DavidW Posted December 28, 2014 Share Posted December 28, 2014 If anyone happens to have handy a copy of a late version of SCS-II, could they email it to me at david dot wallace at philosophy dot ox dot ac dot uk - and then post that they've done so, so I don't get lots of them? (I have backup copies, but not with me right now). Link to comment
Mad Mate Posted December 28, 2014 Author Share Posted December 28, 2014 If anyone happens to have handy a copy of a late version of SCS-II, could they email it to me at david dot wallace at philosophy dot ox dot ac dot uk - and then post that they've done so, so I don't get lots of them? (I have backup copies, but not with me right now). You can download them all from here: http://gibberlings3.net/forums/index.php?app=downloads&showfile=914 On the right side there are previous versions all the way to v19, if that is what you want Link to comment
Jad Posted December 28, 2014 Share Posted December 28, 2014 Thanks for your work Made Mate, I appreciate it but I have one small suggestion. I think you should add installation instructions to the first post to inform people that they need to apply the patch before installing SCS. I had assumed I would be able to patch it afterwards as usual, but now I realize I'll have to reinstall (and SCS takes a very long time to do that).Is it safe to use the weidu uninstaller for this and then reinstall all of SCS? Or should I just do a complete reinstall of all mods. Link to comment
DavidW Posted December 28, 2014 Share Posted December 28, 2014 So I can. How silly; I'd forgotten the G3 download centre handles previous versions that way. Link to comment
CrevsDaak Posted December 28, 2014 Share Posted December 28, 2014 No crash. Just installed SCS v28 with Mad Mate's fixes on BG2:EE 1.3 for OSX and (besides the oddities noted in this post) nothing else went bad (the Lizardmen's weapons aren't visible but at least the game doesn't crash). Also, all components check for dw#setup.mrk in /override/, while if you use the .ini options "Put_Labels_In_Workspace 1" the .mrk files go to /stratagems_external/workspace/, and causes all the other components to fail to install. Another oddity... Install Component [Add an extra copy of some hard-to-find spell scrolls]? nstall, or [N]ot Install or [Q]uit? Installing [Add an extra copy of some hard-to-find spell scrolls] [v28] Copying and patching 1 file ... Appending to files ... [stratagems_external/workspace/SFO_warnings.txt] loaded, 497 bytes stratagems_external/workspace/SFO_warnings.txt copied to stratagems_external/backup/stratagems/2160/SFO_warnings.txt, 497 bytes Appended text to [stratagems_external/workspace/SFO_warnings.txt] Copied [.../stratagems-inline/blank] to [stratagems_external/workspace/dw#extra_scrolls.mrk] Including and running function(s) bonus_spell_scrolls Copying and patching 1 file ... [stratagems/spell/bonus_spell_scrolls.tpa] loaded, 1109 bytes Copied [stratagems/spell/bonus_spell_scrolls.tpa] to [stratagems_external/workspace/bonus_spell_scrolls.tpa] Scroll %WIZARD_DISPEL_MAGIC_SCROLL% doesn't actually seem to exist [stratagems_external/workspace/sfo_warnings.txt] loaded, 536 bytes Appending to files ... [stratagems_external/workspace/sfo_warnings.txt] loaded, 536 bytes Appended text to [stratagems_external/workspace/sfo_warnings.txt] Copying and patching 1 file ... Copying and patching 1 file ... Patching WIZARD_DISPEL_MAGIC_SCROLL.ITM into store... Copied [trmer04.sto] to [override/trmer04.sto] Copying and patching 1 file ... Copying and patching 1 file ... Patching SCRL1J.ITM into store... Copied [ribald.sto] to [override/ribald.sto] Copying and patching 1 file ... [./override/trmer04.sto] loaded, 1912 bytes Copying and patching 1 file ... Patching SCRL8X.ITM into store... Copied [trmer04.sto] to [override/trmer04.sto] Copying and patching 1 file ... Copying and patching 1 file ... Patching SCRL8B.ITM into store... Copied [scrolls.sto] to [override/scrolls.sto] Copying and patching 1 file ... [./override/ribald.sto] loaded, 4348 bytes Copying and patching 1 file ... Patching SCRL8C.ITM into store... Copied [ribald.sto] to [override/ribald.sto] Copying and patching 1 file ... [./override/trmer04.sto] loaded, 1940 bytes Copying and patching 1 file ... Patching SCRL8R.ITM into store... Copied [trmer04.sto] to [override/trmer04.sto] Copying and patching 1 file ... [./override/trmer04.sto] loaded, 1968 bytes Copying and patching 1 file ... Patching SCRL8V.ITM into store... Copied [trmer04.sto] to [override/trmer04.sto] Copying and patching 1 file ... [./override/trmer04.sto] loaded, 1996 bytes Copying and patching 1 file ... Patching SCRLB1.ITM into store... Copied [trmer04.sto] to [override/trmer04.sto] Copying and patching 1 file ... [./override/trmer04.sto] loaded, 2024 bytes Copying and patching 1 file ... Patching SCRLB2.ITM into store... Copied [trmer04.sto] to [override/trmer04.sto] Copying and patching 1 file ... [./override/trmer04.sto] loaded, 2052 bytes Copying and patching 1 file ... Patching SCRL8G.ITM into store... Copied [trmer04.sto] to [override/trmer04.sto] Copying and patching 1 file ... [./override/ribald.sto] loaded, 4376 bytes Copying and patching 1 file ... Patching SCRL9A.ITM into store... Copied [ribald.sto] to [override/ribald.sto] Improved Fiends with 50% more HP gave these error messages (besides failing to compile a script also because of missing animations): Component with label:dw#setup Component with label:dw#pro_NM Component with label:dw#spellstrikevsPM Component with label:dw#breach Component with label:dw#ironskin Component with label:dw#spellimm Component with label:dw#blades Component with label:dw#skulltrap Component with label:dw#PWblind Component with label:dw#meteor Component with label:dw#nerfinquisitor_1-5 Component with label:dw#insectplague Component with label:dw#mantle Component with label:dw#sequencer_universal Component with label:dw#extra_scrolls Scroll %WIZARD_DISPEL_MAGIC_SCROLL% doesn't actually seem to exist Component with label:dw#truesight_blindness Component with label:dw#fine_arrows Component with label:dw#fine_weapons_bg2 Component with label:dw#dispel_arrows2 Component with label:dw#magistaff Component with label:dw#carsomyr Component with label:dw#fastbears Component with label:dw#web_large Component with label:dw#repslow Component with label:dw#licenseextension Component with label:dw#licensecost Component with label:dw#spellholdcost Component with label:dw#maze Component with label:dw#mazenum2.mrk Component with label:dw#nochimp Component with label:dw#noammo Component with label:dw#balduran Component with label:dw#vhailor Component with label:dw#mirror Component with label:dw#vecna Component with label:dw#bonus Component with label:dw#moveboo Component with label:dw#AIsetup Component with label:dw#genai C6WULF has ranged but not melee weapon C6WULF2 has ranged but not melee weapon DOPTHI01 has ranged but not melee weapon HABIB has ranged but not melee weapon HABIB2 has ranged but not melee weapon JAGA1 has ranged but not melee weapon JELLGR has ranged but not melee weapon KINDAI has ranged but not melee weapon LISSA has ranged but not melee weapon MAJAN has ranged but not melee weapon MGAPPR01 has ranged but not melee weapon MGAPPR02 has ranged but not melee weapon MGAPPR03 has ranged but not melee weapon OHHSPID1 has ranged but not melee weapon Failed to insert script dw#gphlp above gpmerc in file OHRSGUA1 QUAYLE has ranged but not melee weapon SCHLUM has ranged but not melee weapon SLIFIS01 has ranged but not melee weapon SLIFIS02 has ranged but not melee weapon THRAXI has ranged but not melee weapon VAELAG has ranged but not melee weapon WULFGAR has ranged but not melee weapon Component with label:dw#help Component with label:dw#hla Component with label:dw#mage Component with label:dw#mage_1 Component with label:dw#priest Component with label:dw#priest_1 Component with label:dw#potion Component with label:dw#spider Component with label:dw#golem Component with label:dw#fiend Component with label:dw#fiend_hp Component with label:dw#fiend_innate Failed to patch demglab2.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch demglasu.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch demosum3.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch dglab01.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch gortan4.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch jondem01.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch jondem03.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch jondem05.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch melsum01.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch teltan1.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch teltan2.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_GLAB") Failed to patch demosum1.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_MERILITH") Failed to patch melsum05.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_MERILITH") Failed to patch gorwom03.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_MERILITH") Failed to patch dbonef01.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_SKELETONB") Failed to patch gorbat5.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_SKELETONB") Failed to patch demcor01.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_CORNUGONSKI") Failed to patch gorbat3.CRE; error message was Failure("Tried to set nonexistent ANIMATE entry IC_CORNUGONSKI") Warning: you just tried to remove quotes from an empty string. Deliberate? Warning: you just tried to remove quotes from an empty string. Deliberate? Warning: you just tried to remove quotes from an empty string. Deliberate? Warning: you just tried to remove quotes from an empty string. Deliberate? Warning: you just tried to remove quotes from an empty string. Deliberate? Warning: you just tried to remove quotes from an empty string. Deliberate? Warning: you just tried to remove quotes from an empty string. Deliberate? Warning: you just tried to remove quotes from an empty string. Deliberate? Link to comment
DavidW Posted December 28, 2014 Share Posted December 28, 2014 No crash. Just installed SCS v28 with Mad Mate's fixes on BG2:EE 1.3 for OSX and (besides the oddities noted in this post) nothing else went bad (the Lizardmen's weapons aren't visible but at least the game doesn't crash). Great. Also, all components check for dw#setup.mrk in /override/, while if you use the .ini options "Put_Labels_In_Workspace 1" the .mrk files go to /stratagems_external/workspace/, and causes all the other components to fail to install. Don't set that option, then. (From the readme: Don't change anything not listed; these are work-in-progress and/or part of the testing framework.) Another oddity... Improved Fiends with 50% more HP gave these error messages (besides failing to compile a script also because of missing animations Both reproduced and fixed locally, thanks. (They're both due to changes in nomenclature between vanilla BG2 and BG2EE - possibly since 1.3.) Link to comment
dashteacup Posted December 28, 2014 Share Posted December 28, 2014 No crash. Just installed SCS v28 with Mad Mate's fixes on BG2:EE 1.3 for OSX and (besides the oddities noted in this post) nothing else went bad (the Lizardmen's weapons aren't visible but at least the game doesn't crash). Mad Mate's fixes remove the crash by not biffing the files. Did you manually edit abazigal_enclave.tpa to restore the biffing of those files (line 32)? Because, yeah, with Mad Mate's fixes I don't crash either, that was the point. You'll either need to manually edit the file or just install the vanilla unpatched SCS v28 to determine if you're actually having the biffing problem. Link to comment
AstroBryGuy Posted December 28, 2014 Share Posted December 28, 2014 From "bugs not fixed": CrevsDaak http://forums.gibberlings3.net/index.php?showtopic=25893&page=13&do=findComment&comment=228279 There's a bug on stratagems/item/elemental_arrows.tpa, the elemental arrows aren't toned down correctly for BG:EE installs (and their description isn't correctly updated). I don't know how to fix it with SFO but providing a simple WeiDU fix wouldn't be too difficult (the part of the code to update the Enchantment (4-bytes long int at 0x60) and bonus damage (on the extended ability header of the .itm) simply don't exist). I can't reproduce this; it works fine on my install. Hi DavidW, The issue is there for me too. In BGEE, the elemental arrows have THAC0 and damage bonuses, in addition to the extra elemental damage. SCS is only toning down the elemental damage, not the THAC0 and damage bonuses. An example: the Fire Arrow (AROW08) has +2 bonuses to THAC0 and damage and +1d6 fire damage in BGEE. In BG2 AROW08 has no THAC0 or damage bonuses and +1d2 fire damage. SCS on BGEE only reduces the elemental damage to +1d2, leaving the +2 THAC0 and damage bonuses. However, SCS rewrites the description of AROW08 to be consistent with the BG2 version of AROW08 (i.e., no THAC0 or damage bonuses): The Arrow of Fire is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set aflame. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: 1D2 fire damage (save vs. spell for none) Weight: 0 Launcher: Bow I assume the intention is that SCS should also remove the THAC0 and damage bonuses of the elemental arrows (consistent with the revised description). Also, SCS doesn't edit the item names of the elemental arrows. Again assuming you meant to remove its THAC0 and damage bonuses, AROW08 should be changed from "Fire Arrow +2" to "Fire Arrow" in BGEE. EDIT: PS - A suggestion. Edit AROWKC in addition to AROW08. That way the kobold commandos don't get better fire arrows to use (and are undroppable) than are given out as loot for killing them. That way, they are "playing fair". Link to comment
DavidW Posted December 28, 2014 Share Posted December 28, 2014 I'm afraid knowing that someone else sees the same problem doesn't itself help me, since I don't get the problem on my install. I need a precise reproduction case. If you get the problem on a clean install, let me know and post your WEIDU.log. (& if you don't get the problem on a clean install, but do get it with some mods, post your log anyway and maybe I can work out where the issue arises.) Link to comment
CrevsDaak Posted December 28, 2014 Share Posted December 28, 2014 No crash. Just installed SCS v28 with Mad Mate's fixes on BG2:EE 1.3 for OSX and (besides the oddities noted in this post) nothing else went bad (the Lizardmen's weapons aren't visible but at least the game doesn't crash).Mad Mate's fixes remove the crash by not biffing the files. Did you manually edit abazigal_enclave.tpa to restore the biffing of those files (line 32)? Because, yeah, with Mad Mate's fixes I don't crash either, that was the point. You'll either need to manually edit the file or just install the vanilla unpatched SCS v28 to determine if you're actually having the biffing problem. Yep. Now I got the crash. From the error log I've got from the game I can assure it's not a WeiDU bug—it's just the game that is bugged (and, unless the BG2:EE devs fix this it'll remain, and probably for all new animations). I'm afraid knowing that someone else sees the same problem doesn't itself help me, since I don't get the problem on my install. I need a precise reproduction case. If you get the problem on a clean install, let me know and post your WEIDU.log. (& if you don't get the problem on a clean install, but do get it with some mods, post your log anyway and maybe I can work out where the issue arises.)Try with BG1NPC Project (especially with AstroBryGuy's latest release). Now I recall I had that one installed (sorry I didn't said so early, I didn't remember back then--still, you're free to curse my memory if you want ). Link to comment
DavidW Posted December 28, 2014 Share Posted December 28, 2014 Yep. Now I got the crash. From the error log I've got from the game I can assure it's not a WeiDU bug—it's just the game that is bugged (and, unless the BG2:EE devs fix this it'll remain, and probably for all new animations). OK, that's fairly decisive. I'll carry on not biffing on OSX installs. Link to comment
AstroBryGuy Posted December 28, 2014 Share Posted December 28, 2014 I'm afraid knowing that someone else sees the same problem doesn't itself help me, since I don't get the problem on my install. I need a precise reproduction case. If you get the problem on a clean install, let me know and post your WEIDU.log. (& if you don't get the problem on a clean install, but do get it with some mods, post your log anyway and maybe I can work out where the issue arises.) OK, can do! I created a fresh clean install (it can be handy to keep a zip file of the vanilla download!), and yes I still see the issue. The SCS-modified version of AROW08.itm still has the +2 THAC0 and damage bonuses from the vanilla version of AROW08, but the revised item description does not indicate any THAC0 or damage bonuses. The WeiDU.log is below. I've attached a link to a zip file with my WeiDU.log, SETUP-STATRATGEMS.DEBUG, and vanilla and SCS-modified versions of AROW08.itm, so you can see what was (and wasn't) modified by SCS. https://dl.dropboxusercontent.com/u/80058200/AROW08-SCS.zip // 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 #3000 // Replace BG1-style elemental arrows with BG2 versions: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v28 Link to comment
DavidW Posted December 28, 2014 Share Posted December 28, 2014 Ah. Sorry, I should have read your previous post more carefully. That's very helpful; will fix. Link to comment
dashteacup Posted December 30, 2014 Share Posted December 30, 2014 Component 3100 splits the healing and resurrection powers of the rod of resurrection into two separate abilities. Currently, the rod disappears when either feature runs out of charges, regardless of how many charges remain for the other ability. Is this intentional, or should the wand remain until you use up both sets of charges (like a wand of spellstriking)? Link to comment
DavidW Posted December 31, 2014 Share Posted December 31, 2014 Unintentional; will address. Link to comment
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