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V.14 bug reports and minor issues.


Ilyich

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// 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: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01

~SETUP-OVERSIGHT.TP2~ #0 #1 // Alignment Correction: 13

~SETUP-OVERSIGHT.TP2~ #0 #2 // Class Tweaks/Fixes: 13

~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13

~SETUP-OVERSIGHT.TP2~ #0 #4 // Improved Continuity: 13

~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities: 13

~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 #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

~SETUP-D0TWEAK.TP2~ #0 #0 // Enhanced Goodberries

~SETUP-D0TWEAK.TP2~ #0 #1 // Corrected Summoned Demon Behaviour

~SETUP-D0TWEAK.TP2~ #0 #2 // Corrected Demon Animations

~SETUP-D0TWEAK.TP2~ #0 #3 // Reintroduce Dimension Door

~SETUP-D0TWEAK.TP2~ #0 #4 // Tweaked Weapon Enchantments

~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 #15 // Remove Quayle Portrait

~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 -> Everyone can set off traps (excluding illusions, etc.)

~SETUP-D0TWEAK.TP2~ #0 #23 // BG1-Style Summoning Spells

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.37

~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.37

~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.37

~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.37

~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.37

~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.37

~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.37

~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.37

~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.37

~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.37

~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.37

~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.37

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs are never angry about reputation: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs don't fight: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3210 // Minimum Stats Cheat: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil: v9

~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v14

~SCSII/SETUP-SCSII.TP2~ #0 #1010 // Allow enemy AI to detect the party's magic items: v14

~SCSII/SETUP-SCSII.TP2~ #0 #1020 // Bugfix: Fix the Mirror Image spell so it doesn't block area-effect magic: v14

~SCSII/SETUP-SCSII.TP2~ #0 #1030 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v14

~SCSII/SETUP-SCSII.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word and Ruby Ray get areas of effect (default option): v14

~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v14

~SCSII/SETUP-SCSII.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v14

~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v14

~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3020 // Move Vhailor's Helm into Throne of Bhaal: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3030 // Move the Cloak of Mirroring: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3040 // Move the Robe of Vecna into Throne of Bhaal: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3050 // Replace +1 magical weapons with Fine ones: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3080 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3500 // Randomly change the locations of many in-game items: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3520 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v14

~SCSII/SETUP-SCSII.TP2~ #0 #3990 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4001 // Increase the price asked by Gaylan Baele -> Gaylan wants 60,000 gold pieces: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4020 // Make Watchers' Keep accessible between SoA and ToB (warning: this will make it inaccessible until the end of SoA): v14

~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v14

~SCSII/SETUP-SCSII.TP2~ #0 #4080 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v14

~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v14

~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v14

~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v14

~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v14

~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6137 // Add high-level abilities (HLAs) to ToB mages -> All ToB mages who can cast 9th-level spells get HLAs: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6139 // Add high-level abilities (HLAs) to SoA mages -> All SoA mages who can cast 9th-level spells get HLAs: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6161 // Add high-level abilities (HLAs) to ToB priests -> All ToB priests who can cast 7th-level spells get HLAs: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6171 // Add high-level abilities (HLAs) to SoA priests -> All SoA priests who can cast 7th-level spells get HLAs: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7032 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v14

~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v14

~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v14

~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v14

 

I found some minor issues while in my current playthrough (A solo level 9 berserker dual classed to thief) and although I'm unsure if they are SCS II issues, they are listed below for simplicity. Above is my Weidu log.

 

1. The rod of resurrection component of SCS II doesn't install due to a compatibility issue with one of the other mods I am using. I'm not sure which one though.

2. While using the item randomiser component, Ribald has 2 clubs of detonation for sale. I suppose this is not a bug, more some curious luck with the randomiser. As it happens, I've had some fantastic good fortune with this so far, the Armour of the Hart being sold in the Copper Coronet, Firetooth dagger in Firkraag's dungeon and Dierdrie showing up with the Shield of Balduran. (The shield is OP of course, but the telekenisis skill of beholders reduces its power somewhat)

3. In Firkraag's dungeon none of the efreet drop the pieces of the burial mask required to see the invisible fire elemental guarding the final door to the treasure and Samia's ambush. Luckily I got a level up after the spell using beholder and picked Use Any Item, so I could utilize one of my true sight scrolls that I found on previous quests. I'm not sure what mod causes this, I can't see anything from SCS that changes anything in just Firkraag's dungeon specifically.

4. Lastly, a bit of curious behaviour from a lich in the "undead town" from the Cult of the Eyeless quest, just before the beholder lair. After it spawned I fled out of its immediate sight, to avoid its spells during the first time stop. After chasing me down it stopped just outside my sight (I could see its fireshields, but not the lich) and summoned a Mordenkainen's sword which I never saw since this happened too far away from my character, then for some reason targetted it with all of its ADHW spells, rendering them useless.

 

If I find any other oddities or bugs, I'll post them here.

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I think I have found the cause for the SCS I's Durlag's Tower mirror fiends not turning hostile:

SCS II has this scriptblock in dw#image.bcs:

IF
AreaCheck("ARD016")
!Global("mirrordone","GLOBAL",0)
Global("DWBGTSimulacrumCheck","LOCALS",0)
THEN
RESPONSE #100
	SetGlobal("DWBGTSimulacrumCheck","LOCALS",1)
	ChangeAIScript("dw#oppos",GENERAL)
END

Here it does SetGlobal("DWBGTSimulacrumCheck","LOCALS",1) to prevent this block from executing more than once.

 

In dw#oppos.bcs every block for the various classes looks like this for example:

IF
!Allegiance(Myself,ENEMY)
Class(Myself, LONG_BOW)
Global("DWBGTSimulacrumCheck","LOCALS",0)
AreaCheck("ARD016")
THEN
RESPONSE #100
	Rest()
	Enemy()
	ChangeAIScript("mage5",OVERRIDE)
	ChangeAIScript("wtarsgt",GENERAL)
	SetGlobal("potionprep","LOCALS",1)
	SetGlobal("prep","LOCALS",1)
END

 

As Global("DWBGTSimulacrumCheck","LOCALS",0) can never become true, because it already is at 1, the mirror fiends never turn hostile.

 

This post should have been in the SCS bugthread as it concerns SCS II only peripherally.

 

With SCS's Durlag's Tower, questpack and SCS II's components 6111 and 7160 the changes for simulacr.spl are as follows:

SCS DT (6070): Overwrites changes from questpack (changes set AI script to d0simul.bcs) and fixpack (core and beta core. The latter with protection from pocketplane and slayer change) and sets AI script to dw#oppos.bcs in slot SPECIFICS.

SCS II (6111): Adds an additional set AI script effect with dw#image.bcs in slot GENERAL.

SCS II (7160): Overwrites patched spell from 6111. Simulacr.spl has now one set AI script with dw#image.bcs in slot GENERAL and some set color effects.

 

In this constellation the mirror fiends never turned hostile, until I made the above mentioned changes in dw#oppos.bcs.

 

This was true for v13 and v14 of the corresponding SCS versions, but seems to apply to the latest versions of both mods as well unless I missed some changes (dw#image.baf, dw#oppos.baf, durlag.tph, mage.tph, minor.tph).

 

10th

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Weird issue, discovered while looking at some CREs with NI, about Smarter Dragons ( option 1 ): when I install it, dragon items ( the weapon, the ring with immunities, and any loot ) are substituted by random ??.itm or @.itm or empty spaces :laugh:

 

I did a minimal test install with only the latest fixpack, the detectable spells and the 3 dragon components, checking some the CREs after each step. Changing their hit points and standardarize their immunities didn't cause any issue, but the main Improved AI component cause this weird behaviour.

 

I didn't meet any dragon in my latest aborted playthrough with scs v14, but doing a quick test ( start a tob game, create adalon or firkraag and ctrl-y them ) proved they lack any form of set loot ( no silver blood, no carsomyr, only random gp )

 

Any hint? :blush:

 

 

 

// 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: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01

~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v14

~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v14

~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v14

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3. In Firkraag's dungeon none of the efreet drop the pieces of the burial mask required to see the invisible fire elemental guarding the final door to the treasure and Samia's ambush. Luckily I got a level up after the spell using beholder and picked Use Any Item, so I could utilize one of my true sight scrolls that I found on previous quests. I'm not sure what mod causes this, I can't see anything from SCS that changes anything in just Firkraag's dungeon specifically.

 

 

None of the 3 demons you have to kill to get the demon hearts in the Planar Sphere after beating Lavok do not drop a heart, rendering the quest unwinnable unless you get one via the console or Shadowkeeper.

 

These issues seemed very similar to what happened to me, so I checked again installing Improved Fiends (option1) and Lea'liyl and the other two demons in planar sphere suddendly lost their carried items ( the plot hearts but also the undroppable claws, everything ). Same with Improved Genies and the mask pieces guardians.

I played scs v13 and earlier versions and those components/quests never gave me any issue.

 

 

 

Note: option 2 of the same components ( fiends/genies/dragons cast spells like human mages ) does NOT cause any issue, only option 1 ( uninterruptable innate casting ) does.

 

Is there a easy edit to fix this while waiting for a v15? :blush:

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Another crash to desktop, this time with the Mind Flayer city in the Underdark.

 

Edit. Elhan started out hostile to me for some reason, so an elf teleported in and insta-killed me, rendering the game unwinnable. That one really needs fixing, but I've no idea what the cause is.

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Well, looks like somehow I sorted it out, comparing the v13 scs.tph with v14 one. The previous macro make_casting_innate give me no issues.

 

So, to have option 1 genies/fiends/planetars/dragons working as intended, I edited the v14 scs.tph that is looking like:

///////////////////////////////////////////////////////////////////////////////////////////
/// Simulate "innate casting" by granting high-speed casting time and caster-uninterruptible
///////////////////////////////////////////////////////////////////////////////////////////
DEFINE_PATCH_MACRO ~make_casting_innate~ BEGIN
READ_BYTE 0x33  "eff_version"
READ_LONG 0x2c4 ~aboffset~ //proficiencies
READ_SHORT 0x2c8 ~#ab~
SET ~offset_original~ =~aboffset~
SET ~num_original~=~#ab~
READ_LONG 0x2a0 ~off1~
READ_LONG 0x2a8 ~off2~
READ_LONG 0x2b0 ~off3~
READ_LONG 0x2b8 ~off4~
READ_LONG 0x2bc ~off5~

SET ~#ab~=~%#ab%~+2
WRITE_SHORT 0x2c8 ~%#ab%~
PATCH_IF (~%eff_version%~=0) BEGIN
	INSERT_BYTES ~%aboffset%~ 0x30
	WRITE_SHORT ~%aboffset%~ 297
	WRITE_BYTE ~%aboffset%~+0xc 9
	WRITE_BYTE ~%aboffset%~+0x12 100
	INSERT_BYTES ~%aboffset%~ 0x30
	WRITE_SHORT ~%aboffset%~ 189
	WRITE_LONG ~%aboffset%~+0x4 6
	WRITE_BYTE ~%aboffset%~+0xc 9
	WRITE_BYTE ~%aboffset%~+0x12 100
	SET ~offset_delta~=0x60
	SET ~offset_target_loc~=0x2a0
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2a8
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2b0
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2b8
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2bc
	LAUNCH_PATCH_MACRO ~update_offset~
END
PATCH_IF (~%eff_version%~=1) BEGIN
	INSERT_BYTES ~%aboffset%~ 0x108
	WRITE_LONG ~%aboffset%~+0x8 297
	WRITE_LONG ~%aboffset%~+0x1c 1
	WRITE_SHORT ~%aboffset%~+0x24 100
	INSERT_BYTES ~%aboffset%~ 0x108
	WRITE_LONG ~%aboffset%~+0x8 189
	WRITE_LONG ~%aboffset%~+0x14 10
	WRITE_LONG ~%aboffset%~+0x1c 1
	WRITE_SHORT ~%aboffset%~+0x24 100
	SET ~offset_delta~=0x60
	SET ~offset_target_loc~=0x2a0
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2a8
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2b0
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2b8
	LAUNCH_PATCH_MACRO ~update_offset~
	SET ~offset_target_loc~=0x2bc
	LAUNCH_PATCH_MACRO ~update_offset~

END
END

into the v13 one:

 

///////////////////////////////////////////////////////////////////////////////////////////
/// Simulate "innate casting" by granting high-speed casting time and caster-uninterruptible
///////////////////////////////////////////////////////////////////////////////////////////
DEFINE_PATCH_MACRO ~make_casting_innate~ BEGIN
READ_BYTE 0x33  "eff_version"
READ_LONG 0x2c4 ~aboffset~ //proficiencies
READ_SHORT 0x2c8 ~#ab~
READ_LONG 0x2a0 ~off1~
READ_LONG 0x2a8 ~off2~
READ_LONG 0x2b0 ~off3~
READ_LONG 0x2b8 ~off4~
READ_LONG 0x2bc ~off5~

SET ~#ab~=~%#ab%~+4
WRITE_SHORT 0x2c8 ~%#ab%~
PATCH_IF (~%eff_version%~=0) BEGIN
	INSERT_BYTES ~%aboffset%~ 0x30
	WRITE_SHORT ~%aboffset%~ 101
	WRITE_LONG ~%aboffset%~+0x8 60 // immunity to miscast magic
	WRITE_BYTE ~%aboffset%~+0xc 9
	WRITE_BYTE ~%aboffset%~+0x12 100
	INSERT_BYTES ~%aboffset%~ 0x30
	WRITE_SHORT ~%aboffset%~ 101
	WRITE_LONG ~%aboffset%~+0x8 60 // immunity to deafness
	WRITE_BYTE ~%aboffset%~+0xc 9
	WRITE_BYTE ~%aboffset%~+0x12 100
	INSERT_BYTES ~%aboffset%~ 0x30
	WRITE_SHORT ~%aboffset%~ 101
	WRITE_LONG ~%aboffset%~+0x8 140 // immunity to casting glow
	WRITE_BYTE ~%aboffset%~+0xc 9
	WRITE_BYTE ~%aboffset%~+0x12 100
	INSERT_BYTES ~%aboffset%~ 0x30
	WRITE_SHORT ~%aboffset%~ 189
	WRITE_LONG ~%aboffset%~+0x4 6
	WRITE_BYTE ~%aboffset%~+0xc 9
	WRITE_BYTE ~%aboffset%~+0x12 100
	PATCH_IF (~%off1%~>=~%aboffset%~) THEN BEGIN
		SET ~off1~=~%off1%~+0xc0
		WRITE_LONG 0x2a0 ~%off1%~
	END
	PATCH_IF (~%off2%~>=~%aboffset%~) THEN BEGIN
		SET ~off2~=~%off2%~+0xc0
		WRITE_LONG 0x2a8 ~%off2%~
	END
	PATCH_IF (~%off3%~>=~%aboffset%~) THEN BEGIN
		SET ~off3~=~%off3%~+0xc0
		WRITE_LONG 0x2b0 ~%off3%~
	END
	PATCH_IF (~%off4%~>=~%aboffset%~) THEN BEGIN
		SET ~off4~=~%off4%~+0xc0
		WRITE_LONG 0x2b8 ~%off4%~
	END
	PATCH_IF (~%off5%~>=~%aboffset%~) THEN BEGIN
		SET ~off5~=~%off5%~+0xc0
		WRITE_LONG 0x2bc ~%off5%~
	END
END
PATCH_IF (~%eff_version%~=1) BEGIN
	INSERT_BYTES ~%aboffset%~ 0x108
	WRITE_LONG ~%aboffset%~+0x8 101
	WRITE_LONG ~%aboffset%~+0x18 140 // immunity to casting glow
	WRITE_LONG ~%aboffset%~+0x1c 1
	WRITE_SHORT ~%aboffset%~+0x24 100
	INSERT_BYTES ~%aboffset%~ 0x108
	WRITE_LONG ~%aboffset%~+0x8 101
	WRITE_LONG ~%aboffset%~+0x18 60 // immunity to miscast magic
	WRITE_LONG ~%aboffset%~+0x1c 1
	WRITE_SHORT ~%aboffset%~+0x24 100
	INSERT_BYTES ~%aboffset%~ 0x108
	WRITE_LONG ~%aboffset%~+0x8 101
	WRITE_LONG ~%aboffset%~+0x18 80 // immunity to deafness
	WRITE_LONG ~%aboffset%~+0x1c 1
	WRITE_SHORT ~%aboffset%~+0x24 100
	INSERT_BYTES ~%aboffset%~ 0x108
	WRITE_LONG ~%aboffset%~+0x8 189
	WRITE_LONG ~%aboffset%~+0x14 10
	WRITE_LONG ~%aboffset%~+0x1c 1
	WRITE_SHORT ~%aboffset%~+0x24 100
	PATCH_IF (~%off1%~>=~%aboffset%~) THEN BEGIN
		SET ~off1~=~%off1%~+0x420
		WRITE_LONG 0x2a0 ~%off1%~
	END
	PATCH_IF (~%off2%~>=~%aboffset%~) THEN BEGIN
		SET ~off2~=~%off2%~+0x420
		WRITE_LONG 0x2a8 ~%off2%~
	END
	PATCH_IF (~%off3%~>=~%aboffset%~) THEN BEGIN
		SET ~off3~=~%off3%~+0x420
		WRITE_LONG 0x2b0 ~%off3%~
	END
	PATCH_IF (~%off4%~>=~%aboffset%~) THEN BEGIN
		SET ~off4~=~%off4%~+0x420
		WRITE_LONG 0x2b8 ~%off4%~
	END
	PATCH_IF (~%off5%~>=~%aboffset%~) THEN BEGIN
		SET ~off5~=~%off5%~+0x420
		WRITE_LONG 0x2bc ~%off5%~
	END
END
END

 

now, I have absolutely no clue why the the v14 code caused those bugs while the older one looks like working as intended, but commenting out the first code and copy/paste the latter fixed it, as far as I can tell

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now, I have absolutely no clue why the the v14 code caused those bugs while the older one looks like working as intended, but commenting out the first code and copy/paste the latter fixed it, as far as I can tell

It's probably because the code for eff_version=1 sets delta to 0x60, while actually inserting 0x210 bytes. It's looks like a simple mistake.

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CRE effects

Actually, rather than manually patch in new effects, you could use ADD_CRE_EFFECT macro/func instead. Especially since it's already been utilized in previous versions.

 

Simulacra

I've just remembered I sent you a workaround for clones. It didn't work, or you've just forgotten?

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now, I have absolutely no clue why the the v14 code caused those bugs while the older one looks like working as intended, but commenting out the first code and copy/paste the latter fixed it, as far as I can tell

It's probably because the code for eff_version=1 sets delta to 0x60, while actually inserting 0x210 bytes. It's looks like a simple mistake.

 

How to correct the v14 macro then, and what does change between the two versions?

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Standardize Dragons Immunities makes all of them immune to imprisonment but not to maze; it's cool to have the underused maze still useful but some mods ( Spell Revision I'm using currently, I think TBTweaks too ) make so that spwi910 uses a maze effect and not a imprisonment one for game/romance breaking issues. Dragons are not immune to that, they could use a specific immunity to the spell.

 

Not that I understand how people can have fun casting a no-save, mr-bypassing, loot-destroying istakill, expecially in boss fights they installed a mod to enhance. :blush:

 

On a side note, do mages know not to waste magic missile on a shield protected character? It's vanilla behaviour that spell makes you immune to it, but enemies waste many MM on my protected characters. They waste melfs and flame arrows on a Pro:NormalMissiles protected too but that immunity comes from Spell Revision. Could use some tweaking but no hurry.

 

Btw, what does happen if I manually substitute some spells to scs2 mages, will they use them once meet in game? Or change the mage.tph so that they have a chance to memorize different spells? Do they have a clue how to cast them? Does it make a difference if they know, for example, Bigby's Crushing Hand instead of Imprisonment (same targetting)? There're simply too many spells left out of mage memorization table, and while many are nearly useless, sometime ( like, 1:10 chance ) could be fun to meet a wizard who decided to fight out of schemes.

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Standardize Dragons Immunities makes all of them immune to imprisonment but not to maze; it's cool to have the underused maze still useful but some mods ( Spell Revision I'm using currently, I think TBTweaks too ) make so that spwi910 uses a maze effect and not a imprisonment one for game/romance breaking issues. Dragons are not immune to that, they could use a specific immunity to the spell.

 

Do you mean a specific immunity to imprisonment?

 

On a side note, do mages know not to waste magic missile on a shield protected character? It's vanilla behaviour that spell makes you immune to it, but enemies waste many MM on my protected characters. They waste melfs and flame arrows on a Pro:NormalMissiles protected too but that immunity comes from Spell Revision. Could use some tweaking but no hurry.

 

Spell Revisions makes Protection from Normal Missiles protect against melfs and flame arrow? Haha how silly, melfs are a +6 weapon unmodded (+2 in SCS II, maybe others too) which is most certainly not a normal weapon. Having it protect against flame arrow is just as bad, its a level 3 spell, not a physical attack with an unenchanted projectile. David should not take this change into account, since it is completely ridiculous imo.

 

I do agree however that SCS II mages should take the shield spell into account, its perfectly logical behaviour for them to realise shield is in effect if magic missile does nothing after 2 castings of it (something similar to the Beholder AI when the shield of Balduran is used)

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