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coaster's weidu log for Beta v2 & bug reports


coaster

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Hi

 

My Weidu log for Beta 2 - installed Fixpack, 1-PP and a few Tweak components, then almost all the SCSII components (hardest settings in virtually all cases).

 

// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!)

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun

~1PP/1PP.TP2~ #0 #0 // 1PP: Everything but Potions

~1PP/1PP.TP2~ #0 #1 // New Potion Graphics

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Kick-out Dialogues

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring and Spell-Trap Animation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs

~SCSII/SETUP-SCSII.TP2~ #0 #10 // Detectable spells and effects (required for most other components)

~SCSII/SETUP-SCSII.TP2~ #0 #20 // Allow Spellstrike to take down a Protection from Magic scroll

~SCSII/SETUP-SCSII.TP2~ #0 #30 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning)

~SCSII/SETUP-SCSII.TP2~ #0 #40 // Antimagic attacks penetrate improved invisibility

~SCSII/SETUP-SCSII.TP2~ #0 #50 // Iron Skins behaves like Stoneskin (can be brought down by Breach)

~SCSII/SETUP-SCSII.TP2~ #0 #61 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage

~SCSII/SETUP-SCSII.TP2~ #0 #70 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.

~SCSII/SETUP-SCSII.TP2~ #0 #80 // Revert Greater Restoration back to only affecting one creature

~SCSII/SETUP-SCSII.TP2~ #0 #90 // Blade Barrier and Globe of Blades only affect hostile creatures

~SCSII/SETUP-SCSII.TP2~ #0 #100 // Cap damage done by Skull Trap at 12d6

~SCSII/SETUP-SCSII.TP2~ #0 #110 // Make Minute Meteors into +2 weapons

~SCSII/SETUP-SCSII.TP2~ #0 #120 // Remove the Shield of Balduran from the game

~SCSII/SETUP-SCSII.TP2~ #0 #130 // Remove the invisibility power of the Staff of the Magi

~SCSII/SETUP-SCSII.TP2~ #0 #140 // Move Vhailor's Helm into Throne of Bhaal

~SCSII/SETUP-SCSII.TP2~ #0 #150 // Move the Robe of Vecna into Throne of Bhaal

~SCSII/SETUP-SCSII.TP2~ #0 #155 // Replace +1 magical weapons with Fine ones

~SCSII/SETUP-SCSII.TP2~ #0 #160 // Remove unrealistically helpful items from certain areas

~SCSII/SETUP-SCSII.TP2~ #0 #170 // Remove unrealistically convenient ammunition from certain areas

~SCSII/SETUP-SCSII.TP2~ #0 #184 // Increase the price asked by Gaylan Baele -> Gaylan wants 120,000 gold pieces

~SCSII/SETUP-SCSII.TP2~ #0 #190 // Make Watchers' Keep accessible between SoA and ToB

~SCSII/SETUP-SCSII.TP2~ #0 #201 // Prevent party members from dying irreversibly

~SCSII/SETUP-SCSII.TP2~ #0 #220 // Improved general AI

~SCSII/SETUP-SCSII.TP2~ #0 #230 // Improved calls for help

~SCSII/SETUP-SCSII.TP2~ #0 #235 // Potions for NPCs

~SCSII/SETUP-SCSII.TP2~ #0 #238 // Improved Spiders

~SCSII/SETUP-SCSII.TP2~ #0 #240 // Improved fiends -> Fiends have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #250 // Smarter genies -> Genies have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #260 // Smarter celestials -> Celestials have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #270 // Smarter dragons -> Dragons have fast, uninterruptable innate magic

~SCSII/SETUP-SCSII.TP2~ #0 #281 // Smarter beholders -> Upgrade the beholders found in the hive in the Underdark (borrowed from Quest Pack)

~SCSII/SETUP-SCSII.TP2~ #0 #290 // Smarter mind flayers

~SCSII/SETUP-SCSII.TP2~ #0 #300 // Smarter githyanki

~SCSII/SETUP-SCSII.TP2~ #0 #310 // Enemy mages use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages)

~SCSII/SETUP-SCSII.TP2~ #0 #320 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting

~SCSII/SETUP-SCSII.TP2~ #0 #330 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting

~SCSII/SETUP-SCSII.TP2~ #0 #341 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #351 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #361 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #371 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 9th-level spells get HLAs

~SCSII/SETUP-SCSII.TP2~ #0 #380 // Improved d'Arnise Keep ("Tactics Remix")

~SCSII/SETUP-SCSII.TP2~ #0 #385 // Enhanced Sendai's Enclave

~SCSII/SETUP-SCSII.TP2~ #0 #402 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty

~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved minor encounters [almost no content yet]

 

Install log looked mostly okay, apart from the following:

 

SCS warning: I tried to swap the order of scripts DW#FIGCL and GPSHOUT in JAREV4, but I couldn't find both of them

Copying and patching 1 file ...

[./override/JAHEI4.cre] loaded, 1492 bytes

 

SCS warning: I tried to swap the order of scripts DW#FIGCL and GPSHOUT in JAHEI4, but I couldn't find both of them

Copying and patching 1 file ...

[./override/JADE4.cre] loaded, 1492 bytes

 

SCS warning: I tried to swap the order of scripts DW#FIGCL and GPSHOUT in JADE4, but I couldn't find both of them

Copying and patching 1 file ...

[./override/HEARTG4.cre] loaded, 1532 bytes

 

SCS warning: I tried to swap the order of scripts DW#FIGCL and GPSHOUT in HEARTG4, but I couldn't find both of them

Copying and patching 1 file ...

[./override/HEARTG5.cre] loaded, 1544 bytes

 

SCS warning: I tried to swap the order of scripts DW#FIGCL and GPSHOUT in HEARTG5, but I couldn't find both of them

Copying and patching 1 file ...

 

No idea if these are significant or not.

 

Any gameplay bugs etc to follow.

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End of Irenicus dungeon:

 

Bug in replace +1 with excellent weapons component; inventory icons for all excellent weapons seem to be missing

 

Comments: easily the hardest encounters in the dungeon are now the mage ones - one might consider it slightly unfair that in the ogre mage encounter, he casts horror, and neither Jaheira nor Imoen can cast a resist fear spell. Still, nowhere near impossible. AI on non-mage enemies looks pretty good...intelligent missile targeting, not wasting backstabs on stoneskinned NPCs, etc

 

One question: I found it odd that I could hit the vampire (Ulyvaryl?) with normal weapons. Is this the case in vanilla BG2? I thought not, but I could be wrong.

 

More to come...

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One question: I found it odd that I could hit the vampire (Ulyvaryl?) with normal weapons. Is this the case in vanilla BG2? I thought not, but I could be wrong.

 

It's in vanilla, I think; certainly SCS II doesn't touch her. Designers being nice to new players in their first dungeon probably.

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One possible bug...my main PC got chunked by a backstab (by a mugger in the docks, lol) and the game crashed. I have "Prevent party members from dying irreversibly" installed. Unfortunately I couldn't replicate it after numerous attempts (probably due to the low probability of chunking with this component - and CTRL-Y doesn't result in chunking, alas). I'll see if it happens anywhere else in the game.

 

Edit: false alarm I think. I ramped up difficulty to insane & got chunked twice by said muggers, with no crash. Must've been a one-off.

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One possible bug...my main PC got chunked by a backstab (by a mugger in the docks, lol) and the game crashed. I have "Prevent party members from dying irreversibly" installed. Unfortunately I couldn't replicate it after numerous attempts (probably due to the low probability of chunking with this component - and CTRL-Y doesn't result in chunking, alas). I'll see if it happens anywhere else in the game.

 

Edit: false alarm I think. I ramped up difficulty to insane & got chunked twice by said muggers, with no crash. Must've been a one-off.

 

I hope so... it can't have been the no-chunk component, I think, because it doesn't actually do anything to your main character. (If the main character dies you're dead whatever, so there didn't seem much point.) Thanks for checking, though.

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Just taken out Rayic Gethras...boy was he a tough cookie. Very impressed by the AI. First time round, after he knocked out almost all his spells, he cast invisibility & just disappeared, so I couldn't kill him (Viconia's dispel invisibility had already been used on his shadow door, and Rayic was too clever to attack in melee & break his invisibility). Several reloads later, I managed to kill him.

 

One minor suggestion - does the AI take into account Viconia's innate magic resistance? Rayic kept casting Melf's Acid Arrow on Viconia, which was largely wasted due to her high MR. From a role-playing perspective, I imagine Rayic would see she was a Drow (and therefore had high MR) and so not use up his individually targeted spells on her.

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In a few places I've come across dialogue triggering problems. For example, when you go to kill Mae'var, instead of the dialogue triggering on sight, I have to go right up to him and talk to him. Same thing happens with Gaal doing his speech in the temple district; and something weird was even happening with Habib and his scimitar (he looked like he would have kept on attacking me, albeit remaining non-hostile, had I not spoken to him and triggered the dialogue).

 

Not absolutely sure if this is being caused by SCSII or something else, but as I only have Fixpack, a few Tweakpack components, and 1-PP installed apart from SCSII, it might be worth checking.

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In a few places I've come across dialogue triggering problems. For example, when you go to kill Mae'var, instead of the dialogue triggering on sight, I have to go right up to him and talk to him. Same thing happens with Gaal doing his speech in the temple district; and something weird was even happening with Habib and his scimitar (he looked like he would have kept on attacking me, albeit remaining non-hostile, had I not spoken to him and triggered the dialogue).

 

Not absolutely sure if this is being caused by SCSII or something else, but as I only have Fixpack, a few Tweakpack components, and 1-PP installed apart from SCSII, it might be worth checking.

 

Yep, I think these are SCS II errors. I did a fairly systematic check for that sort of error, but all the characters you mention are people I modified quite late in the day and who probably missed the check. I'll sort them.

 

Edit:I don't think Habib is my fault: I haven't changed him in any relevant way. The other two are.

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One minor suggestion - does the AI take into account Viconia's innate magic resistance? Rayic kept casting Melf's Acid Arrow on Viconia, which was largely wasted due to her high MR. From a role-playing perspective, I imagine Rayic would see she was a Drow (and therefore had high MR) and so not use up his individually targeted spells on her.

 

It's supposed to; checking the script, though, I'm not sure it's doing it correctly. I've tightened it.

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A few additional bugs/queries:

 

-Quest log "Collect the fee for Gaelen Bayle": amount still shown as 20k GP even though raised to 120k GP

-Phase spider poison - "poisoned" icon not appearing on character portrait (although health diminishes rapidly), has the poison effect been altered in some way?

-Troll mound - are trolls supposed to call for help? The trolls off-screen in the NW part of the mound didn't attack when their fellows by the entrance did, I expected a call for help to bring them over.

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The two rakshasa with Ihtafeer failed to turn hostile after Ihtafeer reverted to her true form. There was a kind of "shadow door effect" around them, then they reappeared as blue circled humans as before. I had to attack them to get them to change into rakshasa.

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Alibakkar bug in Trademeet - after accepting the quest for the circlet of Trademeet from either Lady Lurraxol or Lord Alibakkar, the Alibakkar guards go crazy and start attacking one another. If you accept the quest from Alibakkar, he joins in the fun also (but only using melee attacks, no magic).

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OK, thanks - I can reproduce all of those locally, except the phase spider bug - I don't see how SCS II can be doing this, but it could be something I'm missing. Since the (rather hilarious) Trademeet bug is game-critical, I've included a fix for it in the bugfix download - again, just download and unzip into your override directory.

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