DavidW Posted August 20, 2010 Share Posted August 20, 2010 Version 14 of SCS II is out. No new content, just translation updates, bugfixes, and compatibility fixes. Thanks to everyone who gave bug reports - special thanks to Ardanis for very detailed information. Changelog: Updated French translation (courtesy Mornagest) Updated German translation (courtesy Leonardo Watson) Updated Italian translation (courtesy Stoneangel) Updated Spanish translation (courtesy Ancalagon) Kangaxx now has Protection from Fire in his Chain Contingency The new dragons in Abazigal's lair all get ToB dragon immunities now The fire creatures in the Fire Giant Temple are no longer affected by the lava pits (they weren't taking damage anyway, but it was messing with their spells) Golems now get immunity to poison Nevaziah's level is lowered to 18 (this makes the Edwin quest a little less frustratingly long) Under-the-hood change: "Faster Bears" now edits Creature files, not scripts (thanks to Ardanis for the code) "Dragons have more staying power" now improves hit points of dragons added by other components We now use Acid Arrows and Flame Arrows against enemies protected by Stoneskin Wanev et al are no longer made hostile by friendly fire in the Asylum Spirit trolls no longer get/use potions Added (well, documented) console override to make Joluv and Deirdre turn up if you're bored of waiting for them The Watchers' Keep component no longer enforces the SoA experience cap Fixed a minor problem where WEIDU functions were adding irrelevant data to creature files Fixed a couple of typos that were preventing the Ghaunadan help script from working properly Fixed a typo that prevented the Talosar priests from using their lightning power Druids now shapeshift correctly even if Improved Shapeshifting isn't installed Corrected a death variable error carried over from Tactics Improved Irenicus The name of the "standardise dragon immunities" component wasn't displaying correctly Blocked a bug that, in rather rare circumstances, would cause mages to recover their spells upon going out of sight Both black dragons in Abazigal's lair now benefit from the "dragons cast instantly" component Increased-golem-range works properly now The pit fiends in Abazigal's ambush are now correctly improved by "Improved Fiends" Tidied up various confusions between SCSI and SCSII version of global macro library ("scsii.tph") Fixed a typo in the no-chunk code that was preventing it from working properly Enemy-summoned Baalors weren't being improved by Improved Fiends Samia no longer gets a help script (she doesn't need one, and it was causing her to go hostile too readily) The mage component will no longer fail in the (unlikely) event that some other mod adds a lich who is also a fighter/mage Removed an invisible "bug" in the Abazigal multi-dragon dialog (it wasn't causing in-game problems, but it was tripping bugfinding software) Incorrect strings no longer display in some situations where creatures or characters are immune to spells (insect plague, protection from undead, invisible efreeti) Fixed a glitch in the code controlling spawning of merchants, which meant Joluv sometimes didn't spawn Under-the-hood fix: mages, priests and some miscellaneous creatures were still getting an (irrelevant) melee combat script, even though their core script includes melee. It's now stripped (the only visible effect is that possibly the game will run more smoothly) Fixed vanilla-game issue whereby rakshasas cast spells as if 1st level Demiliches are no longer immune to Breach Tidied up component dependencies a bit Fixed a few readme errors in the v13 changelog Slightly reorganised "improved Irenicus in Hell" install order to avoid (harmless) confusion to WEIDU Corrected (probably harmless) glitch in backstab code Small improvements to Spell Revisions compatibility: efreet and death knights don't lose their weapons, simulacrum is no longer overwritten If Item Remix is installed, Maevar no longer gets his shadow armour removed If Item Remix is installed, Azamantes takes proper advantage of the Robe of Vecna The golem component now recognises a golem from Wheels of Prophecy Fiends in Wheels of Prophecy are now being improved by Improved Fiends BG2 tweakpack bags are REALLY AND TRULY now correctly allowed for by "items taken in spellhold" Link to comment
Demivrgvs Posted August 20, 2010 Share Posted August 20, 2010 Feel free to delete this post, but I think Item Remix fixes (Maevar and Azamantes) refer to Item Revisions. Great to see Maevar can wear again his armor! Thanks. I didn't even knew about Efreet and Death Knights issues!Thanks again for the Simulacrum fix, I made it compatibile with SCS a few hotfixes update ago as we discussed, but it's good to not have to put my spl file again over SCS everytime (and most players probably don't know about this). Link to comment
Salk Posted August 20, 2010 Share Posted August 20, 2010 Amazing! You're invisible for months and then all of sudden a new version is uploaded! Thanks a lot! Link to comment
DavidW Posted August 20, 2010 Author Share Posted August 20, 2010 Amazing! You're invisible for months and then all of sudden a new version is uploaded! Why this makes me amazing, I've no idea - it just means I ignored BG for months and then dropped in to do a pretty belated bugfix. (Actually, this is the first time I've done that and not had to fix some embarrassingly serious mod, so it's nice to know I'm basically converging on bugfreeness.) Link to comment
Shaitan Posted August 20, 2010 Share Posted August 20, 2010 It's nice to see you around David. Link to comment
Ieldra Posted August 20, 2010 Share Posted August 20, 2010 One question: I looked over the bugfixes and decided I want them, only I'm in the middle of a BWP game (still in the BG1 part). If I do a complete BWP re-install, changing SCSII to the new version, will this work with my old saved games? I'm willing to try risky things, but if it's clear that it won't work I needn't even start. Link to comment
DavidW Posted August 20, 2010 Author Share Posted August 20, 2010 One question: I looked over the bugfixes and decided I want them, only I'm in the middle of a BWP game (still in the BG1 part). If I do a complete BWP re-install, changing SCSII to the new version, will this work with my old saved games? I'm willing to try risky things, but if it's clear that it won't work I needn't even start. Well, I don't use BWP (too little quality control), and don't understand it in any detail, so I hesitate to answer. In general the following works to protect savegames: (i) before uninstalling, make a copy of DIALOG.TLK (it lives in your BG2 directory) (ii) after uninstalling but before reinstalling, replace the baseline DIALOG.TLK with the copy (in some cases they're identical anyway, it depends how thorough your reinstall was) But as I say, I don't know how well that works in a BWP install. Link to comment
the bigg Posted August 20, 2010 Share Posted August 20, 2010 Reinstallation on a BWP game follows the same guidelines as basic WeiDU reinstallation, as long you installed the Trimpack *or* your reinstallation routine doesn't touch biffing mods (except for the final generalized_biffing). Link to comment
Salk Posted August 20, 2010 Share Posted August 20, 2010 Amazing! You're invisible for months and then all of sudden a new version is uploaded! Why this makes me amazing, I've no idea - it just means I ignored BG for months and then dropped in to do a pretty belated bugfix. (Actually, this is the first time I've done that and not had to fix some embarrassingly serious mod, so it's nice to know I'm basically converging on bugfreeness.) I am used to modders that either a) never leave but never update/complete their mods (despite saying several times a (new public) version would be out in a matter of days) or b) leave but never come back. Link to comment
Ieldra Posted August 20, 2010 Share Posted August 20, 2010 I got a few warnings when installing the new version in a BWP context: [better Calls for Help] WARNING: cannot find block matching [scsII/help/scripts/gpmage_asc.baf] [Mages only cast only cast short-duration spells instantly at start of combat if they are created in sight of the PC] [Priests only cast only cast short-duration spells instantly at start of combat if they are created in sight of the PC] About 10 to 20 of this kind for different scripts: SCS warning: I tried to swap the order of scripts MAGE4A and APPRENTI in MGAPPR03, but I couldn't find both of them Don't know if any of these causes problems, this is to let you know. Link to comment
DavidW Posted August 20, 2010 Author Share Posted August 20, 2010 I got a few warnings when installing the new version in a BWP context: [better Calls for Help] WARNING: cannot find block matching [scsII/help/scripts/gpmage_asc.baf] [Mages only cast only cast short-duration spells instantly at start of combat if they are created in sight of the PC] [Priests only cast only cast short-duration spells instantly at start of combat if they are created in sight of the PC] About 10 to 20 of this kind for different scripts: SCS warning: I tried to swap the order of scripts MAGE4A and APPRENTI in MGAPPR03, but I couldn't find both of them Don't know if any of these causes problems, this is to let you know. Keeping track of just what happens in a BWP install is beyond me, sorry. I suspect this is a compatibility issue with the BP version of Ascension, which for some reason the BWP people have chosen to use. I also suspect that it's harmless. Link to comment
Ieldra Posted August 21, 2010 Share Posted August 21, 2010 Keeping track of just what happens in a BWP install is beyond me, sorry. I suspect this is a compatibility issue with the BP version of Ascension, which for some reason the BWP people have chosen to use. I also suspect that it's harmless. Yeah, I wish I could use an Ascension version without the tangled mod conglomerate that is BP. It took me some time to track down a bug that prevents BP-Ascension from installing if the BP AI is not installed and TDD or Secret of Bone Hill is. Apart from that, I can report that my complete BWP re-install from scratch, switching the new SCS and SCSII versions (but not RE's) in for the old, seems to work perfectly with my old saved games, just in case anyone else wants the new version in a BWP Install. Link to comment
Guest Guest_Loz_* Posted August 21, 2010 Share Posted August 21, 2010 Thanks for updating the mod DW. A shame that the disruption immunity for superior undead still didn't make it though . Anyway, i'm not sure if you plan to add anymore to the mod but if by any chance you do it would be nice to see some more compatibility/features adopted from the "improved fiends" component of aTweaks. In particular the changing of the circle to green/red depending on what allegiance the summoner is as well as fiends of the same alignment working together is really cool. Other cool things include pit fiends using wish and all fiends dealing with protection from evil without being immune. More about it here - http://www.shsforums.net/topic/45524-creat...ing-with-scsii/ Link to comment
Garza Posted August 21, 2010 Share Posted August 21, 2010 got this during installation: but i don't have scs1 installed! Link to comment
Salk Posted August 23, 2010 Share Posted August 23, 2010 DavidW, the readme still includes "Improved Golem" from Tactics under the "Components with no overlap with SCS II:" voice. I suspect that since version 13 this is no longer true instead? This question was asked in April here but never got answered. Link to comment
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