GrimJim Posted August 11, 2015 Share Posted August 11, 2015 I figured out the bug in the last post. Irenicus's script is using the wrong version of Mislead in his opening chain which is screwing up his script. To fix this, open up finiren.bcs and replace line 33 withForceSpellRES("dw#0w607",Myself)He doesn't come fully buffed even if you have full prebuffs installed, so that's an issue, but at least he'll actually fight. Quote Link to comment
Jarno Mikkola Posted August 11, 2015 Share Posted August 11, 2015 I figured out the bug in the last post. Irenicus's script is using the wrong version of Mislead in his opening chain which is screwing up his script. To fix this, open up finiren.bcs and replace line 33 with ForceSpellRES("dw#0w607",Myself) Can you tell us wht you had in the line 33 before you replaced it with that ? As it's likely that as different people install different things, just naming the line number won't help everyone. Quote Link to comment
GrimJim Posted August 11, 2015 Share Posted August 11, 2015 It should replace ReallyForceSpell(Myself,WIZARD_MISLEAD) in Irenicus's Chain Contingency. 33 should be the right line number if you have the "Ascension versions of Irenicus and Sendai use SCS abilities and AI" component installed. Quote Link to comment
thehug0naut Posted August 26, 2015 Share Posted August 26, 2015 I'm using SCS v30 with Item Revisions v4 (beta 8) on BGEE and I noticed that SCS does not install fine/excellent weapons while IR is installed. I'm not sure if IR ever implemented its own fine/excellent weapons component but certainly the latest version doesn't seem to. So I manually commented out the check for IR in the tp2 for the "Replace Magic Weapons with Fine Versions" and the "no-shatter" subcomponent (the "shatter" subcomponent didn't have a check for IR). As far as I can tell they now work fine (pun intended ). Assuming noone else finds a fault running IR with these components, perhaps the checks for IR could be removed in the next version? Quote Link to comment
kreso Posted August 26, 2015 Share Posted August 26, 2015 As far as I can tell they now work fine (pun intended ). Assuming noone else finds a fault running IR with these components, perhaps the checks for IR could be removed in the next version? Check IR's .ini file. You can fine-tune IR setup there, including masterwork weapons. Quote Link to comment
thehug0naut Posted August 27, 2015 Share Posted August 27, 2015 (edited) Check IR's .ini file. You can fine-tune IR setup there, including masterwork weapons. Thanks for the pointer at the .ini - however I just checked it and it says: // Store Revisions install_masterwork_weapons = 0 // +1 weapons are changed to masterwork; outdated - mostly functional, but not recommended (use SCS component instead) So I guess that puts the issue back at my original question - could the next version of SCS perhaps take out the check for IR? Unless a check for the masterwork component of IR could be implemented? Though I guess it might be worth holding off until V4 of IR is actually released in case it changes again. Edited August 27, 2015 by thehug0naut Quote Link to comment
toxin Posted August 29, 2015 Share Posted August 29, 2015 (edited) Setup: BG2EE, no other mods installed other than SCS. Rakshasa are still immune to "breach" even though I installed the "More consistent Breach spell" component (I'm getting "Spell Ineffective"). Specifically I'm referring to Ihtafeer, Saadat, and Jalaal. The console didn't mention any spell protections they cast that could have resulted in such behavior. Also, I believe the above rakshasas grant far too little experience compared to the challenge they present (probably even when they are not immune to Breach) - these guys are immune to all spells lvl7 and below (your mage has to be lvl 16 just to touch them with a single spell), and by the time you've peeled off their combat defenses (assuming breach works and that you have at least 3 of them and can cast them uninterrupted - I've had very limited success with Inquisitor dispel) they have already bombarded your party with lethal AoE spells they are immune to (CloudKill, Fireball, skull trap, etc) - some of them can't even be dispelled (Web, Teleport Field). If we compare the rakshasa encounter to others in the vicinity with similar XP IMHO the balance is severely upset, probably even with breach enabled. For example Bone Golem + 2 X Skeleton Warriors in the Temple Ruins is a complete walk in the park compared to that, and it grants more XP. The most reasonable thing to do here IMO would be to make Saadat and Jalaal some form of melee minions that are likely to aid Ihtafeer (golems?) rather than rakshasas (it would still be consistent with the quest, which only mentions one rakshasa as far as I recall). Another would be to change the room layout to something bigger with just one floor and more free space to maneuver - the way it is now, AoE kills your party and you have no where to run (running outside and waiting it out feels like cheese to me). Also, by the time you get through that narrow passage to the second floor with your warriors (and mage, to cast breach - twice!), the rakshasa above have already wreaked havoc - at the very least, make them spawn in the lower floor (adjacent to Ihtafeer). Edited August 30, 2015 by toxin Quote Link to comment
toxin Posted August 29, 2015 Share Posted August 29, 2015 (edited) Another minor bug I noticed is when you right-click the shape-shifting token abilities of Cernd, you get the "Barkskin" spell description (the ability itself works great though). Edited August 29, 2015 by toxin Quote Link to comment
cipher Posted August 29, 2015 Share Posted August 29, 2015 You could try weidu.exe --change-log dw#shwe3.itm to see if another mod is affecting the item. On my end the description is coming up properly. The item I mention is the Greater Werewolf Token. Change the 3 to 1 or 2 to get the Lesser and normal tokens. Also I noticed that dw#shwe1.itm is a +1 weapon, that is not mentioned in the description and dw#shwe3.itm is +2, where it should be +3. Quote Link to comment
Jarno Mikkola Posted August 29, 2015 Share Posted August 29, 2015 (edited) You could try weidu.exe --change-log dw#shwe3.itm You forgot to include the output file...To make the directory and the out put to file in that folder, it's best to use: mkdir change-log WeiDU.exe --log nul --change-log dw#shwe3.itm >change-log/change-log.txt --out change-logThis of course is command line programming, so the easiest way to get it to work is to make a new .txt file, rename it as a something.bat, and run it in the game folder that has a weidu.exe in it. Edited August 29, 2015 by Jarno Mikkola Quote Link to comment
toxin Posted August 29, 2015 Share Posted August 29, 2015 I did not install any other mod other than SCS. The output of the above command is [WeiDU.exe] WeiDU version 23700 Mods affecting DW#SHWE3.ITM: Quote Link to comment
Jarno Mikkola Posted August 29, 2015 Share Posted August 29, 2015 I did not install any other mod other than SCS. The output of the above command is Then that is to be as expected as the command doesn't list the original source of the file, just the backups it makes. And the first is never usually made as the game files can have it,or it doesn't exist, so it can't be made. Quote Link to comment
cipher Posted August 30, 2015 Share Posted August 30, 2015 Could it be a random corruption during installation then? I have a similar issue with an SR item and it seems quite unlikely it's not a local problem on my install. Maybe someone better versed in weidu witchery could shed some light if it is indeed so unreliable. Quote Link to comment
InKal Posted August 31, 2015 Share Posted August 31, 2015 Setup: BG2EE, no other mods installed other than SCS. Rakshasa are still immune to "breach" even though I installed the "More consistent Breach spell" component (I'm getting "Spell Ineffective"). Specifically I'm referring to Ihtafeer, Saadat, and Jalaal. The console didn't mention any spell protections they cast that could have resulted in such behavior. Also, I believe the above rakshasas grant far too little experience compared to the challenge they present (probably even when they are not immune to Breach) - these guys are immune to all spells lvl7 and below (your mage has to be lvl 16 just to touch them with a single spell), and by the time you've peeled off their combat defenses (assuming breach works and that you have at least 3 of them and can cast them uninterrupted - I've had very limited success with Inquisitor dispel) they have already bombarded your party with lethal AoE spells they are immune to (CloudKill, Fireball, skull trap, etc) - some of them can't even be dispelled (Web, Teleport Field). If we compare the rakshasa encounter to others in the vicinity with similar XP IMHO the balance is severely upset, probably even with breach enabled. For example Bone Golem + 2 X Skeleton Warriors in the Temple Ruins is a complete walk in the park compared to that, and it grants more XP. The most reasonable thing to do here IMO would be to make Saadat and Jalaal some form of melee minions that are likely to aid Ihtafeer (golems?) rather than rakshasas (it would still be consistent with the quest, which only mentions one rakshasa as far as I recall). Another would be to change the room layout to something bigger with just one floor and more free space to maneuver - the way it is now, AoE kills your party and you have no where to run (running outside and waiting it out feels like cheese to me). Also, by the time you get through that narrow passage to the second floor with your warriors (and mage, to cast breach - twice!), the rakshasa above have already wreaked havoc - at the very least, make them spawn in the lower floor (adjacent to Ihtafeer). SCS is version 30? I have tons of mods installed (SCS30, Questpack, EETactis-alpha and more) and Breach works on Liches. Didn't test raks yet, should be interesting. http://gibberlings3.net/forums/index.php?showtopic=27291&hl=breach btw. fight is nerfed in SCS30 but is still quite hard even with raks NOT immune to breach. I would recommend a "little" cheese I mean send one guy alone first to absorb remove magic form Ihtafer then storm in (you need prot form fire, cold, poison and FREE ACTION) - should not be that hard to win. Quote Link to comment
toxin Posted August 31, 2015 Share Posted August 31, 2015 (edited) Thanks InKal, don't know how I missed that thread. I've replied there for further assistance (technical assistance on the breach spell, once that's out of the way I believe I'll manage, even though I still believe the encounter to be too hard for the area / typical party level). Edited August 31, 2015 by toxin Quote Link to comment
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