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SCS v32 Release Candidate (now Version 10) Available for Testing


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Hi, apologies if this has already been answered in this thread (I haven't read through all of it) but Smarter Priests (and subsequently Improved Cloakwood Druids) fails to install in Easytutu. Using RC10 (I tried RC9 & 8 as well with the same results) on a clean Easytutu install, no other mods or fixes installed, Windows 10, with the Gog.com versions of BG1 & 2 as the base. This is the message I get: 

SFO: Cloning CRE file(s) pumber2=>dw#pumb3 pumber2=>dw#pumb4 and applying patch(es)...

Copying and patching 1 file ...

 

ERROR locating resource for 'COPY'

Resource [pumber2.CRE] not found in KEY file:

      [./chitin.key]

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

Stopping installation because of error.

 

ERROR Installing [Smarter Priests], rolling back to previous state

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]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3501 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4099 // Allow player to choose NPC proficiencies and skills: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5070 // Cosmetic change: stop Stoneskins from changing the caster's colour: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC10

 

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Thanks. (I don't test every RC for non-EE issues since most of my testers are on EE.)

Fixed locally If you want to hotfix it for your own install, open stratagems/priest/priest.tpa in a text editor, go to line 332 and replace

	LAF clone_creature STR_VAR creature="pumber2=>dw#pumb3 pumber2=>dw#pumb4" END
	

with

       
	LAF clone_creature STR_VAR creature="%tutu_var%pumber2=>dw#pumb3 %tutu_var%pumber2=>dw#pumb4" END
	

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18 hours ago, DavidW said:

Thanks. (I don't test every RC for non-EE issues since most of my testers are on EE.)

Fixed locally If you want to hotfix it for your own install, open stratagems/priest/priest.tpa in a text editor, go to line 332 and replace

 


	LAF clone_creature STR_VAR creature="pumber2=>dw#pumb3 pumber2=>dw#pumb4" END
	

 

with

 


       
	LAF clone_creature STR_VAR creature="%tutu_var%pumber2=>dw#pumb3 %tutu_var%pumber2=>dw#pumb4" END
	

 

Thanks for that, local fix worked and everything now installs. Thanks also for continuing to support Tutu - sometimes it feels like I'm the only Tutu player left on the planet. The EEs are fine but they're not for me. To be honest, if it wasn't for SCS I'd still be playing original BG1

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I have a continued soft spot for Tutu - I never saw the appeal of the Everything-in-one-game approach, so it was my standard way of playing for a long time. No plans to stop supporting it. (Though new components for SCS will often be EE-only, as the engine is a lot more powerful by now.)

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Guest Guest Guy

I installed on a clean install and its working well and I love the new concept for the pre-buffing.

 

I'm posting because the level 2 priest spell chant seems to have a slow effect on the caster.  I did install the IWD extra spells, this was not a problem with SCS9.

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46 minutes ago, Arthas said:

When I use SCS I find myself always fucked having the 'canon' party? I mean, Jaheira is not able to sustain my party, and I'm a good bhaalspawn (with the related good powers) + Khalid, Minsc, Dinhaeir and Imoen. Today I got frustrated over a fight because I finished my potions :(

Khalid is a relatively good tank... but realistically he is a better stone statute for the party. And replaced by Branwen. So yes, you really should have two healers... not just a half of a one. And it's Dynaheir.

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You are not supposed to be hit by anything in BG1 part of the game (exceptions I can think of are the Air Aspect inside Durlag's Tower and PnP Helmed Horrors from aTweaks, if you use them).

Get your ranged weapons up and running and don't try to bum rush any wizards unless you have arrows of dispelling to spare. Jaheira isn't there to heal, she's your CC bot. 

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Potions being undispellable: why? i.e. what would make this a good component in SCS? It would seem to contradict source-material lore and reduce tactical complexity.

ini control over number of healing potions: will consider.

unlimited other potions: almost certainly not, way out of scope for SCS.

Canon party: I don’t see any principled reason it’s not viable, though I haven’t tried it myself and of course it depends on your own character’s class. (Note that in high-intensity AD&D combat around the late-BG1 level, if you’re having to cast lots of healing spells in battle you’re probably in trouble anyway: the typical enemy does more damage per round than your spells can heal.)

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35 minutes ago, DavidW said:

Potions being undispellable: why? i.e. what would make this a good component in SCS? It would seem to contradict source-material lore and reduce tactical complexity.

..

Canon party: I don’t see any principled reason it’s not viable, though I haven’t tried it myself and of course it depends on your own character’s class. (Note that in high-intensity AD&D combat around the late-BG1 level, if you’re having to cast lots of healing spells in battle you’re probably in trouble anyway: the typical enemy does more damage per round than your spells can heal.)

 

Potions being alchemical compounds rather than external imputations ... aka they release their content as a stream rather than a casting, so their effects should be stream like. AND really hard to dispel with unspoken words.

The sold amount of potions also drains the party gold, so the unlimited is not really unlimited, just a reduction to find the next 20 places to buy them from. That's the idea of the request.

And nope, I don't use healing potions... really, which is why I have 2 healers... most of the runs.

..

Trouble with THE canon party is that you don't have enough heals to get cured from the damage taken during combat, the next combat's going to get everyone dead. This has nothing to do with healing spells being slow to cast... but being unable to cast barely any at all even after the combat ends. Level 8 party: Ranger, zero healing spells. Druid/fighter has a few. Invoker, zero healing spells. Fighter, zero healing spells. Thief, zero healing spells. With them, it takes days to heal completely, and the SCS fights whip out pretty much the whole party ... in some cases. And no, the game area should only take 1 rest... not 25. Which is why the Branwen... but that's a topic on it's own, and should there in the above-linked topic.

It's a pretty grim brother.

Edited by Jarno Mikkola
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1 hour ago, Jarno Mikkola said:

Potions being alchemical compounds rather than external imputations ... aka they release their content as a stream rather than a casting, so their effects should be stream like. AND really hard to dispel with unspoken words.

The sold amount of potions also drains the party gold, so the unlimited is not really unlimited, just a reduction to find the next 20 places to buy them from. That's the idea of the request.

And nope, I don't use healing potions... really, which is why I have 2 healers... most of the runs.

..

Trouble with THE canon party is that you don't have enough heals to get cured from the damage taken during combat, the next combat's going to get everyone dead. This has nothing to do with healing spells being slow to cast... but being unable to cast barely any at all even after the combat ends. Level 8 party: Ranger, zero healing spells. Druid/fighter has a few. Invoker, zero healing spells. Fighter, zero healing spells. Thief, zero healing spells. With them, it takes days to heal completely, and the SCS fights whip out pretty much the whole party ... in some cases. And no, the game area should only take 1 rest... not 25. Which is why the Branwen... but that's a topic on it's own, and should there in the above-linked topic.

It's a pretty grim brother.

1. is this a p&p idea? i don't think so. it seems like a ridiculous post-hoc realist conceptualization of something that's not supposed to be realistic. magical potions produce magical effects. dispel dispels magical effects. a more abstract level of conceptualization without the anatomical nitty-gritty is much more appropriate for such high fantasy...

2. with the present amount of gold you could buy many more potions of all sorts than you could ever hope to use. so, that game economy rationale is not very sound. currently, potion scarcity is real and meaningful (a little bit at least)

3. that's fine i guess, but i never use healing spells, and never have. i use healing potions all the time, often to just heal between fights (instead of rest-scumming)

(..)

4. mods don't have to support the sad canon party construct because it's a crutch of the original (...and subsequent :rolleyes:) developers, not modders. SoD technically retcons the canon party into "forced party" anyway...

Edited by bob_veng
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13 minutes ago, bob_veng said:

1... is much more appropriate for such high fantasy...

 

Well, the game has what, 9 types of special magic types. You really think all of them will be easy to dispel. Dispel a summoned skeleton, and it's not that easy, as the bones won't fall to the ground, and no damage is inflicted. And it's a second level spell. Just saying that a high magic world can have its own peculiarities that can vary a lot.

And right, there's only 1 p&p game, and we are all subscribed to its ideas without any of our own.

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