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Collection of minor things


Caedwyr

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In D'arneise keep, I ran across a Spear +1 with the exceptional items component installed.

 

Also, blind effects do not prevent the Umber Hulks and Umber Hulk Elders from using their confusion gaze attacks.

 

Thirdly, would it be possible to do something about eliminating or drastically reducing the glut of generic +1,+2,+3 weapons encountered in ToB and ToB stores? I've always found that to be a bit of a immersion killer and it doesn't typically have any real use unless you are starting a fresh ToB only game.

 

 

Another thing that would be very nice, is to see a more limited selection of spells in enemy caster spellbooks, or at least a wider variety of spells. Currently it feels like every enemy caster has access to all the spells in the game appropriate for their level. It'd be nice if in-game rarity of certain spells for the PC was reflected in what spells are more common and rarer for NPC casters. Of course this is fairly pie-in-the-sky since I'm sure it would be a lot of work to individualise the spell loadouts to that degree.

 

Fourthly, bandit encounters, D'arneise keep, and most encounters are very scary now to encounter with an underleveled party. I'm finding I have to rest a lot more and make full use of the Rod of Ressurection after a lot of battles.

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In D'arneise keep, I ran across a Spear +1 with the exceptional items component installed.

Oops, will fix.

 

Also, blind effects do not prevent the Umber Hulks and Umber Hulk Elders from using their confusion gaze attacks.

Blame questpack or the vanilla game, I don't touch umber hulks.

 

Thirdly, would it be possible to do something about eliminating or drastically reducing the glut of generic +1,+2,+3 weapons encountered in ToB and ToB stores? I've always found that to be a bit of a immersion killer and it doesn't typically have any real use unless you are starting a fresh ToB only game.

 

Probably... I did something about a few of them (the ones in the inn store in Saradush) but I could probably have been more systematic. Having said which, there's a game-balance requirement for quite a lot of +2 weapons on your foes because they need to be able to hit CHARNAME, who's immune to normal and +1 weapons after visiting Hell.

 

Another thing that would be very nice, is to see a more limited selection of spells in enemy caster spellbooks, or at least a wider variety of spells. Currently it feels like every enemy caster has access to all the spells in the game appropriate for their level. It'd be nice if in-game rarity of certain spells for the PC was reflected in what spells are more common and rarer for NPC casters. Of course this is fairly pie-in-the-sky since I'm sure it would be a lot of work to individualise the spell loadouts to that degree.

 

The way it works atm is that SCSII has a list of "no-good" spells and swaps them, at random, for "good" spells - so an SCSII game is probably a bit worse than a vanilla game at this. Having said this, I'm not massively persuaded by in-game rarity - the PC rises meteorically to high levels (which obviously is really just because of how the game's levelling mechanisms work, but is justified in-game by his/her demigod powers) but enemy wizards have years, decades or centuries to collect their spells.

 

... ultimately you're right, though, the real killer is the time required.

 

Fourthly, bandit encounters, D'arneise keep, and most encounters are very scary now to encounter with an underleveled party. I'm finding I have to rest a lot more and make full use of the Rod of Ressurection after a lot of battles.

 

Is that a good or bad thing? :p

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Probably... I did something about a few of them (the ones in the inn store in Saradush) but I could probably have been more systematic. Having said which, there's a game-balance requirement for quite a lot of +2 weapons on your foes because they need to be able to hit CHARNAME, who's immune to normal and +1 weapons after visiting Hell.
It always pissed me that the immunity to +1 weapons bonus is not only totally useless but also forces ToB enemies to have full stacks of +2 weapons which ruins the immersion imho. If you ever want to change +2 weapons an easy solution for balance purpose could be changing the .spl which give the +1 immunity...to normal weapons immunity or something totally different if appropriate.
Fourthly, bandit encounters, D'arneise keep, and most encounters are very scary now to encounter with an underleveled party. I'm finding I have to rest a lot more and make full use of the Rod of Ressurection after a lot of battles.
Actually it's a very good thing! I never use the rod of resurrection neither i need to rest so often but random encounters are now really challenging for low level parties as they should be...after all they are supposed to be there to kill charname not to trow away their lives.

 

Great work DavidW! :p

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In D'arneise keep, I ran across a Spear +1 with the exceptional items component installed.

Oops, will fix.

 

And I ran across a generic Mace +1. In the Suna Seni encounter, I think. Or perhaps the government district Viconiaburners? Not bought anywhere, at least.

 

Fourthly, bandit encounters, D'arneise keep, and most encounters are very scary now to encounter with an underleveled party. I'm finding I have to rest a lot more and make full use of the Rod of Ressurection after a lot of battles.

 

Is that a good or bad thing? :p

 

Yes. :p

 

(as an aside, iiProjectileRetrieval gives this wonderful feeling of how much pain my poor spellcasters are subjected to. Xan had six arrows to pull out after the Viconia encounter... with a set 60% recovery rate... Gives a new depth to "it's hopeless!")

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Its a good thing.

 

To give an idea of how hard, I had to head back to the Adventure Mart part way through clearing the D'arneise Keep celler to purchase the Rod of Ressurection (now that I had enough cash to purchase it, unlike to before I started on the Keep) in order to Ressurection three party members of my 6 man group.

 

Also, I'm finding that the clairvoyance and similar distant viewing spells to be much more useful. Aerie keeps several copies of Detect Invisibility memorized and I've been going through healing potions like water at a track and field meet. Incidently, I really hate Spirit Trolls and their 1/round improved invisibility they like to recast. I've noticed though, that it ignores Glitterdust's normal proscription from recasting an invisibility spell while the duration is still on.

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I hate snake mages. It turns out they are a very common type of enemy spellcaster in dungeons. In the vanilla game they did not make good use of their high level and wide selection of spells. Actually, since they are one of the caster types that typically shows up in at least pairs it might be a good idea to flag them as one of the more dangerous enemy types out there if they aren't already (for difficulty of spawns in dungeons).

 

Also, does the second option on pre-buffing allow enemy mages to cheat on their contingencies, spell sequencers, minor spell sequencers, etc? I'm fairly certain I've seen the same mage cast more than one of these prepared spells without reloading it (though they may be and I'm just missing it).

 

Note, that these aren't really criticisms on the difficulty level, more comments and questions.

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I hate snake mages. It turns out they are a very common type of enemy spellcaster in dungeons. In the vanilla game they did not make good use of their high level and wide selection of spells. Actually, since they are one of the caster types that typically shows up in at least pairs it might be a good idea to flag them as one of the more dangerous enemy types out there if they aren't already (for difficulty of spawns in dungeons).

I'll look at doing that. In the current version, with the exception of liches I just used the vanilla game's assessments of relative difficulty, but that doesn't allow for SCS enhancing different creature types differently. I guess the only problem is that not everyone using that component will be using all the AI components. (As I've said elsewhere, this is the sort of reason why mods like IA aren't separated into components. I disagree with that choice but I see where it comes from.)

 

Also, does the second option on pre-buffing allow enemy mages to cheat on their contingencies, spell sequencers, minor spell sequencers, etc? I'm fairly certain I've seen the same mage cast more than one of these prepared spells without reloading it (though they may be and I'm just missing it).

 

It's certainly not intended to allow cheating - prebuff spells are additional to sequencers, but sequencers themselves are on a counter and mages are supposed to get only one of each type. If you manage to confirm that you're getting more than one from a given mage, let me know details: it's a bug.

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One other thing I found really irritating and made me turn off the full prebuffing option (I'm going with option 2 right now) is that as soon as the enemy mage is out of sight and is then seen again, they do the full rebuff. Couple this with their habit of running away from the player while not actually casting spells and it means that in a dungeon with narrow hallways and limited line of sight they'll be constantly having the pre-battle buffs applied. 3/4 of the battle seems to be to get the enemy mage to stay in the same spot and not run out of sight so they can get a full suit of pre-buffs all over again.

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One other thing I found really irritating and made me turn off the full prebuffing option (I'm going with option 2 right now) is that as soon as the enemy mage is out of sight and is then seen again, they do the full rebuff. Couple this with their habit of running away from the player while not actually casting spells and it means that in a dungeon with narrow hallways and limited line of sight they'll be constantly having the pre-battle buffs applied. 3/4 of the battle seems to be to get the enemy mage to stay in the same spot and not run out of sight so they can get a full suit of pre-buffs all over again.

 

Bug (again). That's not the intended behaviour; it's supposed to be on an 8-hr timer. Will fix, sorry.

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In the Unseeing Eye Beholder area, the blind priests will continuously cast their blind spell on anyone they've seen no matter where they are on the map. They will also attempt to cast it (shows up in feedback) with no success after you leave the area without killing them. I saw this behaviour in the area immediately outside the Unseeing Eye beholder lair and in the Undead town nearby.

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I can't reproduce the problem with mages recasting their spells when they leave LOS. Can you give me a bit more detail about it? Is it every mage? Is it all their buffs or just some? Do they always do it or just sometimes?

 

& could I have a copy of your log?

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Weidu Log:

 

// 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
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~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 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial
~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
~ACEALTMUSIC/SETUP-ACEALTMUSIC.TP2~ #0 #0 // BGII Alternate Soundtrack
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~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #8 // Edwin
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #10 // Imoen 1.0 (Sweet Imoen)
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #16 // Jan 1.1 (Younger Jan)
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #17 // Keldorn 1.0 (Bearded Keldorn)
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #19 // Korgan
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #20 // Mazzy
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #23 // Nalia
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #26 // Valygar 1.0 (braids)
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #31 // Viconia 1.13 (Sexy Viconia, Mike1072 edit)
~AMAUREASBG2PORTRAITS/SETUP-AMAUREASBG2PORTRAITS.TP2~ #0 #32 // Yoshimo 1.0 (Bearded Yoshimo)
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~SETUP-TURNABOUT.TP2~ #0 #1 // Balthazar Epilogue Portrait, by Cliffette
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~DC/SETUP-DC.TP2~ #0 #0 // Dungeon Crawl, v1
~EMAD/SETUP-EMAD.TP2~ #0 #0 // A Z-rated Adventure - an IM4 Non-Entry
~EMAD/SETUP-EMAD.TP2~ #0 #1 // The Promise of a Troll
~EMAD/SETUP-EMAD.TP2~ #0 #2 // A Bhaalspawn's Best Friend
~EMAD/SETUP-EMAD.TP2~ #0 #3 // Under Her Spell
~EMAD/SETUP-EMAD.TP2~ #0 #5 // Character Medley
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.4
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~SETUP-KIVAN.TP2~ #0 #1 // Select Deheriana's Class -> Mage/Fighter/Cleric
~SETUP-KIVAN.TP2~ #0 #7 // Install ToB Portion of the Mod
~SETUP-NMBEAUTY.TP2~ #0 #2 // Alternate Cernd Portrait by NiGHTMARE
~SETUP-NMBEAUTY.TP2~ #0 #4 // Alternate Haer'Dalis Portrait by NiGHTMARE
~SETUP-NMBEAUTY.TP2~ #0 #5 // Alternate Half Orc Portrait by NiGHTMARE
~SETUP-NMBEAUTY.TP2~ #0 #7 // Alternate Jaheira Portrait by NiGHTMARE
~SETUP-NMBEAUTY.TP2~ #0 #12 // Alternate Minsc Portrait by NiGHTMARE
~SETUP-NMBEAUTY.TP2~ #0 #14 // Alternate Sarevok Portrait by NiGHTMARE
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~NPCKIT/NPCKIT.TP2~ #0 #400 // Anomen Gains Helm Kit on Passing Knighthood Test
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~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description
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~NPCKIT/NPCKIT.TP2~ #0 #2100 // Change Korgan's Kit to Battlerager
~NPCKIT/NPCKIT.TP2~ #0 #2200 // Give Mazzy a Proper Truesword of Arvoreen Kit
~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger
~NPCKIT/NPCKIT.TP2~ #0 #2500 // Give Nalia Adventurer Kit
~NPCKIT/NPCKIT.TP2~ #0 #2800 // Give Sarevok a Proper Deathbringer Kit
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn
~SETUP-UB.TP2~ #0 #7 // Restored Encounters
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations"
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0
~SETUP-UB.TP2~ #0 #12 // Item Restorations
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal
~SETUP-PSTELE.TP2~ #0 #0 // PlanarSphere_Return_v2 Weidu
~SETUP-RUPERT.TP2~ #0 #0 // Rupert the Dye Merchant (for BG2 or TuTu/BGT)
~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries
~SETUP-D0TWEAK.TP2~ #0 #3 // Reintroduce Dimension Door
~SETUP-D0TWEAK.TP2~ #0 #5 // Additional Racial Enemies
~SETUP-D0TWEAK.TP2~ #0 #6 // Summonning Cap Removal
~SETUP-D0TWEAK.TP2~ #0 #7 // PnP Celestial Fury
~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table
~SETUP-D0TWEAK.TP2~ #0 #18 // Improved Backstabbing
~SETUP-D0TWEAK.TP2~ #0 #19 // NPCs/Summons Set Off Traps
~SETUP-D0TWEAK.TP2~ #0 #21 // BG1-Style Summoning Spells
~SETUP-ESERIES.TP2~ #0 #0 // eSeries v1.8
~SETUP-GMINION.TP2~ #0 #0 // gMinion v1.8
~SETUP-VALHORN.TP2~ #0 #0 // Improved Horns of Valhalla v1.2
~SETUP-FAIRYDRAGON.TP2~ #0 #0 // Authentic mischiefous Fairy Dragon
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements
~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper
~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns
~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen
~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement
~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions
~RR/SETUP-RR.TP2~ #0 #2 // Bard kit revisions
~RR/SETUP-RR.TP2~ #0 #3 // Bard High Level Ability revisions
~RR/SETUP-RR.TP2~ #0 #4 // Proper spell progression for Bards
~RR/SETUP-RR.TP2~ #0 #5 // Additional equipment for Thieves and Bards
~RR/SETUP-RR.TP2~ #0 #6 // Revised Thievery
~RR/SETUP-RR.TP2~ #0 #7 // Chosen of Cyric encounter
~RR/SETUP-RR.TP2~ #0 #8 // Shadow Thief Improvements
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities
~SETUP-REFINEMENTS.TP2~ #0 #30 // Shapeshifting fix -> Heal on shifting back to human (Default)
~SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials
~TB#QUEST/TB#QUEST.TP2~ #0 #2 // A large battle
~TB#QUEST/TB#QUEST.TP2~ #0 #3 // Underdark Mage Duel
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #150 // Imprisonment Fix. (v2.10)
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #200 // Flesh to Stone Fix. (v2.10)
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #2050 // Improved Difficulty System. -> Serious dialogue (recommended). (v2.10)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game
~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 #1030 // Reveal Wilderness Areas Before Chapter Six
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding
~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 #2060 // Weapon Styles for All
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grand Mastery (Baldurdash)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table
~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 #3040 // Make Bags of Holding Bottomless
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil
~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 #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 #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 #175 // Faster Bears
~SCSII/SETUP-SCSII.TP2~ #0 #184 // Increase the price asked by Gaylan Baele -> Gaylan wants 120,000 gold pieces
~SCSII/SETUP-SCSII.TP2~ #0 #201 // Prevent party members from dying irreversibly
~SCSII/SETUP-SCSII.TP2~ #0 #220 // Smarter general AI
~SCSII/SETUP-SCSII.TP2~ #0 #230 // Better 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 #241 // Improved fiends -> Fiends cast spells like normal wizards
~SCSII/SETUP-SCSII.TP2~ #0 #251 // Smarter genies -> Genies cast spells like normal wizards
~SCSII/SETUP-SCSII.TP2~ #0 #261 // Smarter celestials -> Celestials cast spells like normal wizards
~SCSII/SETUP-SCSII.TP2~ #0 #271 // Smarter dragons -> Dragons cast spells like normal wizards
~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)
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #320 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #330 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting
// Recently Uninstalled: ~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
// Recently Uninstalled: ~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
// Recently Uninstalled: ~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
// Recently Uninstalled: ~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
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #380 // Improved d'Arnise Keep ("Tactics Remix")
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #385 // Enhanced Sendai's Enclave
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #387 // Improved Shade Lord
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #402 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches)
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved minor encounters [almost no content yet]
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #415 // Give SCS II style AI to Ascension enemies
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #420 // Ease-of-use party AI
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #430 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic)
// Recently Uninstalled: ~SCSII/SETUP-SCSII.TP2~ #0 #440 // Move Boo into Minsc's pack
~SCSII/SETUP-SCSII.TP2~ #0 #321 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC
~SCSII/SETUP-SCSII.TP2~ #0 #331 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC
~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 #387 // Improved Shade Lord
~SCSII/SETUP-SCSII.TP2~ #0 #402 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches)
~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved minor encounters [almost no content yet]
~SCSII/SETUP-SCSII.TP2~ #0 #415 // Give SCS II style AI to Ascension enemies
~SCSII/SETUP-SCSII.TP2~ #0 #420 // Ease-of-use party AI
~SCSII/SETUP-SCSII.TP2~ #0 #430 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic)
~SCSII/SETUP-SCSII.TP2~ #0 #440 // Move Boo into Minsc's pack
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2312 // Add Save Penalties for Spells Cast by High-Level Casters -> Arcane & Divine Magic
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap
~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 #3200 // Sellable Staffs, Clubs, and Slings (Icelus)
~DRUIDSOR/SETUP-DRUIDSOR.TP2~ #0 #0 // Geomantic Sorcerer Kit
~SETUP-XPMOD.TP2~ #0 #9 // Locks, Traps and Spells XP Reduction -> Reduce to 10%
~SETUP-XPMOD.TP2~ #0 #10 // No XP for learning spells
~SETUP-XPMOD.TP2~ #0 #19 // SoA Starting XP Reduction -> Reduce to 8900 XP (10%)
~SETUP-VIRTUE.TP2~ #0 #0 // Virtue

 

As you can see, I uninstalled the precast lots of buffs before battles option. I was encountering the problem really badly in D'arneise Keep and Mekrath's tower from the Yuan'ti Mages. They'd recast their entire suit of pre-battle buffs, typically something like the following:

 

Spell Immunity: Divination

Spirit Armor

Shadow Door

Protection from Normal Missiles

Shield

And several more I believe, possibly Stoneskin as well.

 

Then, they'd also follow it up with a recasting of Protection from Magical Weapons.

 

I'm using v. 1 according to the readme.

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With the above set of mods, but SCSII updated to V2, I'm running into an issue when I enter the Temple Ruins for the first time. The game starts to lag up (as though due to script issues) and the Shade Lord starts to do all his prebuffs and spam his aura effect even though the party is nowhere near him. This may be due to interactions with Every Mod and a Dog, as there are a couple of components that happen in the Temple Ruins area, but nothing in range of the Shade Lord as far as I can tell. The freezing effect persists in Annath's cave as well.

 

The massive script/whatever lag and freezing still occurs without the Improved Shade Lord component installed, but he doesn't spam his casting any longer when entering the area.

 

I've also uninstalled all of the Every Mod and a Dog components that take place in the temple ruins, and the massive lag/freezing still occurs.

 

Further update. Even though the Bhaalspawn's best friend component is uninstalled, I still encountered the wolf from that mod in the temple ruins (must have been set to spawn by an earlier part of the quest). As it is some sort of familiar/extra party member/summoned creature type hackery or such I'm thinking it may be running into issues with SCSII. The freezing after a short while of things becoming more stuttery (like 10 seconds) makes me think it is some sort of script problem. Is there any information I can send you that will help with debugging this?

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If you have a chance, can you do me a favour: upgrade to v2 (you can do it without starting a new game) and see if you can reproduce the bug. There were a couple of oddities in v1's handling of mages which might be causing the problem.

 

EDIT: sorry, wrote this before your last post.

 

Re Shade Lord debugging: I think the lagging and the Shade Lord prebuff are separate problems - I can reproduce the latter but not the former. When I have a chance (probably not till next week) I'll try installing that EMAD component and seeing what's going on.

 

The Shade Lord himself is just my idiocy: I forgot that his area doubles as the temple approach area. (The battle was tested itself but was written a bit too late to be used in general playthrough testing.) It's harmless but if you want to fix it, edit scsII\shadelord\shadel.ssl and add this block just before the "Darkling Aura" comment:

 

IF

!Detect(NearestEnemyOf(Myself))

!Global("inafight","LOCALS",1)

THEN

RESPONSE #100

NoAction()

END

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