Guest morpheus562 Posted July 4, 2023 Share Posted July 4, 2023 (edited) Remove Edited May 17 by morpheus562 Link to comment
Elder Enigma Posted July 11, 2023 Share Posted July 11, 2023 Can you move Black Blade of Disaster to the offensive script? I believe it's a waste of a spell as a prebuff and doesn't really fit as a prebuff spell in my opinion. I only use it in some situations, or with time stop. Link to comment
GawainBS Posted July 29, 2023 Share Posted July 29, 2023 Not sure whether to post here or in subtledoctor's threads, but your scripts don't seem to work with his Bard component. Link to comment
Guest morpheus562 Posted July 29, 2023 Share Posted July 29, 2023 (edited) Remove Edited May 17 by morpheus562 Link to comment
GawainBS Posted August 4, 2023 Share Posted August 4, 2023 On 7/29/2023 at 9:03 PM, morpheus562 said: I'm not really sure what you mean by not work? Do they crash the game, do you have no script features available, do they behave erratically? Sorry for the late reply, I didn't get the notification. The Bards simply don't cast spells, while other casters do. Unmodded Bards cast too. Link to comment
Guest morpheus562 Posted August 4, 2023 Share Posted August 4, 2023 (edited) Remove Edited May 17 by morpheus562 Link to comment
GawainBS Posted August 4, 2023 Share Posted August 4, 2023 (edited) They don't sing, but they are technically Fighter/Mages, as per the Might and Guile mod. I got three modded Bards, all got the scripts assigned, but they don't cast. Edited August 4, 2023 by GawainBS Link to comment
Guest morpheus562 Posted August 4, 2023 Share Posted August 4, 2023 (edited) Remove Edited May 17 by morpheus562 Link to comment
GawainBS Posted August 4, 2023 Share Posted August 4, 2023 They don't have Bard Song ability. That's intended as per the mod Might and Guile. They fight normally, switching to new targets after a kill. They don't cast spells during buffing, no offensive spells, no healing. Unmodded characters do. Same script, same setting. These Bards use a different kind of spellcasting. Please see Might and Guile. Link to comment
Guest morpheus562 Posted August 4, 2023 Share Posted August 4, 2023 (edited) Remove Edited May 17 by morpheus562 Link to comment
GawainBS Posted August 4, 2023 Share Posted August 4, 2023 No, no other script. Thanks for the confirmation. Link to comment
Elder Enigma Posted August 8, 2023 Share Posted August 8, 2023 Any idea what happened here? WARNING enhanced-powergaming-scripts/baf/upload/mocore.baf - pattern not found: IF OR(2) Global("MO_BUFF","LOCALS",1) Global("MO_LONG_BUFF","LOCALS",1) !StateCheck(Myself,INVOKE_COURAGE) HaveSpell(INVOKE_COURAGE) // SPIN676.SPL (Invoke Courage) !CheckStatGT(Myself,0,CLERIC_INSECT_PLAGUE) !StateCheck(Myself,STATE_POISONED) !StateCheck(Myself,STATE_SILENCED) !CheckSpellState(Myself,WILD_MAGIC_AREA) !CheckSpellState(Myself,DEAD_MAGIC_AREA) THEN RESPONSE #100 ReallyForceSpell(Myself,INVOKE_COURAGE) // SPIN676.SPL (Invoke Courage) RemoveSpell(INVOKE_COURAGE) // SPIN676.SPL (Invoke Courage) WeiDU.log Link to comment
ScrierOne Posted August 11, 2023 Share Posted August 11, 2023 (edited) I tried these for the first time, and they are indeed pretty sweet. I'm mostly a manual control kind of player myself (not looking to automate combat, am looking to automate some of the repetitive "busywork" aspects of the game that don't require decision-making), but the prebuff scripts are great, and I especially appreciate that "all buffs" and "long duration buffs" are on separate hotkeys. Also the ability to choose normal casting speed is great, since I find the "Improved Alacrity" SCS alternative a bit immersion-breaking. Not having every character cast their cure spells to overheal the same person is a nice fix for another SCS party AI pet peeve, as well. A couple of issues I noticed while testing the scripts: 1. According to the changelog, bards should be able to attack while singing if they have an extended song duration from some source. However, this doesn't seem to happen - I can give Voghiln targets manually and he'll attack, but once the target is gone, he'll go back to singing instead of selecting a new one even if (thanks to the Bard Hat) the song is still active and doesn't require refreshing. This seems unintended, since there is no difference in behavior between having the Bard Hat equipped and not. The Bard Hat was the reason I started looking for better scripts to begin with: I wanted to have a script that renews the bard song automatically once it expires (or better yet, just before it expires) but otherwise works like the regular "attack enemies" script. EDIT: I didn't notice that the changelog actually says this requires a component from Skills and Abilities. However, it would be nice if it worked with the Bard Hat as well. 2. When, say, Jan or Glint is using his default script, he will occasionally say that he senses invisible enemies and will attempt to detect them. He will then stop attacking to activate detect illusions... only to then deactivate it before it actually ticks. This behavior will be repeated uselessly over the battle, interrupting my manual orders but never actually dispelling anything. On the other hand, when he is set to continuously detect illusions during combat, he cannot be commanded to attack - the script will override the manual command (and he will still occasionally stop detecting for reasons I can't determine). Is there or could there be a setting that, for example, lets manual attack orders override the DI script until the target is gone ? Or better yet, lets the manual DI setting override the attack script until it's turned off. Or to have a key toggle specifically for DI, so I don't have to cycle through all the character's other special abilities with "V" to turn it on and off (someone like Glint has so many that cycling the modes in combat actually interferes with giving orders to other party members, since it cannot be done while paused)? For a single class thief, I could just use the "Thief Controlled" script for that instead, but then I won't have auto-buffing for a caster/thief... 3. The "K" key doesn't seem to work: it will switch a character to group buff if solo buff is selected from the menu, but not from group to solo buff (though the text for it will appear over their head). For my Charname, it doesn't even do that. A trivial issue, but thought to mention it anyway. Appreciate your work! Edited August 11, 2023 by ScrierOne Link to comment
Guest morpheus562 Posted August 11, 2023 Share Posted August 11, 2023 (edited) Remove Edited May 17 by morpheus562 Link to comment
GawainBS Posted August 11, 2023 Share Posted August 11, 2023 How compatible would those versions be with the Bardic Wonders change? It changes the normal Bard Song to last 3 rounds + 1 round/3 lvl. Link to comment
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