steinar96 Posted March 8, 2019 Share Posted March 8, 2019 (edited) David, i suspect sequencers as innate abilities or the healing spell 1D8 modification is breaking the BGEE+SOD install for the latest steam BG 1. I made about 10 attempts to try to get a successful install but failed until i removed some options and the last one i think was removing sequencers as innate abilities and the healing spell one. At least there is an option that when included will cause all the AI modifications to fail. Edited March 8, 2019 by steinar96 Link to comment
Guest Erik Posted March 8, 2019 Share Posted March 8, 2019 Another more minor item, the Smarter Basilisk Component might be worth another look... I have it installed, and the Basilisk did not stop trying to use their Gaze on my protected party. There was no vulnerable member in range, but I remember them closing in and attacking with a bite attack in earlier versions. They never did that. I suppose it is possible I just killed them too fast, but I was not otherwise buffed or especially high level, nor using anything but standard unenchanted ammo. I would say killing them took me at least 6 rounds. Link to comment
Myrag Posted March 8, 2019 Share Posted March 8, 2019 PC-summoned fiends ignore protection from evil - PC-summoned fiends now behave themselves I actually reported this one. What I meant by this is that if party is missing protection from evil and summon demon when there isn't any enemy around nearby then demon will just stand there doing nothing. Not attacking party when it should. Also still in RC9 1. Planetars still go hostile when attacked by party members 2. Ease of party AI, when selecting No melee mode via hotkey it actually disables all attacks altogether (in UI it's basically unselects attack enemies) rather than making sure they always use ranged weapon. Link to comment
DrAzTiK Posted March 8, 2019 Share Posted March 8, 2019 (edited) I am reaching suldanessallar and here some others bugs in my current playthrouth wit SCS RC9 and SR v4 beta 16: - tested on hardcore : Rayic Gethras cast his prebuff routine but need a long time before starting to cast spells. He starts the fight by casting a sequencer with only minor melf meteor missile inside. Overall he ofen prefer to lunch meteor missile instead of casting spells. . He also no cast shield and spirit amor in his prebuff routine (tested on hardcore/insane prebuff mod) -Thaxll'ssillya do not benefit from more hp. (DRAGSHAD.cre) -Neb get a stupid vanilla script , he summons some childrens spirits ( witch is ok) but after he teleports himseld near the the bar is not attacking and just laughing. (neb.bcs). I think he should just summons some spirit and get a SCS thief script. -enemies mage using mestil's acid sheath : they do not have the green shield animation. I have to check it the spell is working correctly -prebuff Spirit armor(level4) : I have ctrl +q an enemy mage and he appears to have spirit armor (level 4) memorized and casted in prebuff routine. But I didn't see any strings about spirit armor in then text box and the spell also looks not active on the creature. - Illithids stand 3 or 4 second without doing anything before engaging battle. - death knigh summoned by enemies are ofen standing here doing nothing after being summoned. I need to make more test about them. here some suggestion if you allow me : - when improved bodhi is not installed, she could be more powerfull Imo. She looks merely as strong as a standard ancien vampire. -with SR, enemies mages casting mirror image should use non detection (level 3) more ofen, it would allow them to keep mirror images active. - it would be cool to be able to fight faldorn and his foes without the need to fight her in the arena. - Even on basic mod , beholders/gaulths are really hard. I don't know how people manage to do the eyelesscult quest before underdark. ( and this quest is suposed to be done before underdark, at low level). Especially, the cause wound abiltiy of beholders/gaulth is really too much powerfull. (in the end almost as powerfull as desintegrate...) - maybe allow a larger amount of healing potions for enemies. - more ecounters in wild area ( the fights witch occurs when you are travelling) Overall, I didn't have any major bugs and scripts looks really optimized. I enjoyed my game a lot, thank you very much Edited March 8, 2019 by DrAzTiK Link to comment
david76321 Posted March 8, 2019 Share Posted March 8, 2019 Also just want to say am appreciating and thank you very much. Link to comment
DavidW Posted March 9, 2019 Author Share Posted March 9, 2019 17 hours ago, steinar96 said: David, i suspect sequencers as innate abilities or the healing spell 1D8 modification is breaking the BGEE+SOD install for the latest steam BG 1. I made about 10 attempts to try to get a successful install but failed until i removed some options and the last one i think was removing sequencers as innate abilities and the healing spell one. At least there is an option that when included will cause all the AI modifications to fail. Have you run modmerge? Link to comment
DavidW Posted March 9, 2019 Author Share Posted March 9, 2019 @Draztik: many of these sound like feature requests, not bug reports. I'll bear them in mind but not for v32. Link to comment
DavidW Posted March 9, 2019 Author Share Posted March 9, 2019 11 hours ago, Myrag said: PC-summoned fiends ignore protection from evil - PC-summoned fiends now behave themselves I actually reported this one. What I meant by this is that if party is missing protection from evil and summon demon when there isn't any enemy around nearby then demon will just stand there doing nothing. Not attacking party when it should. Also still in RC9 1. Planetars still go hostile when attacked by party members 2. Ease of party AI, when selecting No melee mode via hotkey it actually disables all attacks altogether (in UI it's basically unselects attack enemies) rather than making sure they always use ranged weapon. Yes, I understood the fiend report; it's fixed. Planetars going hostile: is that a bug? I'd go hostile if you hit me with a hammer. Link to comment
DavidW Posted March 9, 2019 Author Share Posted March 9, 2019 17 hours ago, Guest Erik said: Another more minor item, the Smarter Basilisk Component might be worth another look... I have it installed, and the Basilisk did not stop trying to use their Gaze on my protected party. There was no vulnerable member in range, but I remember them closing in and attacking with a bite attack in earlier versions. They never did that. I suppose it is possible I just killed them too fast, but I was not otherwise buffed or especially high level, nor using anything but standard unenchanted ammo. I would say killing them took me at least 6 rounds. That code hasn't changed for a long time, so I don't think anything new is likely to have broken anything. Will test though. Link to comment
DavidW Posted March 9, 2019 Author Share Posted March 9, 2019 Updated list with new reported bugs. Link to comment
DavidW Posted March 9, 2019 Author Share Posted March 9, 2019 Release Candidate 10 is now out. Again, this doesn't systematically catch everything, but I think the more serious bugs reported are fixed. Link to comment
Guest Erik Posted March 9, 2019 Share Posted March 9, 2019 Not sure if Bug of Feature Request, but Daveorn feels undertuned on Tactical Difficulty. This is with all the Improved Chapter Boss battle components installed. His start up sequence is as follows: Stoneskin (cast previously) Prot Normal Missiles (cast previously) Minor Sequencer: Web & Stinking Cloud Stoneskin (cast previously) Two things: first, stoneskin appears twice - is that intended? Secondly, he is completely missing Protection against Spells and buffs that make him hard to hit (Mirror Image, Blur, Shield, Spirit Armor, ....). Any weapon with an elemental attack is extremely effective against him, and he can basically be shut down with simple damage spells like Magic Missiles and Melf's Acid Arrow, since he is missing any protection. At the least I feel he should have Mirror Image & (Minor) Globe of Invulnerability as well. This would also be required to have some sort of synergy with the Dimension Gate behaviour - him jumping about, does not help him at all if you can just MM him to death. Note: this is still with RC 9, but from the change log I do not think that this would have been changed. Link to comment
Guest Erik Posted March 9, 2019 Share Posted March 9, 2019 Just updating to RC10 and was asked whether I want to install component test2. I said no. Hope this is the correct choice. Link to comment
Guest Erik Posted March 9, 2019 Share Posted March 9, 2019 OK, I need to roll back to RC9. I get an error on the Icewind Dale arcane spells component: ERROR locating resource for 'COPY' Resource [JWGLOBE.spl] 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. ERROR Installing [Include arcane spells from Icewind Dale: Enhanced Edition], rolling back to previous state Will uninstall 1114 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500. Uninstalled 1114 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500. ERROR: Failure("resource [JWGLOBE.spl] not found for 'COPY'") I might try to a completely clean installation later, but this was a backup of my pre-SCS RC9 Baldur Gate EE 2.5, on which RC9 installed cleanly. Link to comment
AnonymousHero Posted March 9, 2019 Share Posted March 9, 2019 (edited) I see RC10 is out, but I've been playing RC9 and it appears that the Planar Prison thralls are still getting petrified by the prison traps. (I won't bother posting a screenshot, but do let me know if you need any install info for debugging. It's a mostly vanilla install and the only AI-altering mod is SCS.) Re: RC10: Quote WEIDU is now 64-bit Does this mean that I won't be able to install on 32-bit WinXP? Or can I just replace the setup exe with a 32-bit version? (I suppose I should really upgrade my VM to Windows 9/10...) Edited March 9, 2019 by AnonymousHero Link to comment
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