morpheus562 Posted December 30, 2021 Author Share Posted December 30, 2021 Greetings everyone, I'm starting to look into making these scripts compatible with the original BG2 and BGT, and I'm wondering if there is even a demand or interest in that? How many people still play the original games instead of the Enhanced Editions? If memory serves, and not to call you out, but I think @Bartimaeusmentioned still using the originals. Anyone else? And with that, would there be an interest in improved player ai in those games? I appreciate the feedback, thank you! Quote Link to comment
Endarire Posted December 30, 2021 Share Posted December 30, 2021 Our group is strictly EET but there are some non EE diehards out there like Baronius from Black Wyrm Lair. As Morpheus said, shout out if you would likely use these scripts on a non EE install. Quote Link to comment
Guest Mike Posted December 30, 2021 Share Posted December 30, 2021 I'm for one would be very interested! Quote Link to comment
Bartimaeus Posted December 30, 2021 Share Posted December 30, 2021 13 hours ago, morpheus562 said: And with that, would there be an interest in improved player ai in those games? I know there is Salk and I, but truth be told, I don't like my character AI touching either spells or item usage as a general rule, and to that end, SCS's general player character script is probably the most I'd ever need. Quote Link to comment
morpheus562 Posted January 1, 2022 Author Share Posted January 1, 2022 Official release for version 6.2 which brings the following enhancements: All Games Added German translation courtesy of Morywen. BG2: EE and EET Removed issue with installing Made In Heaven Spellpack (Divine component) without installing the Arcane Component. Updated initialization file to be more accomodating for older versions of mods. Quote Link to comment
morpheus562 Posted January 11, 2022 Author Share Posted January 11, 2022 Official release for version 6.3 which brings the following enhancements: BG2: EE and EET Replaced missing text for Gargoyle boots. Corrected issue d5 Tweak Mantle was causing with Spell Revision. BG: EE and IWD: EE Corrected some errors so it will install without warnings. Quote Link to comment
Gwaihir Posted January 28, 2022 Share Posted January 28, 2022 @morpheus562 Hi! First of all, I love what this mod does, and wholeheartedly thank you for your hard work in making this possible. I do however have a bit of a problem: my current install includes might and guile, faiths and powers, tome and blood, and most importantly, 5e spellcasting by subtledoctor, which means that every spellcaster except sorcerers casts spells through abilities, rather than using the vanilla spell system, which in turn means your scripts do not work. When hitting B, the character shows the messages 'start buffing' and 'buff complete' right after, without casting a single spell. I recall reading previously on this thread that compatibility with those mods was asked for; it surely would be a very hard task, so may I ask if you're considering it? As a side note, is it possible to install this mod on an ongoing game? I have it dead last in install order right now, and was wondering if installing an update mid-run could screw things up. Quote Link to comment
morpheus562 Posted January 28, 2022 Author Share Posted January 28, 2022 5 minutes ago, Gwaihir said: @morpheus562 Hi! First of all, I love what this mod does, and wholeheartedly thank you for your hard work in making this possible. I do however have a bit of a problem: my current install includes might and guile, faiths and powers, tome and blood, and most importantly, 5e spellcasting by subtledoctor, which means that every spellcaster except sorcerers casts spells through abilities, rather than using the vanilla spell system, which in turn means your scripts do not work. When hitting B, the character shows the messages 'start buffing' and 'buff complete' right after, without casting a single spell. I recall reading previously on this thread that compatibility with those mods was asked for; it surely would be a very hard task, so may I ask if you're considering it? As a side note, is it possible to install this mod on an ongoing game? I have it dead last in install order right now, and was wondering if installing an update mid-run could screw things up. I haven't looked at 5e spellcasting, but I imagine with how comprehensive it is that it is going to be a complete rewrite of many scripts. As such, I do not have any plans or ETA on when/if these will be compatible. Not saying it won't happen, I just do not want to commit to anything. These can be installed dead last during an ongoing game without issue. I routinely uninstall and reinstall these on existing games/playthroughs as I make tweaks and push updates. Quote Link to comment
Gwaihir Posted January 28, 2022 Share Posted January 28, 2022 3 minutes ago, morpheus562 said: Not saying it won't happen, I just do not want to commit to anything. Understandable. Thank you again for what you do! Quote Link to comment
subtledoctor Posted January 29, 2022 Share Posted January 29, 2022 (edited) 8 hours ago, morpheus562 said: I haven't looked at 5e spellcasting, but I imagine with how comprehensive it is that it is going to be a complete rewrite of many scripts. It depends on what your scripts look like. If your scripts use HaveSpell() checks and actually cast spells by Spell()/SpellRes(), then it is tough because casters with the 5E mod do not actually have any spells memorized; their spellbooks have all spell slots removed and they instead have a bunch of innate abilities. BUT, it might be feasible. First, you would need to check for the presence of the 5E spells: ACTION_IF (MOD_IS_INSTALLED ~5e_spellcasting~ ~100~) BEGIN A game with the 5E mod installed has a file called D5ZCLONS.2da which links every spell to an index number; it looks like this: 2DA V1.0 IND MEM CAST TYPE PROCESSED 100 # # # # 101 SPPR103 SPPR103 divine yes 102 SPPR101 SPPR101 divine yes 103 SPPR203 SPPR203 divine yes 104 SPPR327 SPPR327 divine yes 105 SPPR307 SPPR307 divine yes 106 SPPR422 SPPR422 divine yes 107 SPPR417 SPPR417 divine yes 108 SPPR525 SPPR525 divine yes 109 SPPR611 SPPR611 divine yes 110 SPPR710 SPPR710 divine yes The names of the innate abilities standing in place of the spells - and which would satisfy a HaveSpell() check - are called "d5[ind#]i.spl." So, theoretically, you could create an array from this file, like so: COPY_EXISTING ~d5zclons.2da~ ~override~ COUNT_2D_COLS cols COUNT_2DA_ROWS cols rows FOR (row = 1; row < rows; ++row) BEGIN READ_2DA_ENTRY row 0 cols ind_num READ_2DA_ENTRY row 1 cols mem_spl SPRINT $5e_spells_array(~d5z%ind_num%i~)~%mem_spl%~ END BUT_ONLY Then you would copy your .BAF file somewhere - before compiling it - and run a truckload of REPLACE_TEXTUALLY commands based on that array: COPY ~[yourmod]/[yourscript].baf~ ~weidu_external/%MOD_FOLDER%/compile/[yourscript].baf~ PHP_EACH 5e_spells_array AS new_spl => old_spl BEGIN REPLACE_TEXTUALLY CASE_INSENSITIVE ~%old_spl%~ ~%new_spl%~ END COMPILE ~weidu_external/%MOD_FOLDER%/compile/[yourscript].baf~ Theoretically, that would result in your scripts working with 5E casting - without any adjustments to the scripts themselves. Theoretically. Edited January 29, 2022 by subtledoctor Quote Link to comment
morpheus562 Posted January 29, 2022 Author Share Posted January 29, 2022 (edited) @subtledoctorIt would be that, plus weaving it between all other mods my scripts recognize that may be adding, removing, and changing spells/abilities to ensure cohesion. I have an entire file designated to checking which mods the user has installed to assist in building out specific scripts to their install. There are some mods that add onsie twosie spells which are easier to do, then there are others that shake everything up. SR(R) mandated creation of completely new scripts separate from vanilla due to how drastic it changes spells. Others, like Faith and Powers required what you describe above (I also break these down by individual components so the scripts are expressly made for exactly what the user has). With the list of 5E spell changes, does it take into account the new spell assignments that Faith and Powers adds? For example FnP changes Spell(CLERIC_SLOW_POISON) to SpellRES("D5P1212") My mod already takes account for this, but I would need to see how 5E changes and where best to insert it and adjust other checks throughout. Edited January 29, 2022 by morpheus562 Quote Link to comment
subtledoctor Posted January 29, 2022 Share Posted January 29, 2022 (edited) 1 hour ago, morpheus562 said: With the list of 5E spell changes, does it take into account the new spell assignments that Faith and Powers adds? Yes, it takes into account any spells that are in the 5E system, which means all arcane spells valid for sorcerers (spwi[1-9][0-5][0-9]), all arcane spells that can be learned from scrolls, all divine spells valid for clerics/druids/shamans (sppr[1-7][0-5][0-9]), and all spells in the Faiths & Powers sphere system is it is installed. If you look at the d5zclons.2da file, the MEM column is the spell in your spellbook. So in your example the .2da file might contain something like this: 153 D5P1212 SPPR212 divine yes You see this if you have both FnP and 5E installed. In this case you would memorize d5p1212.spl; and after resting the game will give you the d5z153i.spl innate ability; and when you use that ability, it casts sppr212.spl. So in this case your script would account for FnP and look for HaveSpellRES("D5P1212") as the trigger, and presumably then will SpellRES("D5P1212") to cure someone of poison. With 5E Casting on top of FnP, you would replace that with HaveSpellRES("D5Z153I") and SpellRES("D5Z153I"). So your mod would check for FnP in order to build the scripts or know which ready-made scripts to use; and then separately check for 5E Casting in order to do the proper substitutions in those scripts. (There are spells that don't get taken into account in the 5E system; divine and sorcerer spells that don't use ADD_SPELL, such as some of Olvyn's spells. This substitution would not allow your scripts to encompass such spells... but then again a player with 5E casting could not cast such spells so it doesn't really matter.) A wrinkle: if someone installs the TnB Arcanist kit or the MnG Revised Bards, it will install the 5E system for arcane spells only, and only those kits will cast spells that way. In this case it would be more effort to adapt the scripts to 5E versions and distinguish which kits use which versions. i would not bother. But with the all-encompassing version of the 5E casting mod, where every (non-sorcerer and non-shaman) caster used those "d5z[ind]i.spl" files... it might work okay! Edited January 29, 2022 by subtledoctor Quote Link to comment
morpheus562 Posted January 29, 2022 Author Share Posted January 29, 2022 (edited) I will have to look more into it. I would definitely like to get to 5e and improved mage battle mods, but I really need to level set what the anticipated workload would look like to make it happen. Edited January 29, 2022 by morpheus562 Quote Link to comment
Fishmalk Posted January 30, 2022 Share Posted January 30, 2022 Hi Morpheus, I encountered instances of summoned enemy celestials (specifically fallen planetars) bugging out and doing nothing with the Enhanced Scripts for Summoned Celestials component installed. This occured for fallen planetars summoned by tolgerias, the lich before the unseeing eye, and the rukh transmuter in firkrags dungeon. Uninstalling the Enhanced Scripts for Summoned Celestials component fixed this for the fallen planetar summoned by the rukh. I have not been able to check any others yet. All SCS components were maxed out, on insane difficulty with double damage enabled. Attached is my weidu log after uninstalling the Enhanced Scripts for Summoned Celestials component, with no other changes. WeiDU.log Quote Link to comment
morpheus562 Posted January 30, 2022 Author Share Posted January 30, 2022 That should have been resolved in v6.0. I'll look into it to see what is going on. Quote Link to comment
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