience points for killing it set to 0. Play nice and don't take advantage of this experience exploit.
Repeatedly speaking to Khollynnus Paac, the mage who sends the Solamnic Knights home from the Planar Sphere, will award the quest experience and a Golden Girdle of slashing resistance every time. Dialog script error. Beige Tangerine's Solamnic Knight Return Exploit Fix will prevent this from happening, or just play nice and don't take to her more than once.
The Spellhold dungeon large bust head statue that awards the quest experience can be spoken to multiple times for the experience. Dialog script error. My Spellhold Statue XP Exploit Fix or just play nice and don't use this experience exploit.
Ellie the Bynnlaw Festhall cook can be spoken to repeatedly after the "Potion Plot" has begun for unlimited experience. Dialog script error. My Ellie The Festhall Cook XP Exploit Fix will prevent this exploit as well.
Raissa in Trademeet can also be spoken to multiple times after casting Restoration on her and the quest experience will be awarded every time. Script error. You could install my Raissa XP Exploit Fix or just play nice and don't use this experience exploit.
The tanner Rejiek Hidesman will also award the quest experience repeatedly if attacked while he is trying to escape, or attacked after exposing his crimes, or talked to repeatedly and confronted with the evidence. Dialog/script error. You could install my Tanner XP Exploit Fix or just play nice and don't use this experience exploit. Thanks to Beige Tangerine for the dialog exploit update.
If caught shoplifting, immediately speaking to the merchant after the buy/sell interface panel disappears returning to the main game screen has a good (about 80%) chance of breaking the script causing the theft to be forgotten about. Script error carryover from BG1; the shopkeeper should ignore the thief's attempt at conversation (unless this is intentional for some reason.) The "ignoring" status flag was added in BG2 so not sure why this exploit is still present. Play nice and don't use this great shoplifting aid.
Half-Orc protagonists have no "romance" choices. Script error. Null resource reference when checking the character's race; Bioware has confirmed Viconia was supposed to be a romance possibility. Lonesome Half-Orcs may want to try my Half-Orc/Viconia Romance & Drow Item/Avatar Fix which also resolves other bugs, or live without the romance.
If Anomen joins the group at level 9, he has a 'Big Head' in more ways than just his attitude: his character portrait is the large character-creation screen portrait, and only the top-left quarter of it is shown in his picture. Creature definition error. My Anomen 'Big Head' Portrait Fix will prevent this from happening. (Note: if it has already happened, you can use Shadowkeeper to fix his portrait to the correct NANOMENM medium one.)
If Anomen fails his knighthood test with Aerie in the party, a dialog loop with Aerie will ensue after the next resting. Dialog script error. You could try Beige Tangerine's Aerie/Anomen Dialog Loop Fix to prevent this from happening, or stop it if it has.
Another dialog loop will occur with Aerie and Quayle if the group is summoned to the circus by Quayle to begin the Raelis Shai quest. Dialog script error. Beige Tangerine's Aerie/Quayle Dialog Loop Fix will prevent this from happening, or stop it if it has.
After disembarking from Saemon Havarian's ship in Brynnlaw and killing the vampires, Sime gets stuck in a dialog loop of "Saemon looks nervous. See what he wants." and all her scripts thereafter are broken. Script error. The area's script checks for the vampires being dead before allowing Sime to proceed, but if one of the vampires turned into a bat, the game doesn't recognize it as being dead. You could try Kevin Lynch's Sime Dialog Loop Fix or just explore the town thoroughly and you'll soon figure out what to do.
When the Guard Captain is killed in Lady Galvena's bedroom in the Festhall in Brynnlaw, he then reappears outside of it when the protagonist/party returns to the hallway. Script error. Kill him again. And tell him to stay dead this time.
Captain Arat, Nalia's Keep captain, will sometimes respond when talked to as though the drawbridge has been opened, though it hasn't. Dialog script error. Beige Tangerine's Captain Arat Dialog Fix will resolve this.
Captain Arat will also give unlimited numbers of Flame Arrows if he's spoken to before the Keep is liberated. Dialog script error. My update to Beige Tangerine's Captain Arat Dialog Fix will resolve this as well. Note: I fixed this as it contained an incorrect file; it caused Captain Arat to give out no flame arrows at all. He'll now give one quoit of them (and you can pick his pocket for more.)
Lady Delcia Caan, Nalia's aunt, will often interrupt her guard's dialog when she is first met. As the game counts the guard's dialog as still underway, this will prevent the player from resting or saving. Script error. My Lady Delcia Caan Dialog Interruption Fix will prevent this problem.
If Lady Elgea is freed by Mazzy or Keldorn, or not on the first dialog, the nobleman Welther will continuously reappear in front of the Copper Coronet. Script error. You could try my Welther Spawns When Elgea Free Fix or just ignore him; this doesn't appear to cause any gameplay problems.
Items placed in containers while on some stronghold quests and in Bodhi's lair disappear. When the stronghold quest is completed, and when Bodhi's lair is visited a second time, there is actually a second set of map files being used, and the items are in the now-unused set of maps. Avoid placing items into containers when on a stronghold quest (ie the D'Arnise Hold keep) and in Bodhi's lair when either clearing it out for the Shadow Thieves or working for her.
After being accepted into the Order Of The Radiant Heart, a paladin still can't sleep there. The opposite cause of the bug above; this is due to the map file not changing, so the flag indicating whether it can be slept in doesn't change. As well, no code is present to override this flag and change it. As I've recently completed parts of the paladin's stronghold quests and it's clear that the protagonist is given "your own private room" I am calling this a bug of omission. Download and install my Paladin Resting In Stronghold Fix to enable catching some Z's in the Order while a member of it.
Thieves can't sleep on the top level of their Guildhall stronghold (the floor with the most beds,) and as the other floors are flagged as outdoors, the druid Call Lightning spell will work inside and outdoor encounters may occur in one's guarded guildhall. Areas (other than the top floor) marked as outdoors to allow resting. You could try my Thieve's Guild Area Flags & Resting Fixes which allow resting properly on all floors while the protagonist has the stronghold and flag all areas as indoors.
Mazzy's house in Trademeet allows one player character to enter, but then the rest must enter and leave at the same time for the first to be able to leave. Area definition error. You could try my Mazzy's House Party Required Exit Fix to avoid this minor bug.
As above, Coran's Tethir Forest cabin allows one character to enter, but only the whole party to exit. Area definition error. The resolution for this is in included in my Fixed Area Type Flags.
North Forest Skeleton Warrior has the avatar of a normal skeleton, which is confusing. Creature definition error. Beige Tangerine's North Forest Skeleton Warrior Avatar Fix will restore the proper avatar to it.
A torn journal page found in the Ruined Temple of Amaunator north of the Umar Hills tells of a hidden cache of treasure in the rock columns outside, but no cache can be found. Script error; the protagonist must be a ranger for the cache to be present as this area is the ranger's quest for their stronghold, but the page should have been removed as well as the cache if the protagonist is not a ranger. Why not try Beige Tangerine's Tombelthen's Journal Fix to prevent the page from showing up if you can't use it, or you could just ignore it once you know it's no good.

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