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Version 21 of Sword Coast Stratagems released


DavidW

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Version 21 is out. This is a relatively minor release: it updates the German and French translations, updates ToBEx, and makes a few small tweaks and bugfixes.

 

Changelog:

 

New or significantly modified content

  • New French translation
  • New Russian translation

 

Minor tweaks, optimisations, and additions

  • We make some attempt to respond to offscreen castings of disabling spells.
  • Updated to ToBEx v23.
  • Hostile innocents no longer propagate shouts.
  • Mages only now learn Fireball and Lightning Bolt if there are circumstances in which they are willing to cast them.

 

Bugfixes


  • Wolves' scripting is now slightly more robust.
  • Wolves met as random encounters are now always hostile.
  • Corrected a bug that was preventing ordinary doppelgangers from using magical abilities on a BGT install. (Thanks, Ardanis.)
  • The uncompiled (.pl) version of ssl.pl was a slightly outdated one that failed to fix a couple of script bugs and didn't lowercase files; updated to correct version. (This only affects OSX/Linux users.)
  • Fixed a number of typos in the English-language version spotted by hook71.
  • Fixed an under-the-hood bug in C5end.tph, caught by Ardanis (I don't think it could actually show up in game).
  • We now systematically enforce the requirement that the Initialise component is installed; allowing it not to be causes instabilities when it's uninstalled. (Power users can disable this by putting "dw#detectable.xxx" in the override... but, as Weimer used to say, Don't Do This.)
    Wolves' scripting is now slightly more robust.

 

Compatibility fixes

  • Move-Boo components are now properly synchronised across SCS and SCSII.

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I isolated a possible bug in SCS: Cattack (_CATTAC.cre), a Chill hobgoblin met in the Beregost Temple area. After he talks to the party he's supposed to shout and make the 6-7 other hobgoblins with him hostile, but they never go hostile. I was using SCS v20 this morning when I noticed this. I read on another page that _BANDIT3 script is not being assigned to the hobgoblins (_BHOBGOB). I fixed it in my own game; just thought you'd like to be aware of this.

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I found a small issue with the Chapter 5 end battle with Zhalimir and his goons in the Iron Throne tower. If you charm Zhalimir (I used Algernon's cloak, but I can't see any way other charm methods would produce a different result) before he talks to you, the two opponents you add to the encounter never appear, and the doppelganger Emissary Tar doesn't change to its doppelganger form and remains neutral. The other 5 opponents behave normally.

 

Another small thing, this time with Prat's Air Elementals. They don't move or attack. They are killable, and every other encounter in Chapter 6 works fine.

 

WeiDU log under the spoiler: -

 

 

 

// 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]

~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier

~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens

~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks

~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced

~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells

~SETUP-TUTUFIX.TP2~ #0 #8 // Hooded unarmoured avatars and hooded bards

~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121

~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13_120121

~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20

~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20

~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v20

~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v20

~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20

~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20

~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20

~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20

~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v20

~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20

~BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v20

~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v20

~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v20

~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v20

~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v20

~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20

~BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v20

~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20

~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20

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

~SETUP-D0TWEAK.TP2~ #0 #11 // Visual Ioun Stones

~SETUP-D0TWEAK.TP2~ #0 #17 // Sensible Lore Table

~SETUP-D0TWEAK.TP2~ #0 #18 // Improved Backstabbing

~SETUP-D0TWEAK.TP2~ #0 #21 // NPCs/Summons Set Off Traps -> Only green-circles and enemy summons can set off traps

~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.48

~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.48

~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.48

~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.48

~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.48

~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.48

~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.48

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #153 // PnP Fiends -> Give aTweaks scripts to all fiends but do not alter statistics: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #323 // Use Icewind Dale's Dimension Door animation -> Use IWD animation for spells, retain BG2 animation for other visuals: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.82

~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v3.82

~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 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): 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 #1080 // Add Bags of Holding: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v9

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: 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 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): 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 #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 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): 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 #3200 // Sellable Items (Icelus): v9

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

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: 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

~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v21

~SETUP-SCS.TP2~ #0 #1000 // Make Protection from Normal Missiles block magical missiles -> No magical missiles penetrate Protection from Normal Missiles: v21

~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v21

~SETUP-SCS.TP2~ #0 #1020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word and Ruby Ray get areas of effect (default option): v21

~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v21

~SETUP-SCS.TP2~ #0 #1040 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v21

~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v21

~SETUP-SCS.TP2~ #0 #1060 // Cosmetic change: stop Stoneskins from changing your character's colour: v21

~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v21

~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v21

~SETUP-SCS.TP2~ #0 #2011 // Replace many magic weapons with fine ones -> Fine weapons are immune to the iron crisis: v21

~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v21

~SETUP-SCS.TP2~ #0 #3000 // Standardise spells: BG1 vs BG2 -> Remove spells not in BG1: v21

~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v21

~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v21

~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v21

~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v21

~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v21

~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v21

~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v21

~SETUP-SCS.TP2~ #0 #3101 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v21

~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogs: v21

~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v21

~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v21

~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v21

~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v21

~SETUP-SCS.TP2~ #0 #4040 // Ensure Shar-Teel doesn't die in the original challenge: v21

~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v21

~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v21

~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v21

~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v21

~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v21

~SETUP-SCS.TP2~ #0 #5032 // Smarter mages -> Mages use BG1 spells only; mages pre-buff: v21

~SETUP-SCS.TP2~ #0 #5042 // Smarter priests -> Priests use BG1 spells only; priests pre-buff: v21

~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v21

~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v21

~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v21

~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v21

~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v21

~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v21

~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v21

~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v21

~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v21

~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v21

~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v21

~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v21

~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v21

~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v21

~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v21

~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v21

~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v21

~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v21

~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v21

~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v21

~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v21

~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v21

~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v21

~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v21

~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v21

~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v21

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #7 // EasyTutu Spawn Randomizer -> Base Spawn Chance: 100% (default)

~SETUP-EASYTUTUSPAWNRANDOMIZER.TP2~ #0 #15 // Respawn Interval Selection -> Disable Respawning (interval set to 1000 game days)

 

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DavidW,

 

would it be a pain to integrate the:

 

Mage_Level_Add (+- number)

 

Priest_Level_Add (+- number)

 

tweaks into SCS's scsii.ini file just like it happens for SCS II?

 

Also, can you confirm that the:

 

AI_Does_Not_Detect_Items 1

 

tweak copied into SCS's scsii.ini and SCS II's scsii.ini will prevent the AI to detect the party's equipment?

 

Thanks!

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I can confirm that AI_Does_Not_Detect_Items is supposed to do that in SCSII, and that I tested it when I originally wrote it. I haven't tried it for a while but I can't see why it wouldn't work. SCS also has that functionality. (It continues to be Not Officially Supported, i.e. don't blame me if an enemy spellcaster does something stupid.)

 

The next iteration of SCS/SCSII will be combined into one mod, precisely because I'm fed up of having to maintain different-but-closely-related codebases, so that should make the first question moot.

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Yes, the idea of merging SCS and SCS II has been around for many years and I think it's a good choice.

 

Hopefully the transition won't inconvenience you too much.

 

Thanks for your work on this.

My thoughts exactly. That you'll merge SCS & SCSII and the give the possibility to pre-select components (to be installed in one fell swoop) is awesome.
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Yes, the idea of merging SCS and SCS II has been around for many years and I think it's a good choice.

 

Hopefully the transition won't inconvenience you too much

 

It's actually a very large amount of work. (There's a reason I haven't done it previously.) But it's an excuse to do a fairly systematic recoding, which is beneficial in any case: the SCS/SCSII codebase has grown in dribs and drabs and is now a horrible mess; sorting it out will hopefully pay for itself going forward, as well as make conversion to BG(2):EE a lot simpler.

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Yes, so I gather. It's never been something I'm viscerally aware of because I'm a TUTU guy, but it's certainly something that I hear a fair amount.

 

From my own point of view, it's more that I now have two complicated pieces of code to determine spells and scripts for mages, two pieces of code for calls for help, two for priests, two for general AI, etc etc. They're very similar, indeed they share large chunks of code, but they're distinct, and keeping track of them has become pretty tedious and a source of bugs.I'm hoping that a serious chunk of effort now will pay dividends both in terms of smooth bug-free play for players, and of my time in the future. As a bonus, it should make for a more integrated game for BGT players, and make BG:EE conversion pretty simple.

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