david76321 Posted April 8, 2021 Share Posted April 8, 2021 On 4/5/2021 at 7:27 AM, GrimJim said: I think I figured out the issue with mage AI in 33.5 and up. It looks like it has to do with the file stratagems/mage/ssl/meleeblocks/standard_mage.ssl. For whatever reason, 33.5 completely deleted the contents of this file which seems to handle the usage of Melf's Meteors and other attacks. I think it can be fixed by replacing the contents of this file with the last good version. You then just need to change line 250 from INCLUDE FILE(%scsroot%/genai/ssl/shoot.ssl) to INCLUDE FILE(%MOD_FOLDER%/genai/ssl/shoot.ssl) and then reinstall the Smarter Mages component. Hi GrimJim, nice work! Am I right in changing the line to INCLUDE FILE(%MOD_FOLDER%/genai/ssl/shoot.ssl) or does the (%MOD_FOLDER%) part need to be changed to the name of the folder that the SCS folder is in? Say (%BGEEDOWNLOADS%)? I will think about it more! Thank you! Link to comment
GrimJim Posted April 9, 2021 Share Posted April 9, 2021 Thanks, y'all. @david76321 No, do not change %MOD_FOLDER% to anything else. Just directly copy and paste that line. Link to comment
Salk Posted April 21, 2021 Share Posted April 21, 2021 Hello! Quick question: I assume the component Recover lost items from Hell has been removed? It doesn't seem to be available with version 33.7. I also noticed some settings.ini entries also gone, namely: fiends_cast_slowly dragons_cast_slowly celestials_cast_slowly genies_cast_slowly Does anyone know why? Cheers! Link to comment
subtledoctor Posted April 21, 2021 Share Posted April 21, 2021 2 hours ago, Salk said: I also noticed some settings.ini entries also gone, namely: fiends_cast_slowly dragons_cast_slowly celestials_cast_slowly genies_cast_slowly Does anyone know why? I think I recall seeing in-game options to toggle this stuff in the "fine-tune difficulty" part of the new difficulty system. I'm playing on EE though, where that stuff is done through UI tweaks. I don't know what it looks like for the old engine. EDIT - ah right, I think it's controlled by dialogue triggered from an innate ability, or something like that. Link to comment
morpheus562 Posted April 22, 2021 Share Posted April 22, 2021 (edited) Looks like Beamdog patch v2.6 caused issues with Polymorph SPWI489.SPL. I am guessing it is causing a mismatch issue with this piece of code here, but not really sure where to look to really see what is throwing the issue: ////////////////////// // dragon shapeshift (to revert Polymorph Other) ////////////////////// COPY_EXISTING spwi489.spl "override/dwplydr.spl" LPF DELETE_EFFECT INT_VAR match_opcode=172 END LPF DELETE_EFFECT INT_VAR match_opcode=135 END LPF ALTER_EFFECT INT_VAR match_opcode=112 STR_VAR resource=squirp END // add missing innates on IWD ACTION_IF is_iwd BEGIN LAF add_spell_to_ids STR_VAR typename=innate idsname=DRAGON_FEAR RET newname END COPY "%MOD_FOLDER%/%component_loc%/resource/spin895.spl" "override/%newname%.spl" LAF add_spell_to_ids STR_VAR typename=innate idsname=DRAGON_STONE_SKIN RET newname END COPY "%MOD_FOLDER%/%component_loc%/resource/spin694.spl" "override/%newname%.spl" LAF add_spell_to_ids STR_VAR typename=innate idsname=SPELL_DEFLECTION_NO_VISUAL RET newname END COPY "%MOD_FOLDER%/%component_loc%/resource/spin710.spl" "override/%newname%.spl" "%MOD_FOLDER%/%component_loc%/resource/spin710b.spl" "override/%newname%b.spl" REPLACE_TEXTUALLY spin710 "%newname%" LAF add_spell_to_ids STR_VAR typename=innate idsname=DRAGON_LOWER_COLD RET newname END COPY "%MOD_FOLDER%/%component_loc%/resource/spin682.spl" "override/%newname%.spl" OUTER_SPRINT DRAGON_LOWER_COLD "%newname%" MAKE_PATCH match=>"opcode=30" opcode=>28 END LAF edit_spell STR_VAR spell=DRAGON_LOWER_COLD editstring="patch_effect=>patch_data" END END // innate spells need to properly be innate MAKE_PATCH level=>1 spell_type=>innate patch_ability_inline=>"ability_icon_loc=>4" END ACTION_IF is_iwd BEGIN OUTER_SPRINT spell "DRAGON_FEAR DRAGON_STONE_SKIN DRAGON_LOWER_COLD" END ELSE BEGIN OUTER_SPRINT spell "PROTECTION_MAGIC_WEAPON_NOEFF DRAGON_LOWER_ELECTRICAL DRAGON_LOWER_FIRE BLACK_DRAGON_PLANT BLACK_DRAGON_INSECT DRAGON_SILENCE DRAGON_STONE_SKIN" END LAF edit_spell STR_VAR spell edits=patch_data END ACTION_IF is_iwd BEGIN OUTER_SPRINT table dragon_triggers_iwd.2da END ELSE BEGIN OUTER_SPRINT table dragon_triggers.2da END LAF process_table STR_VAR table locbase=dragon function=build_dragon_trigger END END END The above code is in the polymorph_tweak.tpa file. Edited April 22, 2021 by morpheus562 Link to comment
morpheus562 Posted April 22, 2021 Share Posted April 22, 2021 So, this allows it to install without any errors being thrown. I simply replaced the following line: LPF ALTER_EFFECT INT_VAR match_opcode=112 STR_VAR resource=squirp END with this: LPF ADD_SPELL_EFFECT INT_VAR opcode=112 STR_VAR resource=squirp END since spwi489.spl did not have opcode 112 associated with it. I'm guessing it was removed as part of v2.6, so the code was attempting to alter it when it was no longer there. To install the hotfix, place the file in the stratagems\dragon folder before running setup-stratagems. SwordCoastStratagems.rar Link to comment
Salk Posted April 23, 2021 Share Posted April 23, 2021 (edited) I'm getting lots and lots of parsing error messages (over 13000 282600!) when installing "Smarter General AI", "Smarter Mages" and "Smarter Priests". They all sound like this one: "[tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#hlpit.baf] PARSE ERROR at line 1325 column 1-50 Near Text: ) [CheckStatGT] argument [ENCHANTMENT_IMMUNITY] not found in [Stats.IDS]" Is it something anyone else is experiencing? I am using version 33.7 with the couple of fixes suggested by @Bartimaeusand @GrimJim. EDIT: Apparently is not something new. Others have reported it here but there was no solution. DavidW asked if there was any custom changes made to stratagems.ini. Nobody replied there but in my case there are. The Version 24 change log mentions the suppression of warning messages about ENCHANTMENT_IMMUNITY if the does_not_detect_items ini flag is checked (which is my case). I get no warnings but the ERROR messages are still produced. Edited June 17, 2021 by Salk Link to comment
GrimJim Posted April 30, 2021 Share Posted April 30, 2021 In my current playthrough, Firkaag and Thaxll both had their normal HP when I fought them in chapter 6, despite playing the entire game on Hardcore difficulty and not doing any fine-tuning. I think this is because the spell that gives them an HP boost has a very long but still finite duration, so if you enter their area but don't actually fight them for a long time (as I did in my playthrough) then the HP bonus will wear off and not get reapplied. Temporarily lowering the difficulty in their sight and then turning it back up before attacking them seemed to fix it. Link to comment
Endarire Posted May 5, 2021 Share Posted May 5, 2021 @Salk What game version did you use (2.5, 2.6, other)? Link to comment
Salk Posted May 5, 2021 Share Posted May 5, 2021 (edited) @Endarire, I'm playing BGT but apparently what I reported is not really new or a mystery. I guess the scripts could have been altered to account for the does_not_detect_items flag in the .ini but probably DavidW thought it was not worth the effort since the warnings are harmless (or at least I think they are) and probably very few users play with that flag on. Edited May 5, 2021 by Salk Link to comment
yakattack Posted July 8, 2021 Share Posted July 8, 2021 (edited) I seem to have found an incompatibility between "Improved NPC customisation and management" and a couple of components of Tweaks Anthology: the XP cap remover and "APR on spec". When installing these three together, warriors don't get their bonus APR at levels 7 and 13. This is on BG2EE 2.5, using the newest SCS and Tweaks from github. I'm running linux with BG on a case-folded partition, however everything else works fine in a big modded install. I can reproduce the problem with the following minimal install: // 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] ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: 33.7 I test it by loading in Abdel to the start of ToB - with these components installed he has only 1 base APR, but if I remove any of the three it's the correct 2 APR. I also tested with a ranger, and leveling a character "naturally" from level 1 by granting XP. They also didn't receive the APR. I have also applied (and un-applied) the fix to standard_mage.ssl described earlier in the thread, and it doesn't have any effect on the issue. Edited July 8, 2021 by yakattack Link to comment
Andrea C. Posted July 10, 2021 Share Posted July 10, 2021 I can't seem to install Improved Shapeshifting and Improved NPC Customization and Management on BG:EE/SoD/EET 2.6. Both components throw a "writing out of bounds" error message. Link to comment
Andrea C. Posted July 14, 2021 Share Posted July 14, 2021 One more thing: Does SCS recolor fiend sprites, by any chance? In my game Aec'Letec has an unsightly greenish tint and, while this would normally be the purview of IA, that doesn't seem to be the case. If yes, what is the component that does it? I'd like to code a dependency on a mod component that undoes the change. Also, would it be possible to make these recoloring optional? Link to comment
Bartimaeus Posted July 14, 2021 Share Posted July 14, 2021 26 minutes ago, Andrea C. said: One more thing: Does SCS recolor fiend sprites, by any chance? In my game Aec'Letec has an unsightly greenish tint and, while this would normally be the purview of IA, that doesn't seem to be the case. If yes, what is the component that does it? I'd like to code a dependency on a mod component that undoes the change. Also, would it be possible to make these recoloring optional? If you have atweaks' distinctive creature colors installed, it's probably that. If not, I don't know. Link to comment
Andrea C. Posted July 14, 2021 Share Posted July 14, 2021 2 hours ago, Bartimaeus said: If you have atweaks' distinctive creature colors installed, it's probably that. If not, I don't know. I don't. It must something else. Link to comment
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