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Version 28 of Sword Coast Stratagems released


DavidW

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I installed the component where you go from SoA to Watchers Keep and it didn't actually happen. Also, I don't think the Irenicus battle was correct. I installed that thing where you kill him once and then the dragon etc will show up. That did not happen either. I could post the WeiDu log but I don't know if it would help. Anyway, if you need anything, PM me. Actually, I still have an intact final save with my setup. I don't know if it would help though as my game has a fair amount of modding.

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I re-installed and the problem is gone. Probably me doing something silly

 

After installing the SCS mod I cannot start the BGII:EE app on my mac . I get the error

 

INFO: Creating DPWrapper

Bus error: 10

 

I did NOT install anything from the tweaks mod, I did download it, I just did not see anything i wanted, I answered No to all questions. Was that my error, is something needed from ??

 

// 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]

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6034 // Smarter Mages -> Mages cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6044 // Smarter Priests -> Priests cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6563 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids cannot see invisible enemies: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28

~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28

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Flesh golems at Thalantyr's:

1) They're hostile until you first talk to the mage. After that, they turn blue. Not sure if this is vanilla behaviour.

 

This is vanilla behavior.

 

2) They drink potions.

 

This instead is not.

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There seem to be errors in this release related to naming conventions between game versions. From the beginning the initialise component requires avaricem.cre which I think is named _varicem.cre in EasyTutu_ToB as soon as I fixed that the next component 'standardised spells' errored out looking to copy inn3351.sto when with Tutu I believe it should be trying to copy _inn3351.sto. Some other entries in that same component didn't seem correct at a glance for the same reason. I changed three or so entries calling sto0703 to _sto0703 before the component installed without a hitch.

 

Also on my first few tries I had problems patching IPLOT01K, IPLOT04H, IPLOT04I and IPLOT04G.ITM files when installed alongside other mods, but didn't notice a problem when trying to install SCS alone. Just deleted these 0 byte files to get the mod past this point. Haven't seen this error since though, been installing many different mods and components for testing purposes lately maybe it was a conflict I didn't pick up on

 

Install failed when I got to Smarter General AI, couldn't find resource _ZOMBISU.CRE to copy. I can't find any reference to this creature file which I assume is a summoned zombie, on the net, in these forums, or in my game files, gave up looking.

 

After many installs finally narrowed down my weidu.log could be a conflict with BG1 summoning spells component in Tutufix but not sure where. Smarter General AI fails on my pc consistently when only these components are installed but succeeds when it is not.

 

does anyone else have serious problems trying to type posts on this forum? it's not my keyboard I can type fine everywhere else but here I'm having a lot of trouble with selecting text, I'm unable to copy/paste. have to type extremely slowly to prevent letters dropping out of words

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One minor bit of inaccurate text with arrows: masterwork arrows claim to have a +1 damage bonus in the description (this is with a trilogy install and v28 SCS, if any of that makes a difference). The damage is actually just the correct 1d6 (according to Near Infinity), but the description harkens back to vanilla BG1 arrows.

 

Also: thank you for Sword Coast Strategems. It is amazing.

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First off thanks for this great version of a fantastic mod. During a few playthroughs I've foudn a few issues that I think may deserve your attention:

  • Door-opening:While the enemies being clever enough to actually open doors is a much appreciated addition, I don't think friendly creatures (specifically Planetars) should do so. It a leads to highly annoying behavior when the summon can see a door but cannot see any enemies -- every "tick" it will counteract any movement commands you issue. It can also trigger traps (e.g. in Firkraag's dungeon) which is very problematic since there may be area traps which can damage the owner -- I can just imagine how annoying it would be to have a no-reload end this way :).
  • Some (all?) summons which are damaged (but immune to the damage) by AoE act as if hostile, but have green circles. This is easy to reproduce: just throw a Fireball at some Mordenkainen's Swords. I guess you could argue the turn hostile yes/no question either way, but if you (DavidW) want them to turn hostile, then they should turn red so that e.g. ADHW works on them. I'd prefer that they don't turn hostile, but reasonable people can disagree :).
  • The "follow player everywhere" behavior of some summons (e.g. Mordenkainen's Swords) is actually detrimental (and highly annoying) for my personal playstyle -- is there any chance of an option to turn this off? I used to be a fan of this, but given that they can actually displace the player and can wreck any precise positioning, I've really started to dislike it since I became a no-reload solo player.

EDIT: Can't seem to attach the WEIDU.LOG, but here it is just in case:

 

// 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]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #119 // Remove all race-class restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers   and Stalkers: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13
~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks
~SETUP-TACTICS.TP2~ #0 #26 // Fighter-Class Archer Kit
~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit
~SETUP-TACTICS.TP2~ #0 #37 // Streamlined Trolls
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original list version: v40
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original list version: v40
~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #1 // Extra Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #5 // Familiar Faces: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #6 // More Work for Cromwell: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #7 // Pocket Store: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #8 // Item Pack for Tutu/BGT: v1.8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3073 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 60% (Luiz): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v14
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3050 // Remove the Shield of Balduran from the game: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Allow player to choose NPC proficiencies and skills: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6553 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #322 // Use Icewind Dale's Dimension Door animation -> Slow animation speed (matches BG2): v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.22
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.22
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02

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Using v28 I can't seem to get consistent results with picking proficiencies for Imoen when she joins in EasyTutu_ToB. Sometimes she levels back to 0 sometimes she doesn't. Fixed by finding %tutu_var%imoen in npc_proficiencies.tpa and changing it to %tutu_var%imoen1

 

Shar-Teel and Ajantis fail to destroy the faux-magical +2 longsword that npc proficiencies equips them with when they join. I'm worse at bg scripting than weidu so I'm not sure how to fix them

 

I have a problem with summoning a genie which then turns hostile because it takes damage from it's own fireball. I am only assuming this is related to scs ai because I haven't seen it with my other mods before I updated to v28

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Here's another long-standing one:

 

In the Dream where you meet the stat-draining demon, Bhaal's avatar doesn't seem to follow through the door. (This is a long-standing issue, sorry about not reporting it before.)

 

This can be fixed by

CLUAConsole:CreateCreature("ppbhaal")

but it's a bit annoying and hard to remember (hency my putting in this post, hopefully the archive search is better than my memory!).

 

(PS: This forum software sucks. WTH can't it tell me that I cannot post without logging in before I've typed my friggin' post. Sigh.)

 

EDIT: Frustration and grammar.

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SCS 28 is seriously not compatible with EasyTutu. I've been trying to install this, working slowly through the errors, but there are filename differences (as mentioned previously) that keep stopping the installation.

 

Examples:

  • avaricem = _varicem
  • inn3351 = _inn3351
  • sto0703 = _sto0703

But I've just encountered a weird one.

 

Resource [_zombisu.cre] not found in KEY file:
ERROR: Failure("resource [_zombisu.cre] not found for 'COPY'")

 

I've searched every file for the string "zombisu," but it's nowhere to be found.

 

Ugh.

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If you attempt to install "Smarter Mages" without "HLAs for spellcasters", the installation fails on the missing file "stratagems_external/workspace/hla_cre.2da" (apparently).

 

Also, (once that's fixed) "Smarter Mages" fails to install on one of my systems because "stratagems_external/workspace/ssl_out/dw#send8.baf" contains the string "scsspellsubstitute2" in the trigger block. This is on Linux, with Fixpack, components 0 and 3 and SCS, components 1000, 5900, 6000, 6040, 6510, 6020 (in that order). Edit: this appears to be because %scsroot%/priest/ssl/bg2/meleeblocks/standard_priest.ssl contains "scsspellsubstitute2" but dw#send8.ssl does not appear to define that variable in the scope in which standard_priest.ssl is included.

 

I just wanted to confirm this critical error. Same things happen to me.

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SCS 28 is seriously not compatible with EasyTutu.

.....ERROR: Failure("resource [_zombisu.cre] not found for 'COPY'")[/code]

 

I've searched every file for the string "zombisu," but it's nowhere to be found.

 

Ugh.

 

I stumbled upon a similar issue, with _dogwasu instead of zombisu. There are a few dogwa in stratagems' code and Near Infinity knows about both a dogwasu.cre and a _dogwa.cre (both in override). I can't find any zombisu in Near Infinity though. Puzzled!

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Hello All,

Firstly big thank you for the creation of this amazing gem, makes the game properly challenging again. :)

 

So possibly a bug report or maybe you guys can tell me whats going wrong here.

 

Just installed v28 over a fresh copy of BG2:EE and so far everything has been great, playing as a mage and have just recently got the stronghold. (not sure if this is related)

 

Have started summoning elementals to fights recently and have noticed wierd behaviour. Been a long time since i played Vanilla but i seem to remember you have a battle of wits with them and if you win you gain complete control of the elemental if you win or hostile if you don't. The behavior i see now is that if the battle is won the Elemental stays blue instead of green and has a talk icon over it instead of being selectable, furthermore the elemental summon follows my party around but does not fight.

 

Have tested this on all elemental summons, lvl 5's and 6's. Im not too knowlageable on getting a log but can provide it if its explained to me how to do so.

 

Thanks again for this amazing mod. (hope this is the right place to post this)

 

 

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