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Doing a test run with SCSII v7


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Since I'm currently doing a test run with RR v3.91, SCSII v7 and a couple of other mods I'll post any SCSII related issues which I encounter here. As you might know, SCSII is one of my favorite mods and so far I'm really enjoying the experience. :) FYI, here's my 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 [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: 6.1
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: 6.1
~SETUP-UB.TP2~ #0 #7 // Restored Encounters
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations"
~SETUP-UB.TP2~ #0 #12 // Item Restorations
~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-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items
~NPCKIT/NPCKIT.TP2~ #0 #400 // Anomen Gains Helm Kit on Passing Knighthood Test
~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit
~NPCKIT/NPCKIT.TP2~ #0 #2500 // Give Nalia Adventurer Kit
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~IEPBANTERS/IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA
~IEPBANTERS/IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB
~IEPBANTERS/IEPBANTERS.TP2~ #0 #2 // NPC Conflict Revisions
~IEPBANTERS/IEPBANTERS.TP2~ #0 #3 // Install Banter Accelerator? How much time would you like in between NPC banters in-game? -> 10 Minutes
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II, v7
~XAN/SETUP-XAN.TP2~ #0 #1 // Install alternate class for Xan? -> Change Xan's class to Fighter/Mage
~XAN/SETUP-XAN.TP2~ #0 #5 // BG1-style flaming swords
~DEARNISE/SETUP-DEARNISE.TP2~ #0 #0 // de'Arnise Romance for Baldur's Gate II, v2
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v3.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v3.91
~RR/SETUP-RR.TP2~ #0 #2 // Bard kit revisions: v3.91
~RR/SETUP-RR.TP2~ #0 #3 // Bard High Level Ability revisions: v3.91
~RR/SETUP-RR.TP2~ #0 #4 // Proper spell progression for Bards: v3.91
~RR/SETUP-RR.TP2~ #0 #5 // Additional equipment for Thieves and Bards: v3.91
~RR/SETUP-RR.TP2~ #0 #6 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v3.91
~RR/SETUP-RR.TP2~ #0 #8 // Chosen of Cyric encounter: v3.91
~RR/SETUP-RR.TP2~ #0 #9 // Shadow Thief Improvements: v3.91
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #80 // Restore SoA Load Screen Logo (ToB Only)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash)
~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 #3170 // No Drow Avatars On Party In Underdark
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good
~SCSII/SETUP-SCSII.TP2~ #0 #10 // Detectable spells and effects (required for most other components): v7
~SCSII/SETUP-SCSII.TP2~ #0 #50 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v7
~SCSII/SETUP-SCSII.TP2~ #0 #90 // Blade Barrier and Globe of Blades only affect hostile creatures: v7
~SCSII/SETUP-SCSII.TP2~ #0 #220 // Smarter general AI: v7
~SCSII/SETUP-SCSII.TP2~ #0 #230 // Better calls for help: v7
~SCSII/SETUP-SCSII.TP2~ #0 #235 // Potions for NPCs -> All unused potions on dead enemies are retrievable by the party: v7
~SCSII/SETUP-SCSII.TP2~ #0 #240 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v7
~SCSII/SETUP-SCSII.TP2~ #0 #250 // Smarter genies -> Genies have fast, uninterruptable innate magic: v7
~SCSII/SETUP-SCSII.TP2~ #0 #260 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v7
~SCSII/SETUP-SCSII.TP2~ #0 #270 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v7
~SCSII/SETUP-SCSII.TP2~ #0 #282 // Smarter beholders -> No hive upgrade; no chance of of burn-through: v7
~SCSII/SETUP-SCSII.TP2~ #0 #289 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v7
~SCSII/SETUP-SCSII.TP2~ #0 #300 // Smarter githyanki: v7
~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): v7
~SCSII/SETUP-SCSII.TP2~ #0 #322 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v7
~SCSII/SETUP-SCSII.TP2~ #0 #332 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v7
~SCSII/SETUP-SCSII.TP2~ #0 #335 // Spellcasting Demiliches: v7
~SCSII/SETUP-SCSII.TP2~ #0 #340 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v7
~SCSII/SETUP-SCSII.TP2~ #0 #350 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v7
~SCSII/SETUP-SCSII.TP2~ #0 #360 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v7
~SCSII/SETUP-SCSII.TP2~ #0 #370 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v7
~SCSII/SETUP-SCSII.TP2~ #0 #375 // Slightly Improved Watcher's Keep: v7
~SCSII/SETUP-SCSII.TP2~ #0 #379 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v7
~SCSII/SETUP-SCSII.TP2~ #0 #381 // Slightly Improved Drow: v7
~SCSII/SETUP-SCSII.TP2~ #0 #383 // Improved Fire Giant temple: v7
~SCSII/SETUP-SCSII.TP2~ #0 #385 // Enhanced Sendai's Enclave: v7
~SCSII/SETUP-SCSII.TP2~ #0 #386 // Improved Abazigal's Lair: v7
~SCSII/SETUP-SCSII.TP2~ #0 #387 // Improved Shade Lord: v7
~SCSII/SETUP-SCSII.TP2~ #0 #390 // Improved Sahuagin: v7
~SCSII/SETUP-SCSII.TP2~ #0 #396 // Slightly improved Faldorn: v7
~SCSII/SETUP-SCSII.TP2~ #0 #397 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v7
~SCSII/SETUP-SCSII.TP2~ #0 #399 // Improved Vampires: v7
~SCSII/SETUP-SCSII.TP2~ #0 #400 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v7
~SCSII/SETUP-SCSII.TP2~ #0 #410 // Improved Minor Encounters: v7
~SCSII/SETUP-SCSII.TP2~ #0 #412 // Improved Random Encounters: v7
~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): v7
~SCSII/SETUP-SCSII.TP2~ #0 #440 // Move Boo into Minsc's pack: v7

 

Now for the two minor issues that I've noticed so far:

  • The Drow Leader in Ust Natha (DADROW6.CRE) no longer follows the runaway slave girl. Instead, he remains standing near Deirex' tower and only asks where she went once approached.
  • After leaving Ust Natha for the first time, the party is ambushed by an ogre, a goblin, a mephit and a mage (the guys that carry the Dragon's Breath halberd). Apparently, once the battle starts, this bunch makes Simyaz and his githyanki turn hostile which should not be happening IMO. The githyanki are in no way affiliated with that raiding party and it makes little sense for them to come to their aid without provocation.

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A few more minor issues:

  • The Svirlflebin patrol leader which Phaere sends you and Solaufein to intercept didn't walk straight to the party as usual. Instead, he seemed to walk a few steps, stop and then either continue or halt completely. I think there might be some unintended script overlapping here, essentially the same problem as with the Drow Leader beforehand.
  • The Drow party which guards the Underdark exit won't automatically go hostile if you insta-kill their leader (i.e. via backstab). After I force-attacked the others, they did go hostile but only one at a time.
  • During Vithal's quest (Underdark elemental portals) the new elementals which are added by SCSII don't give any XP after being killed.
  • Improved d'Arnise Keep: Torgal still has his Tactics-style Aura of Fear (or whatever that is) even though I had chosen the option where trolls should only have their original powers.

A couple of general comments:

  • The improved House Jae'llat and Qilue's home battles were nicely done and proved to be quite challenging. I had the feeling that the opponents intelligently coordinated their attacks for maximum efficiency (i.e. like a real PC party would) and I particularly liked that aspect. In particular, I think the Greater Mallison -> Unholy Word/Smite combos would have been a lot deadlier if I had more good aligned characters in my party. :)
  • OTOH, I didn't particularly like the forced battle with the entire Drow city after the Demon Lord gets unsummoned. The readme wasn't very clear about this, so I had assumed that the battles only happen if you actually choose to attack the Ust Natha guards instead of merely fleeing (as in the unmodded game). To me, carrying out a bunch of battles while navigating the narrow streets of Ust Natha simply felt tedious rather than being challenging or fun. IMO, this should be an optional subcomponent i.e. separate from the base Improved Drow component.
  • BTW, if possible, could you include the Drow PnP abilities (Dancing Lights, Faery Fire, Darkness... etc.) as Quest Pack does in some future release?

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Thanks for this; anything I don't comment on I'm just noting as a bug to fix.

Improved d'Arnise Keep: Torgal still has his Tactics-style Aura of Fear (or whatever that is) even though I had chosen the option where trolls should only have their original powers.

Well, all I did with that component split was give spirit trolls their original powers, so I wouldn't call that a bug - but I agree, it would be more sensible to lump Torgal's supernaturalism in with the spirit trolls'.

 

  • OTOH, I didn't particularly like the forced battle with the entire Drow city after the Demon Lord gets unsummoned. The readme wasn't very clear about this, so I had assumed that the battles only happen if you actually choose to attack the Ust Natha guards instead of merely fleeing (as in the unmodded game). To me, carrying out a bunch of battles while navigating the narrow streets of Ust Natha simply felt tedious rather than being challenging or fun. IMO, this should be an optional subcomponent i.e. separate from the base Improved Drow component.

Certainly no reason not to make it a subcomponent, if that's generally felt to be a good idea. I also ought to check the readme if it's unclear - basically, what happens is that about five rounds after your flee, drow war parties of increasing strength start spawning at the rate of about one every five rounds. How much youwant to stay and fight is up to you.

 

  • BTW, if possible, could you include the Drow PnP abilities (Dancing Lights, Faery Fire, Darkness... etc.) as Quest Pack does in some future release?

 

To be honest, the reason I didn't (other than laziness; it's mildly fiddly to code) is that as a rule the drow PnP abilities aren't competitive relative to other things they could be doing (drinking potions, spellcasting, etc). Though on reflection in some of the bigger battles some of the grunt drow could use Darkness usefully... I'll consider it.

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A strange observation: the Blind Priests in the Unseeing Eye's lair seem to have infinite True Sight spells. I snuck past them a couple of times while scouting the area and I counted about 6-7 castings of True Sight per each priest before I finally decided to attack them. Of course, I CTRL+Q revealed that none of them had even a single True Sight memorized. :) Since having infinite divination spells would be fairly unrealistic, I'm hoping that this is a bug and not an intended feature.

 

On a somewhat related note, Liches seem to have quite a few Gate and Summon Efreeti spells when the entire party is Protected from Undead (via scroll). I killed about 4-5 of each before finally dealing with their master.

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A strange observation: the Blind Priests in the Unseeing Eye's lair seem to have infinite True Sight spells. I snuck past them a couple of times while scouting the area and I counted about 6-7 castings of True Sight per each priest before I finally decided to attack them. Of course, I CTRL+Q revealed that none of them had even a single True Sight memorized. :) Since having infinite divination spells would be fairly unrealistic, I'm hoping that this is a bug and not an intended feature.

Not intended, and I'm not sure how it's happening. Sure it's not Invisibility Purge? (I confess to being a bit lazy keeping track of those.)

On a somewhat related note, Liches seem to have quite a few Gate and Summon Efreeti spells when the entire party is Protected from Undead (via scroll). I killed about 4-5 of each before finally dealing with their master.

That's not (as far as I recall) cheated - they just do carry quite a few of those spells.

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The inifinite True Sight/Invis purge spells might be a feature of the vanilla game still in operation. They are blind, after all, so them not being able to hit you while you're invisible doesn't make a lot of sense. The developers might have given them the ability to Detect Invisible via script (well, assuing SCSII doesn't change that too much).

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Not intended, and I'm not sure how it's happening. Sure it's not Invisibility Purge? (I confess to being a bit lazy keeping track of those.)

 

You are right, it's indeed Invisibility Purge and not True Sight. However, I still feel that having infinite castings of either is a bit too much.

 

BTW, love the improved Beholder AI, especially the Telekinesis addition. Nice work! :)

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The inifinite True Sight/Invis purge spells might be a feature of the vanilla game still in operation. They are blind, after all, so them not being able to hit you while you're invisible doesn't make a lot of sense. The developers might have given them the ability to Detect Invisible via script (well, assuing SCSII doesn't change that too much).

 

Nope, the Blinds Priests use a generic priest script which is shared by many other divine casters in the game.

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Not intended, and I'm not sure how it's happening. Sure it's not Invisibility Purge? (I confess to being a bit lazy keeping track of those.)

 

You are right, it's indeed Invisibility Purge and not True Sight. However, I still feel that having infinite castings of either is a bit too much.

 

Indeed: as I say, it's laziness rather than anything else (well, laziness combined with the fact that most game casters have a crazy tangle of spell choices). I'll bear it in mind for fine-tuning.

 

I'm glad the beholders are working out. I'm fairly sure there aren't any that you encounter in places where the telekinesis will lead to bugs, but let me know if you find any.

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I don't know why, but after instalation of SCS2 v7, my Spellstrike description have full stop (.) between each two letters :/ It looks like this

 

.P.o. .r.z.u.c.e.n.i.u. .t.e.g.o. .c.z.a.r.u. .n.a. .w.y.b.r.a.n.ą. .i.s.t.o.t.ę.,. .s.p.o.w.o.d.u.j.e.

.o.n. .r.o.z.p.r.o.s.z.e.n.i.e. .w.s.z.e.l.k.i.c.h. .m.a.g.i.c.z.n.y.c.h. .o.s.ł.o.n. .j.ą.

.c.h.r.o.n.i.ą.c.y.c.h.,. .w.ł.ą.c.z.a.j.ą.c. .w. .t.o. .n.a.s.t.ę.p.u.j.ą.c.e. .z.a.k.l.ę.c.i.a.:.

.ż.e.l.a.z.n.a. .s.k.ó.r.a.,. .O.d.p.o.r.n.o.ś.ć. .n.a. .m.a.g.i.ę.,. .T.a.r.c.z.a. .A.r.c.h.o.n.ó.w.,.

.M.n.i.e.j.s.z.e. .o.d.b.i.c.i.e. .c.z.a.r.u.,. .K.l.o.s.z. .n.i.e.w.r.a.ż.l.i.w.o.ś.c.i. .m.n.i.e.j.s.z.e.j.,.

.N.i.e.p.o.d.a.t.n.o.ś.ć. .n.a. .c.z.a.r.y.,. .K.l.o.s.z. .n.i.e.w.r.a.ż.l.i.w.o.ś.c.i.,. .M.n.i.e.j.s.z.e.

.o.d.c.h.y.l.e.n.i.e. .c.z.a.r.u.,. .O.d.b.i.c.i.e. .c.z.a.r.u.,. .T.a.r.c.z.a. .p.r.z.e.c.i.w. .c.z.a.r.o.m.,.

.O.d.c.h.y.l.e.n.i.e. .c.z.a.r.u.,. .N.i.e.w.r.a.ż.l.i.w.o.ś.ć. .n.a. .c.z.a.r.y.,. .o.r.a.z.

.P.u.ł.a.p.k.a. .n.a. .c.z.a.r.y... .O.d.p.o.r.n.o.ś.ć. .c.e.l.u. .n.a. .m.a.g.i.ę. .n.i.e. .m.o.ż.e.

.p.o.w.s.t.r.z.y.m.a.ć. .t.e.g.o. .c.z.a.r.u...

 

What's going on? I've spotted it on every anti-buffer spell.

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I don't know why, but after instalation of SCS2 v7, my Spellstrike description have full stop (.) between each two letters :/ It looks like this

 

Pass. Try installing in a language other than Polish and see if it persists.

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It was bug of my translation, because I've left two strings blank (without anything) - so it was weird. Now (because in polish we don't need this change) I've put there letter and everything is fine.

 

I have got updated translation and sent it to cmorgan (with big pack of G3 translations :)).

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aVENGER_(RR): you around?

 

Sandwiching components of scsii v7 and rr v3.90 have caused me a problem.

 

I basically install like this: (with a lot of other mods in-between)

scsII spell tweaks + DS

all of RR, including RR's copy of DS

rest of scsII

 

... it turns out that RR's copy of DS actually wipes out the scsII-DS-appended WEAPON_ENCHANTMENT line in stats.ids. So I get a nice malfunction when running the rest of the scsII install.

 

I realize this is almost a "Don't do that then", and I can work around it easily locally now that I found it (thanks for --change-log, thebigg!) but thought you'd like a headsup.

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aVENGER_(RR): you around?

 

Yes, but I'm out of town for the reminder of the week (holding a bunch of IT seminars) so I'm away from my gaming computer.

 

Sandwiching components of scsii v7 and rr v3.90 have caused me a problem.

 

I basically install like this: (with a lot of other mods in-between)

scsII spell tweaks + DS

all of RR, including RR's copy of DS

rest of scsII

 

Ideally, RR should go before SCSII precisely because SCSII labels all weapons by their enchantment level (since RR introduces a bunch of new items) and also due to the Spellhold items removal component which may not work properly otherwise.

 

... it turns out that RR's copy of DS actually wipes out the scsII-DS-appended WEAPON_ENCHANTMENT line in stats.ids. So I get a nice malfunction when running the rest of the scsII install.

 

Hmm, this shouldn't be happening as RR v3.9 uses the same DS version as SCSII v5 which is only slightly older than v7. I don't use the label_weapons macro though, but I don't deliberately delete its effects either. Also, as far as I know, SCSII uses CLERIC_HALLOW for tracking weapon enchantment. David can correct me if I'm wrong.

 

I realize this is almost a "Don't do that then", and I can work around it easily locally now that I found it (thanks for --change-log, thebigg!) but thought you'd like a headsup.

 

Thanks, I'll definitively check it out. In the meantime, it's certainly safer to install SCSII after RR as recommended by my Compatibility Guide.

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The effects are still around, it's just the stats.ids WEAPON_ENCHANTMENT alias that goes away, breaking script compiles.

 

And the reason I'm adding SCSII's DS early in the install is to have proper DS added to spells before kit mods copy them to innates. Any better idea for how to do that?

 

Didn't think about the "what about label_weapons and mod-added-items" angle. Thanks for that insight.

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