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Jonesy89: I would question how feasible that would be, but my familiarty with code language is limited, so looking at the code will quickly go nowhere. However, there were at least two good options to go with here: (1) have looting not wake up sleeping people, either at all or if the PC fails a die roll against Move Silently or Dexterity, or (2) design an engine from scratch that will let you do what you want to do as opposed to recycling an engine from a planned RTS game (Battlefield Infinity) that already has certain constraints (to say nothing of its various other flaws) in place that interfere with the game the designers are now trying to make; it's like they had started making a square peg and started sanding off the edges to try and make it fit into the new hole they wanted it to go into, but they could have saved themselves a lot of bother by just making a round peg from the start since the result they went with snagged on the hole partway through.
When I read 2 it became clear there's not much else to say on the subject.
Just a note here, but if you quicksave the game after you get the announcement that you've been spotted but before the guards actually arrive, then when you reload the guards will never spawn. The script status doesn't get saved, so when you reload you're off scot-free.

It's definitely an exploit, but the trap script is so broken that I don't really have a problem with it.
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bevinator: Just a note here, but if you quicksave the game after you get the announcement that you've been spotted but before the guards actually arrive, then when you reload the guards will never spawn. The script status doesn't get saved, so when you reload you're off scot-free.

It's definitely an exploit, but the trap script is so broken that I don't really have a problem with it.
I'll probably wind up doing that, but will hold off on doing it in front of people who are watching me loot the chest; counterbalancing a design flaw is one thing, but using it to never get caught even when I should is just cheese.
Just tried out the exploit; went fine in the infirmary, but at the Friendly Arm a mercenary still spawned in. Thankfully I was able to avoid him, and in between all the petty theft Claire has been pulling, she's taking the gang south to Nashkel and will not be gratuitously stealing now that she has some spare funds. Granted, she's also going to be "attempting to locate any hidden assassins" inside secured buildings that look loaded and bringing back the loot from the "assassins" she "killed", or at least that's what she's telling Khalid and Jaheira; if it weren't for Gorion acting as if these two had some information of value, I think she'd be considering switching them out for some muscle who don't ask questions. It doesn't help that her new partners in crime are starting to appear less trustworthy than they initially seemed; they might have helped out fine with killing that Ogre, but Xzar seems to be on the verge of self-destructing and Montaron is now making open threats to the party and seems to be hoarding items from when he took point in that one mansion (it's not like that new lightning rod Xzar's been waving around was something any of the rest of us could have given him, after all...).

All in all, aside from my general bugbears against RTWP and the clunky pathfinding, things are definitely more engaging this time around.
Post edited March 28, 2014 by Jonesy89