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Bug reports in v30


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Not a bug perhaps but PCs using the SCS AI script will completely avoid attacking disabled targets, even if there are no active enemies left.

Sure yeah, but you can pause the game and target them yourself, after you have killed all the non visible enemies that the AI "can't" ever see.
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A minor incovenience is the Clay Golem curse wounds, which some can't be removed without breaking the 4th wall. Will you eventually look into this if you get to release a new version DavidW? I like the idea, but somehow I think I must be able to remove it (temples/priests/scrolls).

 

Cheers

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A minor incovenience is the Clay Golem curse wounds, which some can't be removed without breaking the 4th wall. Will you eventually look into this if you get to release a new version DavidW? I like the idea, but somehow I think I must be able to remove it (temples/priests/scrolls).

 

Cheers

Use the Mage/Cleric spell, that one does work.
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It's intended to be removed by cleric/mage spells and by the temple Remove Curse. It's clearly not working on some installs but I haven't yet got around to working out whether that's a mod incompatibility issue, a vanilla/EE issue, just a straight SCS bug, or some combination.

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It's intended to be removed by cleric/mage spells and by the temple Remove Curse. It's clearly not working on some installs but I haven't yet got around to working out whether that's a mod incompatibility issue, a vanilla/EE issue, just a straight SCS bug, or some combination.

I play a DVD version from before GOG. I've had this issue before, but since there may be an update of SCS, you just might look into this.

 

Cheers

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Not a bug, but an oversight in Detectable spells - Basilisk creatures can only detect Pro Petrification cast from wizard spell, both the green scroll and Mirror eyes potion are not taken into account for their "smarter" targeting.

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I have installed SCS for BGT using Big World Setup (only basic components), and I have noticed strange behavior of hobgoblins outside Friendly Arm Inn. They seem to unequip their swords and fight with their bare hands. Anyone has encountered this?

 

 

 

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~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.50 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.50 BWP Fix
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~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.50 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.50 BWP Fix
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~AURORA/SETUP-AURORA.TP2~ #0 #420 // Realistic random treasures -> Both 1 and 2 (no treasures lost): v5a BWP Fix
~MAPNAMES/SETUP-MAPNAMES.TP2~ #0 #0 // Sword Coast Map Labels: v2
~MAPNAMES/SETUP-MAPNAMES.TP2~ #0 #25 // Update Map Markers: v2
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~SETUP-BINFINITYSOUNDS.TP2~ #0 #2 // Restored BG1 Weapon Attack Sound Effects: v1.3
~SETUP-BINFINITYSOUNDS.TP2~ #0 #3 // Restored BG1 Armor Hit Sound Effects: v1.3
~SETUP-BINFINITYSOUNDS.TP2~ #0 #4 // Restored BG1 Armor Movement Sound Effects: v1.3
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~SETUP-BINFINITYSOUNDS.TP2~ #0 #7 // Restored Chunked Death Sound Effect -> Alternate BG1 Sound Effect (Gore): v1.3
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~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #6000 // Fix BGSPAWN Near Areas: ALPHA 16
~LOLFIXER/SETUP-LOLFIXER.TP2~ #0 #0 // Area Stuff - MAJESTIC Area Fixer: 19022016
~LOLFIXER/SETUP-LOLFIXER.TP2~ #0 #1 // Creature Stuff - Creature Resource Fixer: 19022016
~LOLFIXER/SETUP-LOLFIXER.TP2~ #0 #4 // Creature Stuff - Inventory Overhauler (moves invalid but equippable items to inventory and equips anything in the inventory to a free slot): 19022016
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~WTPFAMILIARS/SETUP-WTPFAMILIARS.TP2~ #0 #0 // WTPFamiliars (Requires Throne of Bhaal): 1.7
~XPMOD/SETUP-XPMOD.TP2~ #0 #0 // Creature XP Reduction -> Reduce to 75%: 7
~XPMOD/SETUP-XPMOD.TP2~ #0 #8 // Locks, Traps and Spells XP Reduction -> Reduce to 50%: 7
~XPMOD/SETUP-XPMOD.TP2~ #0 #15 // Quest XP Reduction -> Reduce to 75%: 7

 

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I have installed SCS for BGT using Big World Setup (only basic components), and I have noticed strange behavior of hobgoblins outside Friendly Arm Inn. They seem to unequip their swords and fight with their bare hands. Anyone has encountered this?

Uninstall Lolfixer and try again.

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David, while you're here, I wonder if I could pick your brain about this seeming compatibility issue:

http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/page-196

 

It's starting with Sam's post most of the way down that page. (Sorry, the phone version of the forum software won't let me link to individual posts.) and then the discussion running onto the next page.

 

To briefly recap, some mods use a fu croon that adds entries to the trueclass clab tables, which contain 177 effects directed at multiclass kits. (As of EE v1.4-2.3, this is the only way for multiclass kits to get clab abilities.) there can be a lot of 177 effects if the game contains a lot of multiclass kits... but it should only be 177 effects. Also, in case it matters, the kits' clab abilities are replicated with a "#" character in the filenames.

 

When Sam tried to install the SCS component "make the starting dungeon slightly harder," it gave an error:

"Unable to parse %RESREF_QD_MCM03_KIT_EFFECTS_REMOVE%"

... and failed to install.

 

It's hard to debug because I'm not sure what SCS is actually doing here. My only two thoughts, so far, are 1) having too many 177 effects in an AP_ clab ability causes SCS to choke; or 2) SCS doesn't like "#" in the RES name of .eff files.

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CTD durning encounter with party in North forest.

Tobex log: ASSERTION FAILED! Return Address: 0x84C3C1 File: ObjAnimation.cpp Line: 20514 Expression: !(m_weaponCode&MELEE_1HLR_MASK) Message: (null)

Tried it on BG2 GOG, Windows 7 x64

 

I have experienced that one too, it's because of a creature using an illegal combination of dual wielding and a ranged weapon. Not actually SCS's fault; the creature has this in the vanilla game too, but the bug never gets triggered there because it's not scripted to use its ranged weapon.

 

The offending creature is ar18prie.cre, who has a mace +1 in his shield slot and a sling in his second weapon slot, which is not normally possible and the animation engine cannot handle it.

 

You can use DLTCEP or NearInfinity to put a shield into its shield slot instead. Or unzip the file I have attached in your BG2 directory, this puts a fixed ar18prie.cre in your override directory. (However, it won't use SCS scripting then.)

scs_northern_forest_ctd_hotfix.zip

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