Bartimaeus Posted November 7, 2021 Author Share Posted November 7, 2021 1 minute ago, subtledoctor said: My understanding was that SCS will actually make these spells able to target improved invisibility, regardless. In other words SCS will override preferences set here. Only if SR is not installed, I believe is what DavidW said, because it assumes that SR has already done it. Quote Link to comment
subtledoctor Posted November 7, 2021 Share Posted November 7, 2021 3 minutes ago, Bartimaeus said: Only if SR is not installed, I believe is what DavidW said, because it assumes that SR has already done it. Oh, huh. Should probably do that in SR, then... Quote Link to comment
Lianos Posted November 7, 2021 Share Posted November 7, 2021 Typo @Level 6 Druid spell Conjure Earth Elemental: Quote Link to comment
Bartimaeus Posted November 7, 2021 Author Share Posted November 7, 2021 25 minutes ago, Lianos said: Typo @Level 6 Druid spell Conjure Earth Elemental: Fixed for both arcane and divine, thanks! Quote Link to comment
Chosen Posted December 8, 2021 Share Posted December 8, 2021 (edited) I am planning a new playthrough with SCS and SRR. Is IWD spells from SCS is compatible with SRR? I don't want to overwrite SRR spells or confuse the AI but I want to try out divine IWD spells. Related question: Is this a good time to make a large mod install? If there is known game breaking problems with mods and 2.6.6 I can wait until they are resolved. Edited December 8, 2021 by Chosen Quote Link to comment
Bartimaeus Posted December 9, 2021 Author Share Posted December 9, 2021 10 hours ago, Chosen said: I am planning a new playthrough with SCS and SRR. Is IWD spells from SCS is compatible with SRR? I don't want to overwrite SRR spells or confuse the AI but I want to try out divine IWD spells. Related question: Is this a good time to make a large mod install? If there is known game breaking problems with mods and 2.6.6 I can wait until they are resolved. Compatibility should be no different than with regular SR. Which is to say it should work, but I don't know exactly how perfectly. SRR is good to go with 2.6.6, and while I believe there are so minor outstanding issues with the latest version of SCS, they are ultimately minor issues. Quote Link to comment
DMF Posted December 17, 2021 Share Posted December 17, 2021 Funny and probably harmless bug: when casting Charm Person and Dire Charm on people, the line "glittergold guide your eye on your travels" pops up in the combat log. Not present when using the Domination spell. This is on BG1EE+SOD, game version 2.5. There shouldn't be compatibility issues with 2.5 and the new SRR version, right? Quote Link to comment
Jarno Mikkola Posted December 17, 2021 Share Posted December 17, 2021 3 hours ago, DMF said: Funny ... This is on BG1EE+SOD, game version 2.5. There shouldn't be compatibility issues with 2.5 and the new SRR version, right? And you have installed the DLCmerger mod before this one ? Quote Link to comment
subtledoctor Posted December 17, 2021 Share Posted December 17, 2021 It’s just leftover incorrect string references since the mod was made for BG2/BGT and BGEE/Tutu have some dialog.tlk differences. I think most of these have been caught in the not-yet-released v4b19. Quote Link to comment
Jarno Mikkola Posted December 18, 2021 Share Posted December 18, 2021 2 hours ago, subtledoctor said: I think most of these have been caught No. One could go throught the .tp2/.tpa codes, and check if the descriptions, and other stuff has been rewritten in the mod so it reflects any game at any stage. Cause if you rewrite the strings that are already the same as the ones you assign, the weidu can assign the old values. Say like from line 19 of the main component: // Scroll of Restoration // adscroll.itm still copied over in case someone wants to CLUAConsole it for use on an old save game COPY ~spell_rev\shared\adscroll.itm~ ~override~ SAY NAME2 @100402 COPY ~spell_rev\shared\adscroll.bam~ ~override~ What about name1, identified_desc, unidentified_desc etc strings. It's not like they could not be(yes, double negative) copied from the existing dialog.tlk and placed to the mods .d & .tra files, and be done. And the best thing is, when this is done in English, WITHOUT any existing translations, YET ! They can be done correctly, in the other languages. With a little more work, and a whole lot of knowledge. Quote Link to comment
Bartimaeus Posted December 18, 2021 Author Share Posted December 18, 2021 (edited) On 12/17/2021 at 9:32 AM, DMF said: Funny and probably harmless bug: when casting Charm Person and Dire Charm on people, the line "glittergold guide your eye on your travels" pops up in the combat log. Not present when using the Domination spell. This is on BG1EE+SOD, game version 2.5. There shouldn't be compatibility issues with 2.5 and the new SRR version, right? It is a BG1-EE specific issue because string references are different between BG1 and BG2 and SR was made for BG2, but it's odd: I thought I already fixed a couple dozen of these a few months back...or so I thought. Ah, I figured it out. The specific issue with Dire/Charm Person is that I've outsourced the effect that displays the string to a secondary spell, so it's attempting to patch the base spell when it needs to patch the secondary spell. Thanks, will fix. (e): Now fixed. Edited December 19, 2021 by Bartimaeus Quote Link to comment
Relay Posted December 22, 2021 Share Posted December 22, 2021 Hey, I've been having a strange issue with summoned monster AI. Monsters will be summoned and stand still as if their script is hung. On a clean BGEE install SR v4b18 monster AI works just fine but the SRR version of the DV******.bcs files all hang. I can't see anything in the script that seems wrong, and the changes are super minor anyays. The weirdest thing I noticed is that just by recompiling the file in NI the script will start working again. So... out of my league, figured I'd pick your brain. Quote Link to comment
Jarno Mikkola Posted December 22, 2021 Share Posted December 22, 2021 19 minutes ago, Relay said: Hey, I've been having a strange issue with summoned monster AI. Monsters will be summoned and stand still as if their script is hung. On a clean BGEE install SR v4b18 monster AI works just fine but the SRR version of the DV******.bcs files all hang. I can't see anything in the script that seems wrong, and the changes are super minor anyays. The weirdest thing I noticed is that just by recompiling the file in NI the script will start working again. So... out of my league, figured I'd pick your brain. Install the debug tool and play, to see what it gives you in the scripts, then open the files with Near Infinity and detect where the reported script goes off. Quote Link to comment
Relay Posted December 22, 2021 Share Posted December 22, 2021 So the test I ran was using dvmelee, dvranged, and dvhobsha from the monster summoning 2 spell in SRR. Before running stutterdebug all summoned monsters do nothing. after installing stutterbug the 3 scripts run flawlessly. But I was accomplishing the same thing by decompiling and recompiling the files in NI to get them running (made no changes to the script) Quote Link to comment
Bartimaeus Posted December 22, 2021 Author Share Posted December 22, 2021 4 hours ago, Relay said: Hey, I've been having a strange issue with summoned monster AI. Monsters will be summoned and stand still as if their script is hung. On a clean BGEE install SR v4b18 monster AI works just fine but the SRR version of the DV******.bcs files all hang. I can't see anything in the script that seems wrong, and the changes are super minor anyays. The weirdest thing I noticed is that just by recompiling the file in NI the script will start working again. So... out of my league, figured I'd pick your brain. Ugh, again? It's probably an issue with GitHub itself. I've had issues with it blowing up script files in the past due to automatic format/return carriage type changes that it makes that you can't see from just looking at what's in the text. I'll try to take look and figure it out. Quote Link to comment
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