Guest exarch Posted May 15, 2019 Share Posted May 15, 2019 plox mista david release the final 32 version! Link to comment
Guest Maanape Posted May 16, 2019 Share Posted May 16, 2019 Hello, I tried to install SCS v32 today with EET Install Tool and noticed it skipped two components: "Improved Shapeshifting" and "Improved NPC customisation and management". I looked at the debug log and came here to report the issue. It had the following messages, referring to the same error: ERROR: illegal 22-byte write (AP_D5_DUAFCAP_D5_DUAFC) offset 0 of 11-byte file INNER_PATCH_SAVE " " 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. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Improved NPC customisation and management], rolling back to previous state Will uninstall 782 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 4100. Uninstalled 782 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 4100. ERROR: Failure("INNER_PATCH_SAVE \" \": write out of bounds") Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net. Automatically Skipping [Improved NPC customisation and management] because of error. Using Language [English] Link to comment
Alonso Posted May 16, 2019 Share Posted May 16, 2019 Is the readme for v32 available online? I have it locally stored in my PC, but I haven't seen it online. It would be nice, mainly to be sure that I'm always checking the most updated version. Link to comment
AnonymousHero Posted May 18, 2019 Share Posted May 18, 2019 (edited) (Apologies if these have already been reported. Btw, maybe it would be a good idea to use GitHub issues for tracking known issues? As someone who's not religiously following this thread it's really hard to know what's already been reported and/or fixed in master ) I have observed a few very minor weird things in 32-RC10: The skeletons summoned by Animate Dead (arcane) in the EE version below level 15 don't seem to have the same scripting as the L15+ Skeleton Warriors. The different summons don't fundamentally have any different abilities, so I'd guess the same script should work for all the different summons? (I'm specifically referring to the 'follow player around bit'.) The shadow version of the Umber Hulks summoned by Shades(?) seems to only do non-lethal damage? Not sure if intentional, but it certainly seems a bit odd. The Planar Sphere Noble Efreeti starts casting Flame Arrows at itself as soon as I enter the level. EDIT: To add: The L11 skeletons also have an annoying thing where if their target goes invisible they'll continually go 'Skeleton Warrior: Target gone'. (Usually your summons just 'say' this once, but the skeletons will keep saying it continually until the target reappears and/or a different target is forced. If there are no enemeis you can force-retarget the skeleton on, you cannot get rid of the Target Gone thing. Super-annoying when you have Auto-pause: Target Destroyed/Gone set.) Edited May 19, 2019 by AnonymousHero Link to comment
CrevsDaak Posted May 23, 2019 Share Posted May 23, 2019 (edited) Just two little things about priest/spell_swaps.tph: Magic Resistance is being swapped for Mass Cure for creatures with 40 > MR after Mass Cure is switched out for something else on Undead casters. If any there's any Undead casters with >40% MR, this will incorrectly assign them Mass Cure. This one is just a nitpick. The list of creatures with Wands of Heavens is arbitrary and doesn't even check whether the items are present (I believe the same happens with the Wand of Cold and Centeol, but I've not specifically checked that). Lack of Flamestrike is no joke for a meager BG1 Cleric, and the randomiser might happen to place one those wands on the hands different divine caster. Anyway, this is hardly convincing and finding out where the wands are would require going over all the items of all the creatures in the game and that takes a lot of time. Nevermind, all the creatures in that list seem to actually have the wand? IDK what's going on here but whatever, SCS's working perfectly fine and if there's an issue it's not here. Edited May 24, 2019 by CrevsDaak Link to comment
Luke Posted May 25, 2019 Share Posted May 25, 2019 @DavidW Are you aware of the fact that LastTargetedBy() is broken? Let's consider DW#RANGE.bcs as an example: the following script block is probably useless: Spoiler IF See(LastTargetedBy(Myself)) Global("validtarget","LOCALS",1) OR(2) !WeaponEffectiveVs(LastTargetedBy(Myself),MAINHAND) !WeaponCanDamage(LastTargetedBy(Myself),MAINHAND) THEN RESPONSE #100 SetGlobal("validtarget","LOCALS",0) ClearActions(Myself) END Link to comment
Cumag Posted May 31, 2019 Share Posted May 31, 2019 (edited) @DavidW thank you for this awesome mod. I wasn't able to find this issue posted anywhere in this epic thread, so I hope this is helpful. In SCSv32 on EET, "BUB.CRE" was installed corrupted and crashes on map transition to "Trade Way North". This is the NPC Bub Snikt, and is touched by a few other mods. I was able to track it down to the initial installation of SCSv32 (5900 - Initialise AI Components). It was previously fine when written by CDTweaks (3020 - Identify all items). My crash was solved by rolling the file back to this version. Edited May 31, 2019 by Cumag Link to comment
southfla79 Posted June 1, 2019 Share Posted June 1, 2019 Is there a console command to turn off NPC customization after install? Link to comment
DavidW Posted June 1, 2019 Author Share Posted June 1, 2019 4 hours ago, Cumag said: @DavidW thank you for this awesome mod. I wasn't able to find this issue posted anywhere in this epic thread, so I hope this is helpful. In SCSv32 on EET, "BUB.CRE" was installed corrupted and crashes on map transition to "Trade Way North". This is the NPC Bub Snikt, and is touched by a few other mods. I was able to track it down to the initial installation of SCSv32 (5900 - Initialise AI Components). It was previously fine when written by CDTweaks (3020 - Identify all items). My crash was solved by rolling the file back to this version. Can you post a zipped copy of the file? It's probably corrupted by one of the earlier mods (it works fine on a clean install of SCS). 44 minutes ago, southfla79 said: Is there a console command to turn off NPC customization after install? No. (It's much too complicated for that.) If you don't want it any more, uninstall it. But be careful doing so if there are unjoined NPCs in areas you've already been to, as they'll get messed up. Link to comment
Cumag Posted June 1, 2019 Share Posted June 1, 2019 Sure thing! I may have misinterpreted the order of operations. It's possible that the corruption was caused by CDTweaks/Tweaks Anthology, which I believe was immediately prior in touching BUB.CRE. This is the version from \BG2EE\weidu_external\backup\stratagems\5900\ which was subsequently copied by other mods and ended up in \BG2EE\override I hope this is helpful. SCSv32-5900-BUB.zip Link to comment
DavidW Posted June 1, 2019 Author Share Posted June 1, 2019 OK: that file is entirely blank - its content has been completely deleted. Something (almost certainly not SCS, and probably not Tweaks) has corrupted it beyond recovery. If you know how to do a weidu change-log, can you do one and give me the result? Link to comment
AL|EN Posted June 1, 2019 Share Posted June 1, 2019 @CumagUse this tool for file changelog: https://github.com/BigWorldProject/WeiDU-FileChangelog Link to comment
Cumag Posted June 1, 2019 Share Posted June 1, 2019 Here you go! Now I know how to do a changelog; thank you @AL|EN I did a full clean install (new BGEE, BG2EE, and EET install) and could not reproduce the problem. It may be a ghost and if so I am sorry for the trouble. Mods affecting BUB.CRE: Spoiler 00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12 00001: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 3020 // Identify All ItemsInternal working version, unsupported 00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)v32 RC9 00003: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6010 // Better calls for helpv32 RC9 00004: ~PPE/SETUP-PPE.TP2~ 0 0 // Portraits Portraits Everywhere (PPE) - core component1.01 This could be unrelated to the one-time glitch, but I have the same issues as Aasim and Krabator with "WIZARD_DIMENSION_JUMP" while installing Smarter Mages. The problem is 100% reproducible on my system with the latest EE Mod Setup/BWS and the list of mods I'm using. I used Krabator's workaround ("I have modified the spell.ids after closing the EET auto install tool and i have relaunch the install and it worked") and it seems to have been successful. I just had an idea thanks to Al|en and ran a changelog on spell.ids. Here are the results, in case this is of any help to you: Mods affecting SPELL.IDS: Spoiler 00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12 00001: ~WHEELS/SETUP-WHEELS.TP2~ 0 0 // The Wheels of Prophecyv8.2 00002: ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ 0 11 // Install new spellsOnly add spells if not present from other mods8.1 00003: ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 10 // Spell Tweaks: General Rebalancing0.8.32 00004: ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ 0 11 // Spell Tweaks: Revised Illusionary Clones0.8.32 00005: ~IHATEUNDEAD/IHATEUNDEAD.TP2~ 0 7 // Circle Enforcer (Druid Kit)3.2 00006: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6200 // Improved Spidersv32 RC9 00007: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6500 // Improved golemsv32 RC9 00008: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6510 // Improved fiends and celestialsv32 RC9 00009: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6550 // Smarter beholdersv32 RC9 00010: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6560 // Smarter mind flayersv32 RC9 00011: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6580 // Improved Vampiresv32 RC9 00012: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1500 // Include arcane spells from Icewind Dale: Enhanced Editionv32 RC9 00013: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1510 // Include divine spells from Icewind Dale: Enhanced Editionv32 RC9 00014: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 8160 // Improved Fire Giant templev32 RC9 Ok! I hope this is helpful and I'm grateful for your effort on behalf of the community. Link to comment
DavidW Posted June 1, 2019 Author Share Posted June 1, 2019 I'm now in the last stages of preparing v32 (no ETA, don't ask, but soon) and I'm past the point of being able to incorporate any new fixes, so I'll close this thread. Many many thanks to everyone who's posted here. Below is my final log for changes since RC10 came out. I think this covers most of the bugs reported on this thread, though inevitably I may have missed a few. (The DIMENSION_JUMP problem is probably fixed, but I need to test on EET to be sure, so it's not listed.) Fixes: Increased hp for dragons/fiends now works properly Illithids can now see invisible at higher difficulties Lots of problems with Ascension sorted out Ascension Fallen Solars no longer have demon flunkies Fire Shield is no longer blocked by Mirror Image (vanilla game fix) Fixed some glitches with demon-summoning under the influence of Grimoires of Demon Binding Party summons no longer overreact to friendly fire Party-friendly fiends are now selectable Mages now precast Spirit Armor Summoned fiends behave themselves Elder orbs are properly responsive to the difficulty slider Enemy mages using Acid Sheath regain the green animation (SR compatibility issue) Balors no longer drop flails Traps in the Planar Prison don't affect thralls (for real now) A non-party-member Cernd now fights effectively against Faldorn Suffocate should no longer end up used against allies The Challenge version of Bodhi should now use her abilities properly Liches once again handle Pro/Undead scrolls intelligently (this got broken in the move to v32) Irenicus in Hell reliably gets a CC Smarter Priests should now install on EasyTutu Enemies now run out of Cloudkill (previously it was being skipped by the detect-cloud algorithm) Genies, illithids and fiends now move out of clouds (when appropriate) Noble efreeti have received counselling, and no longer self-harm with Flame Arrows when alone Solars no longer teleport to inaccessible points Bodhi and her vampires avoid using (possibly-gamebreaking) spells during the quasi-cutscene fight in the Asylum Djinni no longer display an 'invisibility' spell from offscreen We should now avoid wasting spells on creatures in the process of being mazed 'Improved vampires' no longer blocks Tanova's spells Fixed a bug that was causing cries for help to propagate too far Hopefully druids in the grove should no longer end up summoning party-friendly creatures Insect Plague subcomponent now affects Black Dragon insect swarm Fixed some bugs imported from IWDEE in Vitriolic Sphere (damage wasn't decreasing with time; primary target was also taking splash damage; primary target's MR was blocking splash damage to secondary targets) Fixed a bug with Seven Eyes imported from IWDEE: it no longer blocks the backlash damage from the Enrage ability Expeditious Retreat displays the right icon 'Create meteors' toggle in Ease-of-Use AI now works properly Customising a level-zero NPC no longer generates an ugly gray cloud Enemies will now run out of Writhing Fog when appropriate Ease-of-use AI no longer gets jammed when party members are invisible Ease-of-use hotkey K no longer disables all attacks (party members once again attack nearby opponents) Mysterious + signs no longer appear on the character sheet The spell effects used to see that a character is immune to certain spells no longer grant a spurious saving throw Player summoned nymphs shouldn't cancel player instructions any more Undead don't drink potions A very small number of thieves (notably the skeletal assassin) use scrolls, rather than potions, of invisibility In the (edge) case where you fight Shandalar, he uses his spells normally (he is pretty high level, so I don't recommend it!) Davaeorn no longer prebuffs twice Liia Jannath ought now to use her spells during the battle at the Duchal Palace Tazok no longer drinks potions before the final BG1 fight starts Corrected various problems with Detectable Spells which inter alia were messing with basilisk scripting Killing the hamadryad in the Cloakwood no longer crashes the game Shamans can now use kobold poisoned arrows Worked around some problems with the LastTargetedBy() command Fixed some glitches with the bandit camp Elites at the bandit camp now get dialog Breaking the Demon Knight's mirror should now work correctly on Hardcore/Insane difficulty The Demon Knight in Durlag's Tower gets standard fiend bonuses at harder difficulties Thorn Spray modification now works properly Innately cast wizard/priest HLAs are now preserved on export/import Innately cast wizard/priest HLAs now respect the rules on prerequisites and mutually-incompatible HLAs A few spells weren't always being used if learned Corrected some mismatches between components' names as used in the installer and as seen in the readme The Cowled Wizards no longer treat Impervious Sanctity of Mind as a wizard spell On SR, Acid Sheath is properly being precast On SR, Acid Sheath and Prismatic Mantle are now properly hidden by Invisibility Fixed a bug in SR that can cause enemy-summoned Death Knights to be attacked by their allies Fixed a bug in SR that prevented Holy Smite causing blindness Taken steps to prevent odd cases of creatures resting in combat when they momentarily lose sight of the party Earth Elemental token correctly gives 50% DR, not 100% Fire Elemental token's extra fire damage is now working General pass through Bodhi's abilities, correcting a number of minor issues Blocked an edge case that could lead to undead with high MR getting Mass Cure (undead aren't supposed to get healing spells) Various IWD-summoned creatures no longer fight bare-handed Fixed a baseline-EE bug that caused certain weapons that do poison damage to have all their effects (not just poison) blocked by poison resistance Fixed a baseline-EE bug with the summoned-monster script that caused them to stutter if their target went invisible Caught some missing summons who Smarter AI wasn't giving a script to Content changes New component: rebalanced troll regeneration Revamp of the dialogue and backdrop to 'Improved Abazigal's Enclave'. The Ascension version of Bodhi now has a separate component to check if you want 'Improved Bodhi' to affect her. Mind flayers no longer try to devour the brains of amorphous or skeletal creatures Enemies using the Enrage ability no longer display the immersion-breaking 'when the effect wears off...' string Rogues no longer use Assassination while invisible Ilyich is no longer a Berserker (he had an incompatible weapon choice) Innate spell triggers (etc.) now appear on the Innate bar Tweaked the insect-plague subcomponent: insects now count as nonmagical summoned creatures, for better or worse (can penetrate antimagic; cannot harm creatures immune to nonmagical weapons; are slain by Death Spell.) Externalised hotkey values to stratagems.ini Tweaked the ease-of-use AI (EE version) so group buffing is less profligate and more controllable. If you use the NPC management component to change an NPC's class to or from Ranger, two-weapon proficiency is now handled correctly. The UI edits for the difficulty button now allow for the possibility that the Autopause, Feedback and Key Bindings buttons are not in the canonical order (among other things, this makes us compatible with the Dragonspear++ UI). Systematised melee in time stop: it should now happen only on Insane difficulty. (There are console overrides.) Slightly more care taken to deal with offensive use of Protection from Magic scrolls Davaeorn now counts as 'created in sight' given it's clear he has advance notice of the party's arrival The Demon Knight in Durlag's Tower can no longer use Symbol of Death and Power Word: Kill Tiny vanilla bug fixed: Clair Delain now gets the bow mentioned in her dialog (BGEE also tries to do this, but a typo means it doesn't work) Druids are a bit less casual about hitting allies with their conal spells 'Smarter mages' and 'Smarter clerics' now affect spellcasting vampirised party members On EE installs, wolves and dogs encountered as random between-area encounters are automatically impossible (this was already true on BGT and TUTU). On SR, we make rather more use of Dispelling Screen and Non-Detection (and adjust sequencers etc to allow for this)IWD spells makes a bit more effort to avoid messing with other mods' versions of the spells Can't reproduce Illithids stand around for 3-4 seconds before getting in Captain Erelon doesn't do anything when attacked (Myrag, 1/27) Beholders in Sendai enclave don't attack (myrag, 3/25) Ranged-attack dwarves in Improved Starting Dungeon, and probably elsewhere, seem to melee too much (Draztik, 1/29) When Abazigal shifts from his human form to his dragon form, if the PC is next to him, then he can get stuck inside of Abazigal, and be unable to move. (Guest ktgrey, 2/5; see also ktgey 2/8) Vampires are drinking blood on too-low a difficulty? Hive mother ray doesn't penetrate antimagic (david76321, 3/22) Rayic Gethras pauses a long time before getting in, has a sequencer with only MMM in Using True Sight when no-one is improved-invisible (Draztik, 3/26) Possible stack bugs with 'items in spellhold' (SCS_is_great, 4/17) Formatting glitches with Force Missiles description (Erik, 2/28) Archers don't get their +1 hit/damage at L12 (SemiticGod, 4/29, Beamdog) Imoen doesn't get thief button with NPC management in BG2 (guest rainspren, 2/10) Breach penetrates spell deflection/spell trap (Draztik, 3/11) SR: Spirit armor doesn't show up in the text box when precast (Draztik, 3/13) Link to comment
Recommended Posts