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


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Okay, that’s pretty strange. I can only assume it’s some problem that I solved without noticing in some library file update.

A quick workaround would be to remove those three spells from the override before installing SCS. Of course, that means whatever changes Tome and Blood produces won’t apply to those spells.

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Was running an EET (BGEE2.5) installation yesterday night. Everything went fine and is looking ok in game (only short test).

BGEE2.5+SOD+DLCMerger

BG1NPC 24

BG1UB 16

BG2EE2.5

EET 1.0RC11

Ascension 1.7.2

UB 27rc1

Quest Pack 3.3

Wheels of Prophecy 8.2

PPE 1.01

EET_end

LeUI-SOD 3.9

SCS 32RC10

Just wanted to let you know and two questions.

Is there any incompatbility between QuestPack: Additonal Random Encounters and SCS: Improved Random Encounters?

 

Can i change the class/kit with SCS: Improved NPC customisation. If yes, how? I wasnt able to do it in my quick test.

 

Thanks.

 

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9 minutes ago, Azoth said:

Is there any incompatbility between QuestPack: Additonal Random Encounters and SCS: Improved Random Encounters?

Not so far as I know.

9 minutes ago, Azoth said:

Can i change the class/kit with SCS: Improved NPC customisation.

Only for NPCs, and only when they first join the party and before leveling them up. (They have a special ability that gives you a change class/kit menu.)

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Guest temp
On 5/10/2019 at 6:15 PM, southfla79 said:

The install started as a large megamod set us but when SCS initialize AI failed

Since disabling AVG to install, Ive not had an initialise AI failure

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17 hours ago, DavidW said:

Only for NPCs, and only when they first join the party and before leveling them up. (They have a special ability that gives you a change class/kit menu.)

Thanks. Its working like a charm.

Only minor thing i noticed is that Minsc's 2 pips from ranger class stay after changing to another class. Also after lvling.

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Guest roronoa

There was an issue mentioned before in Ascension with the bridges not appearing in the final battle. Has this issue been fixed in RC10?

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