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Sword Coast Stratagems v28 bugfix thread


Mad Mate

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I'll transfer my fixes here so it is easier to find.

Among new stuff, I found out why xvarts don't work.

In help\help.tpa (line 230)

LAF edit_creature STR_VAR creature=~xvart ursa~ tv=1 editstring=~strip_script=>dw#prsht insert_script_high=>dw#prsht specifics=>84~ END
to

   LAF edit_creature STR_VAR creature=~xvart ursa ixvart nexlit xvart2 xvart_a xvart_b xvart_c xvartsu~ tv=1 editstring=~strip_script=>dw#prsht insert_script_high=>dw#prsht specifics=>84~ END
Reason: all xvarts wouldn't respond to call for help (SCSv21 expanded xvart.bcs, so all xvarts would benefit, but SCSv28 uses different method)

Expect more warmer welcome in Xvart village :-)

 

Note: this is temporary fix for v28 of Sword Coast Stratagems and it will be removed when DavidW is back and resumes his work on mod. Most of this fixes are correction of typos and some stuff "lost in translation" between v21 and v22. All info about the changes, are in the file.

This mod is huge, and I'm surprised that it is so little stuff wrong, but you know what programming is like, if you miss just 1 letter, whole thing will break apart.

First thanks to DavidW for creating this mod, Baldur's Gate is boring without it. Then thanks to kreso, Raest, zenblack and others that helped me with bug collecting.

If you find some more, please post in this thread and we will try to fix them. And, when DavidW comes back, it will be easier for him, to continue work on improving BG AI.

Fixpack is now unneeded. Use Version 30 of Sword Coast Stratagems instead.

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There are some reports about hobgoblins and kobolds casting Detect Evil and such. I found out why.
Hobgoblin and kobold captains (hobcap01.cre & kobcap01.cre) and some kobold shamans (kobsha01.cre & swshaman.cre) are paladins in vanilla game!?!?!
So SCS assumes that they should have paladin spells and behavior. BG2Fixpack staff didn't want to change their class, I think, because of scripting reasons. And DavidW didn't do it, so I think this is not something I should fix.
If you want that SCS gives these 4 creatures their SCS scripts put this 3 lines at the end of initial\initial.tpa (behind golem fix and before END):

LAF edit_creature STR_VAR creature=~hobcap01~ editstring=~class=>FIGHTER~ END
LAF edit_creature STR_VAR creature=~kobsha01 swshaman~ editstring=~class=>CLERIC~ END
LAF edit_creature STR_VAR creature=~kobcap01~ editstring=~class=>KOBOLD~ END

Or if you don't want them touched by SCS, copy somewhere safe these cre files and after SCS install, copy them back in override dir.

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Expect more warmer welcome in Xvart village :-)

I think it's them who might expect a Fireball now :D. Have you perhaps delved into Master Brain slowdown issue any? It appears to be sporadic. It happened to me, Polytope (the guy got around it by writing a script which teleports Flayers out of their base!) and now Esteban reported the same issue. I do rememer I've checked the main area script (this was when v28 was first released however), but it was fine. I kind of doubt Master Brain alone could drop framerate to 2....he's a fair bit more simple than Alhoon, which works fine.

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Have you perhaps delved into Master Brain slowdown issue any?

I did and I found out that it is not SCS doing. I have minimal SCS install, just with SR&IR and there is no problem, but in my Megamod install there is noticeable lag when I enter area. First, I deleted actors, group by group, and problem seems to be Slaves. But, they are vanilla, even in megamod, so at last, I removed lag by changing 1 effect in 1 item on them (MGLOBE.ITM). I don't know why is this happening. Maybe some other mod collide with effect of that item.

Here is changed item that works for me:

MGLOBE.RAR

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That's fairly odd, since neither Polytope nor I had Megamod installs and we both lagged. I played with Revisions, Polytope without. The only connecting factor in between all occurances is SCS.

In vanilla game, MGLOBE.itm plays the swirling animation.

Your post above has "immunity to specific animation" which vanilla version actually plays. Wtf...I don't get it. What did you remove from the file that was causing lag? Do the slaves have any other effects (i.e. permanent spells on them or similar, or do they only have the item?)

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Vanilla BG2 MGLOBE.itm has "Play visual effect (215)" with SPMINDAT.VVC. I searched all other items with this effect, and there are 27 in vanilla BG2. All except MGLOBE.ITM & FAMPSDAT.ITM (not used anywhere in game) uses this effect as "Immunity to specific animation (296)", so that is why I changed MGLOBE to that.

Just for start, now lag is gone. I'll play around with effect options, to see if some option caused it.

But I don't understand why is this happening just sometimes.
Slaves are vanilla UDILSLA3.CRE & UDILSLA4.CRE.

 

EDIT: :-) I did played around, and this is what I found: if I change timing mode of effect from "Instant/While equipped (2)" to "Instant/Limited (0)", lag is gone. "Instant/Permanent until death (1)" & "Instant/Permanent (9)" still lags, so I'll stick to "Instant/Limited (0)", for now.

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There are some reports about hobgoblins and kobolds casting Detect Evil and such. I found out why.

Hobgoblin and kobold captains (hobcap01.cre & kobcap01.cre) and some kobold shamans (kobsha01.cre & swshaman.cre) are paladins in vanilla game!?!?!

So SCS assumes that they should have paladin spells and behavior. BG2Fixpack staff didn't want to change their class, I think, because of scripting reasons. And DavidW didn't do it, so I think this is not something I should fix.

If you want that SCS gives these 4 creatures their SCS scripts put this 3 lines at the end of initial\initial.tpa (behind golem fix and before END):

LAF edit_creature STR_VAR creature=~hobcap01~ editstring=~class=>FIGHTER~ END
LAF edit_creature STR_VAR creature=~kobsha01 swshaman~ editstring=~class=>CLERIC~ END
LAF edit_creature STR_VAR creature=~kobcap01~ editstring=~class=>KOBOLD~ END

Or if you don't want them touched by SCS, copy somewhere safe these cre files and after SCS install, copy them back in override dir.

 

It's just a wild guess but perhaps SCS is capable of skipping specific creatures from having their scripts changed according to class and assign them per-individual basis instead?

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There is an install error on Better calls for help when installing to BG:EE, here is the relevant portion of the debug:

Copied [nexlit.CRE] to [override/nexlit.CRE]
FAILURE:
You are trying to edit xvart01.CRE, which does not exist in the game
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [better calls for help], rolling back to previous state
Unable to Unlink
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EDIT: :-) I did played around, and this is what I found: if I change timing mode of effect from "Instant/While equipped (2)" to "Instant/Limited (0)", lag is gone. "Instant/Permanent until death (1)" & "Instant/Permanent (9)" still lags, so I'll stick to "Instant/Limited (0)", for now.

This makes zero sense. The item itself makes zero sense. I guess it's only purpose is to play that animation on slaves whose mind are affected by something. I don't know why any mod would change that...

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EDIT: :-) I did played around, and this is what I found: if I change timing mode of effect from "Instant/While equipped (2)" to "Instant/Limited (0)", lag is gone. "Instant/Permanent until death (1)" & "Instant/Permanent (9)" still lags, so I'll stick to "Instant/Limited (0)", for now.

This makes zero sense. The item itself makes zero sense. I guess it's only purpose is to play that animation on slaves whose mind are affected by something. I don't know why any mod would change that...

--change-log the item and find out why by asking. Likely it's just immunity to charm showing up or other such ahhemhemhem.

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There are some reports about hobgoblins and kobolds casting Detect Evil and such. I found out why.

Hobgoblin and kobold captains (hobcap01.cre & kobcap01.cre) and some kobold shamans (kobsha01.cre & swshaman.cre) are paladins in vanilla game!?!?!

So SCS assumes that they should have paladin spells and behavior. BG2Fixpack staff didn't want to change their class, I think, because of scripting reasons. And DavidW didn't do it, so I think this is not something I should fix.

If you want that SCS gives these 4 creatures their SCS scripts put this 3 lines at the end of initial\initial.tpa (behind golem fix and before END):

LAF edit_creature STR_VAR creature=~hobcap01~ editstring=~class=>FIGHTER~ END
LAF edit_creature STR_VAR creature=~kobsha01 swshaman~ editstring=~class=>CLERIC~ END
LAF edit_creature STR_VAR creature=~kobcap01~ editstring=~class=>KOBOLD~ END
Or if you don't want them touched by SCS, copy somewhere safe these cre files and after SCS install, copy them back in override dir.

 

That's very funny (& yes, I think vBG2 is rather crudely using "class=paladin" as a proxy for some scripting task. What task, I don't know.)

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Various critters like the hobgob paladins in vanilla BG2 having funky class and alignments assigned to them is a known issue since the days of yore. Oversight was one of the first mods that sought to address this issue by actually changing such classes and alignments; I'm surprised though that BG2 Fixpack hasn't addressed this, since later versions' readme says this component of Oversight is depreciated by FIxpack.

 

[edit] Rechecked Fixpack's readme; it seems that only alignments are tweaked by Fixpack, so apparently humanoid paladins are ignored... which seems more problematic/less subjective than alignment tweaks.

 

Regardless, the oddity is that older versions of SCS never produced the humanoid captain/shaman 'paladins' casting Detect Evil afaik. Version 28 is the first time I've seen it at least, though I certainly could be wrong as I've not tried every single version since the SCS/SCSII merge.

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