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SCS v31 Release Candidate (Now No. 3) Now Available for Testing


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I mean yes, I can sharpshoot each bandit with bows indiviuallly, the bandy behind don't move at all.
here my weidu.log

 

 

// 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]
~BGQE/SETUP-BGQE.TP2~ #2 #0 // Installation de la quete de la vase...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #1 // Installation de la quete de famille a Beregost...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #2 // Installation de la quete de la garde d'enfants, y compris la rencontre au festival...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #3 // Installation de la quete du monstre de Nashkel...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #4 // Installation de la quete du paladin dechu...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #5 // Installation de la quete de l'amour eternel...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #6 // Installation de la rencontre de l'orque amoureux...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #7 // Installation de la quete une aide inattendue...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #8 // Installation de la quete du hamster...: v18
~BGQE/SETUP-BGQE.TP2~ #2 #9 // L'ivrogne pres du temple de Beregost: v18
~BGQE/SETUP-BGQE.TP2~ #2 #10 // Un endroit douillet pour Noober: v18
~BGQE/SETUP-BGQE.TP2~ #2 #11 // Brage's Sword: v18
~BGQE/SETUP-BGQE.TP2~ #2 #12 // Legal Seachart Sources: v18
~BGQE/SETUP-BGQE.TP2~ #2 #13 // Additions to the House of the Lady and the Bitch Queen's Temple: v18
~BGQE/SETUP-BGQE.TP2~ #2 #14 // A worried Farmer: v18
~BGQE/SETUP-BGQE.TP2~ #2 #15 // Bodies for a good Cause: v18
~BG1NPC/BG1NPC.TP2~ #2 #0 // BG1 NPC Project : modifications necessaires: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #1 // BG1 NPC Project : bavardages, quetes et interjections: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #2 // BG1 NPC Project : donner a Edwin son portrait de BG2: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #9 // BG1 NPC Project : romance d'Ajantis, elements de base (contenu adolescent): v23.3
~BG1NPC/BG1NPC.TP2~ #2 #10 // BG1 NPC Project : romance de Branwen, elements de base (contenu adolescent): v23.3
~BG1NPC/BG1NPC.TP2~ #2 #11 // BG1 NPC Project : romance de Coran, elements de base (contenu adulte): v23.3
~BG1NPC/BG1NPC.TP2~ #2 #12 // BG1 NPC Project : romance de Dynaheir, elements de base (contenu adolescent): v23.3
~BG1NPC/BG1NPC.TP2~ #2 #13 // BG1 NPC Project : relation avec Shar-Teel, elements de base (contenu adulte): v23.3
~BG1NPC/BG1NPC.TP2~ #2 #14 // BG1 NPC Project : romance de Xan, elements de base (contenu adolescent): v23.3
~BG1NPC/BG1NPC.TP2~ #2 #15 // BG1 NPC Project : conflits de romance pour personnage feminin, Ajantis - Xan - Coran: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #16 // BG1 NPC Project : possibilite d'envoyer les PNJs attendre dans une auberge: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #17 // BG1 NPC Project : emplacement initial d'Alora -> Alora apparait a la Maison des Merveilles: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #20 // BG1 NPC Project : emplacement initial d'Eldoth -> Eldoth apparait au carrefour de Chateau-Suif, de Brasamical et de Beregost: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #22 // BG1 NPC Project : emplacement initial de Quayle -> Quayle apparait au Festival de Nashkel: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #24 // BG1 NPC Project : emplacement initial de Tiax -> Tiax apparait a Beregost: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #26 // Ajustement du rythme des bavardages pour BG:EE: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #28 // BG1 NPC Project : ajustement de reputation grace a des bardes: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #29 // BG1 NPC Project : zones de Bois-Manteau accessibles au chapitre 1 -> Rendre accessible le Pavillon de Bois-Manteau (premiere zone de Bois-Manteau uniquement): v23.3
~BG1NPC/BG1NPC.TP2~ #2 #31 // BG1 NPC Project : ajustements du journal de Sarevok -> Journal de Sarevok enrichi par SixofSpades: v23.3
~BG1NPC/BG1NPC.TP2~ #2 #200 // BG1 NPC Project : dialogues inities par le joueur: v23.3
~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 21
~KIT_REV/KIT_REV.TP2~ #0 #140 // Revised Races: Beta 21
~SETUP-BGEESPAWN.TP2~ #0 #101 // BGEE Leveling Spawns Mod: v0.3
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 10 (Revised 1.15a)
~RR/SETUP-RR.TP2~ #1 #0 // Mise a jour du Combat a deux armes pour les voleurs et les bardes: v4.92
~RR/SETUP-RR.TP2~ #1 #1 // Revisions des kits des voleurs: v4.92
~RR/SETUP-RR.TP2~ #1 #3 // Ajustements raciaux propres pour les capacites de voleur: v4.92
~RR/SETUP-RR.TP2~ #1 #4 // Revisions des kits des bardes: v4.92
~RR/SETUP-RR.TP2~ #1 #6 // Progression des sorts propre aux bardes: v4.92
~RR/SETUP-RR.TP2~ #1 #7 // Equipement supplementaire pour les voleurs et les bardes: v4.92
~RR/SETUP-RR.TP2~ #1 #999 // Icones du style de BG2 pour le contenu de RR: v4.92
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #1040 // Revised Armor -> With Movement Speed Penalties: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #3 // Allow Spellcasting in Armor -> With Casting Speed Penalties for Arcane Casters: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 10 (Revised 1.15a)
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 10 (Revised 1.15a)
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #50 // Script de changement d'avatar: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #130 // Mode pause dans tous les dialogues: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #140 // Correction du cri de Bouh: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1010 // Davantage d'interjections: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1070 // Amelioration du dialogue d'ejection pour les PNJs multijoueurs: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1080 // Ajouter des sacs de contenance: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1090 // Pack d'objets exotiques: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1100 // Exploration automatique des villes: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1120 // Plus de munitions dans les boutiques: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1210 // Utiliser les vitesses de deplacement de BG1 (BETA): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #1330 // Les PNJ ne peuvent pas franchir les portes: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2192 // Limiter la capacite des vendeurs a identifier les objets -> Methode hybride: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2292 // Alterer les tables de progression des sorts et de niveaux du druide -> Utiliser la table de progression des clercs et la table normale des sorts des druides: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2320 // Suppression de la limite du nombre de pieges (Ardanis/GeN1e): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2339 // Suppression de la limite de convocation pour les creatures normales: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2510 // Parchemins de sort avec restriction de niveau (Angel): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #2999 // Maximum de PV au niveau 1: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3000 // Davantage de points de vie a la montee de niveau -> Maximum: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3010 // Points de vie maximum pour les PNJs (the bigg) -> Pour toutes les creatures du jeu: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3030 // Apprentissage des sorts assoupli -> 100% de chance d'apprendre un sort: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3040 // Sacs de contenance sans fond: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3050 // Retirer l'effet de fatigue des sorts de restauration: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3083 // Augmenter la taille de la pile de munitions -> Piles de 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3093 // Augmenter la limite d'empilement des gemmes et des bijoux -> Piles de 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3103 // Augmenter la limite d'empilement des potions -> Piles de 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3113 // Augmenter la limite d'empilement des parchemins -> Piles de 120: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3121 // Patch du bonheur (les PNJs du groupe ne se plaignent pas de la reputation) -> Les PNJs peuvent etre en colere a propos de la reputation mais ne partent jamais (Salk): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3125 // Rendre heureux les personnages neutres lorsque la reputation est moyenne: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3197 // Alterer les interruptions du repos hostiles -> Doubler la frequence: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3230 // Taerum fabrique une armure d'Ankheg supplementaire (Icendoan/grogerson): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3263 // Munitions recuperables -> 100% de chance de recuperer apres une attaque reussie: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3273 // Armes de jet recuperables -> 100% de chance de recuperer apres une attaque reussie: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3300 // Focus camera en cas de mort: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #4000 // Ajuster le jet de reputation des PNJs mauvais recrutables: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #4020 // PNJs style ToB: v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #4080 // Transformer Khalid en Guerrier / Mage (Domi): v5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #4090 // Transformer Montaron en Assassin (Andyr): v5
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v31 RC2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31 RC2
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #100 // Restaurer l'infravision innee des personnages demi-orques: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #101 // Empecher les morts-vivants squelettiques et desincarnes d'etre affectes par les attaques illithids devorant le cerveau: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #103 // Permettre a Dissipation/Delivrance de la Magie d'eliminer les Globes d'Invulnerabilite: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #104 // Vapeur coloree version papier: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #105 // Porte dimensionnelle version papier: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #115 // Autoriser les mages a retranscrire des sorts memorises sur des parchemins -> Les parchemins peuvent etre retranscrits partout depuis le livre de sorts: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #202 // Pouvoirs de Bhaal revises -> Ameliorer les pouvoirs de Bhaal et standardiser leur temps d'incantation: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #205 // Empecher les images projetees et les simulacres d'utiliser des objets rapides: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #211 // Rendre Protection contre la mort efficace contre les coups vorpals: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #210 // Restaurer la vulnerabilite a la Dissipation de la Magie des Nishruu et Hakeashar: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #212 // Rendre les sorts de detection des alignements plus precis: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #220 // Script simple du voleur: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #230 // Script simple du Barde (chante Chant du Barde quand inactif): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #239 // Script simple pour clerc/paladin: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #310 // Coloration distinctive des creatures: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #315 // Jeux de sons de créatures distincts: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #510 // Services etendus des temples: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #1 #999 // Icones du style de BG2 pour le contenu d'aTweaks: v4.53
~ATP/ATP.TP2~ #1 #100 // ATP: Script ameliore de combat: 3.0
~ATP/ATP.TP2~ #1 #500 // ATP: Ajouter les parchemins de sorts BG1 rares aux boutiques de BG1: 3.0
~ATP/ATP.TP2~ #1 #510 // ATP: Ajouter les parchemins de sorts BG2 aux boutiques de BG1: 3.0
~ATP/ATP.TP2~ #1 #520 // ATP: Ajouter les armes rares a la boutique de Taerom: 3.0
~ATP/ATP.TP2~ #1 #530 // ATP: Sauter Chateau-Suif: 3.0
~XPMOD/SETUP-XPMOD.TP2~ #2 #1 // Reduction de l xp des creatures -> Reduire a 50%: 7
~XPMOD/SETUP-XPMOD.TP2~ #2 #14 // Pas d XP pour la memorisation des parchemins: 7
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #1 #0 // Archivage generalise au format bif: v2.2
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v3.4
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.4
~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v3.4
~NPC_EE/NPC_EE.TP2~ #0 #222 // Choose a class for Coran -> Make Coran a ranger: v3.4
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.4

 

Edited by DrAzTiK
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I've done some tidying up on this thread, since it's supposed to be about testing v31, which is a maintenance release only, which I'm not doing, and which doesn't contain new content. Suggestions for new content, or content changes that aren't bugfixes, need to go elsewhere (I've made a new thread for the kobold-dagger issue).

 

 

But a couple of things that are relevant to v31 got swept up in the split, so I'll repeat them here:

 

From Bartimaeus:

(e): I seem to be getting a number of "tried to set nonexistent animate entry" errors with Improved Fiends on RC3 (ignore that it says RC2, because I'm pretty sure the version number just wasn't incremented). weidu log + debug. Should I be concerned? From what I Googled, someone else had this back in 2014, but no explanation as to why it was happening was given, though it was apparently fixed.

On biffing: "Improved Abazigal's Enclave" restores the animations for lizard-man weapons. It's bad practice to put animations in the override as, in aggregate, they lead to major slowdowns (a lesson of IWD-in-BG2) so they get biffed. As of the last update of SCS I don't think it was possible to mod the iOS version (actually, I didn't know it was possible now until reading this thread). If you set "no_lizard_biff" to 1 in stratagems.ini it should disable it.

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My previous reported error regarding Improved Fiends seems to have been the result of installing Infinity Animations before SCS. Last I checked, that's the recommended order, but the funny thing is, I had been planning on changing the install order to install all of IA's secondary components after SCS and atweaks so that the creatures would have the correct animations (since I had noticed that they seemed to overwrite some of them - e.g. Pit Fiend). Guess I'll try doing IA entirely after. Hope nothing horrible happens.

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That's interesting... SCS sets the animations for fiends using the entries in ANIMATE.ids - so (on a non-EE install) for instance Glabrezu's get whatever animation number corresponds to IC_GLAB. It sounds like Infinity Animations messes with the lookups in animate.ids, which is a bit annoying but fairly easily fixed.

 

 

... and yes, having checked, that's exactly right. I wish people wouldn't do that.

 

If the nice people doing the v31 maintenance release are still doing new content, you can fix this by

(i) putting a block to detect Infinity Animations in lib/always.tph and setting infinity_animations to 1 if it's there (checking if animate.ids contains "PIT_FIEND_NWN" is probably the most robust way, since the main IA component isn't DESIGNATED and doesn't drop an obvious marker file)

(ii) editing fiend/fiend_shared.tph to change the four or five animation => blah commands that set animations dependent on whether the enhanced edition is installed, to check for IA too. In almost all cases it looks as if IA and EE use the same conventions so you can just replace "if enhanced_edition" with "if (enhanced_edition or infinity_animations)". For Bone Fiends IA seems to use SKELETONB, which isn't either the vanilla or the EE choice.

 

This isn't worth worrying too much about, though. It won't break the install, and for 90%+ of fiends the animation is right anyway, I'm just doing some systematizing. I'll fix it myself for v32.

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On biffing: "Improved Abazigal's Enclave" restores the animations for lizard-man weapons. It's bad practice to put animations in the override as, in aggregate, they lead to major slowdowns (a lesson of IWD-in-BG2) so they get biffed.

This is not true in the Enhanced Edition games. At least there is no notizable difference ... even with large amounts and so forth, unlike with the non-EE where it was the first thing that needed to be done. So you might want to condition the biffing behind that. The EET still biffs, but it's because K4thos likes to put things to biffs that are not likely to be altered, and in there it can be skipped with a god awful console insert.
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On biffing: "Improved Abazigal's Enclave" restores the animations for lizard-man weapons. It's bad practice to put animations in the override as, in aggregate, they lead to major slowdowns (a lesson of IWD-in-BG2) so they get biffed.

This is not true in the Enhanced Edition games. At least there is no notizable difference ... even with large amounts and so forth, unlike with the non-EE where it was the first thing that needed to be done. So you might want to condition the biffing behind that. The EET still biffs, but it's because K4thos likes to put things to biffs that are not likely to be altered, and in there it can be skipped with a god awful console insert.

 

That's useful information. Can anyone else confirm?

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Ya. The EEs really don't need biffing. (Though EET + IWD-in-EET will be the ultimate test.) I've got 20,000+ files in the override folder on a midrange iPad from 6 years ago (A7 chip, 1GB RAM)... and no slowdowns whatsoever.

And just to point out the reason for the no-biffing in that is that the iOS can't run with non original biffs in the data folder.
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Ya. The EEs really don't need biffing. (Though EET + IWD-in-EET will be the ultimate test.) I've got 20,000+ files in the override folder on a midrange iPad from 6 years ago (A7 chip, 1GB RAM)... and no slowdowns whatsoever.

OK, if so that's a lot easier- I'll just not biff anything on an EE install.

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That's interesting... SCS sets the animations for fiends using the entries in ANIMATE.ids - so (on a non-EE install) for instance Glabrezu's get whatever animation number corresponds to IC_GLAB. It sounds like Infinity Animations messes with the lookups in animate.ids, which is a bit annoying but fairly easily fixed.

If the nice people doing the v31 maintenance release are still doing new content

And fixed:

https://github.com/Gibberlings3/SwordCoastStratagems/pull/6/commits/f84bd60deac2298753ea13e4a55a10b198f966be

Only Bone Fiends animation is unfixed (didn't know how). I assume "IF a THEN 1 ELSE IF b THEN 2 ELSE 3" doesn't work.

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