Guest morpheus562 Posted August 14, 2022 Share Posted August 14, 2022 For IWDEE, the ease-of-use partyai component doesn't seem to show up in the script screen. The component installs correctly, but the Advanced AI isn't present. Everything looks in order with the lua and UI menus, and I'm stumped why IWDEE isn't showing this option. Link to comment
Enkidu Posted August 14, 2022 Share Posted August 14, 2022 The faster bears component doesn't seem to work for the mountain bears summoned by the 6th level druidic spell Conjure Animals. Looking at bear.bcs, other summoned bears are probably also affected. I remember this component working for summoned bears in older versions of SCS. BG2EEv2.6 and SCS v34.3. Link to comment
Satrhan Posted August 15, 2022 Share Posted August 15, 2022 Just wanted to give my compliments on the batch install option, it was nice not having to babysit the entire proces this time. The proces was a bit unclear though, I picked the first option, got to select the components I wanted, then it seemed to give feedback it installed and uninstalled said components, got asked my language preference again, after that it ran fine and installed everything. A bit confusing, but so far seems to work like a charm, so thanks! Link to comment
ratatosk Posted August 15, 2022 Share Posted August 15, 2022 (edited) I am looking to edit some of the .2da files to change the spell choices of enemy spellcasters, and I want to make sure I understand how it works. For example, let's say I have Spell Revisions installed and I want lich invokers to cast "Summon Fiend" instead of "Bigby's Icy Grasp". Do I just replace the line "8 BIGBYS_CLENCHED_FIST BIGBYS_CLENCHED_FIST INCENDIARY_CLOUD" in mage/spellchoices/demivrgvs/invoker_lich.2da with "8 SUMMON_FIEND SUMMON_FIEND INCENDIARY_CLOUD"? Or do I have to do something else? Edited August 15, 2022 by ratatosk Grammar Link to comment
Endarire Posted August 16, 2022 Share Posted August 16, 2022 (edited) Does that Druid Spell (SR) typo exist for Druid spells in SCS 34.3? What about 33.x? What happens if IWDification installs its spells before SCS? Edited August 16, 2022 by Endarire Link to comment
Guest JayB33 Posted August 19, 2022 Share Posted August 19, 2022 Is Jaheira meant to only start out with 3000xp and level up once in BG2 with the "choose proficiencies" module active? Link to comment
Mordekaie Posted August 19, 2022 Share Posted August 19, 2022 Does anyone still use Jim’s Fixes and Tweaks (JimFix) v3.1a with the latest version of SCS ? It is a small collection of fixes and tweaks for Ascension + SCS v33 install (both required). Especcialy the 3 following components are maybe irrelevant with SCS 34.3 (or maybe already corrected by other mods) ? 2 - Shield of Reflection works on SCS Flame Arrows 100 - Check for and fix incorrect spell animations 700 - Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction (With SCS changes to the spell system, the Breach from Wish and the complete dispel from fallen solar's Mordenkainen's Disjunction are both completely unblockable. This component allows Spell Shield to block them as it would block any other anti-magic attack.) About the other components that add notifications (spell school notifications, expiration notifications for buffs and item buffs), they look interesting on paper but i don't know if they are compatible with EET and useful. Any feedback ? Link to comment
Guest Morgoth Posted August 20, 2022 Share Posted August 20, 2022 Would it be possible to add an option while installing SCS, that you have to go through before installing everything else, where you are asked if you want to change some .ini options before installing SCS themselves, and it actually opens the relevant section in the readme, so you can customize the experience ? Link to comment
Trouveur80 Posted August 21, 2022 Share Posted August 21, 2022 On 8/19/2022 at 4:35 AM, Guest JayB33 said: Is Jaheira meant to only start out with 3000xp and level up once in BG2 with the "choose proficiencies" module active? No it's a bug in the current version. Link to comment
MikeX Posted August 24, 2022 Share Posted August 24, 2022 (edited) I think, this has been mentioned somewhere before... For some unknown reasons component #5900 sets the enchantment level (itm offset 0x60) of masterwork weapons (created by Item revisions) from '0' back to '1'. Lolfixer component #8 detects this and therefore 'fixes' the item by setting the item flag 'Magical'. And so we are back to a magical +1 weapon... One could argue about Lolfixer doing this but OTOH, what is the reason behind setting the enchantment level by SCS? Edit: I think, the changes happen in this section of bg1fix.tpa: ////////////////////////////////////////////////////////////////////////////////////////////////////////// // correctly flag Enchantment level of certain items ////////////////////////////////////////////////////////////////////////////////////////////////////////// LAF edit_item INT_VAR tv=1 STR_VAR item=~arow02 ax1h02 ax1h07 blun03 blun05 blun07 bolt02 dagg02 dart02 halb02 hamm02 staf02 sw1h02 sw1h05 sw1h08 sw1h14 sw1h22 sw1h24 sw1h98 sw2h02~ editstring=~enchantmentGT=>1~ END IMHO it should only be executed if GAME_IS ~bg1 totsc~. If I look into a plain BGT game (BG2 fixpack installed) all enchantment levels are already fixed (but don't know about Tutu). Maybe better would be a check inside the function, only setting an enchantment level if the flag 'Magical' is set. Edited August 25, 2022 by MikeX Link to comment
MikeX Posted August 26, 2022 Share Posted August 26, 2022 (edited) Component #5900 adds a non-existing item 'WIZARD_S.itm' to shops (random). From Lolfixer (only one per install): BERNARD2.STO issue: Stocked Item #2 does not exist (WIZARD_S.itm)! Removing item... TRMER04.STO issue: Stocked Item #2 does not exist (WIZARD_S.itm)! Removing item... Looks like a name resolving issue... Probably from 'bonus_spell_scrolls.tpa': Spoiler DEFINE_ACTION_FUNCTION bonus_spell_scrolls BEGIN ACTION_FOR_EACH spell IN DISPEL_MAGIC INVISIBILITY_10_FOOT SPELL_SHIELD SUMMON_NISHRUU STONE_TO_FLESH MORDENKAINENS_SWORD CONTROL_UNDEAD BIGBYS_CLENCHED_FIST BIGBYS_CRUSHING_HAND RUBY_RAY_OF_REVERSAL PIERCE_SHIELD IMPROVED_MANTLE BEGIN OUTER_SPRINT item EVALUATE_BUFFER ~%WIZARD_%spell%_SCROLL%~ ACTION_IF !FILE_EXISTS_IN_GAME "%item%.itm" BEGIN LAF warning STR_VAR warning="Scroll %item% doesn't actually seem to exist" END .... debug: Spoiler Scroll %WIZARD_STONE_TO_FLESH_SCROLL% doesn't actually seem to exist Copying 1 file ... Appending to files ... Copying and patching 1 file ... Copying and patching 1 file ... Patching WIZARD_STONE_TO_FLESH_SCROLL.ITM into store... Not found space for WIZARD_STONE_TO_FLESH_SCROLL after scrl7m. Edited August 26, 2022 by MikeX Link to comment
MikeX Posted August 28, 2022 Share Posted August 28, 2022 (edited) On 8/26/2022 at 7:18 PM, MikeX said: Component #5900 adds a non-existing item 'WIZARD_S.itm' to shops (random). From Lolfixer (only one per install): BERNARD2.STO issue: Stocked Item #2 does not exist (WIZARD_S.itm)! Removing item... TRMER04.STO issue: Stocked Item #2 does not exist (WIZARD_S.itm)! Removing item... Looks like a name resolving issue... Probably from 'bonus_spell_scrolls.tpa': Reveal hidden contents DEFINE_ACTION_FUNCTION bonus_spell_scrolls BEGIN ACTION_FOR_EACH spell IN DISPEL_MAGIC INVISIBILITY_10_FOOT SPELL_SHIELD SUMMON_NISHRUU STONE_TO_FLESH MORDENKAINENS_SWORD CONTROL_UNDEAD BIGBYS_CLENCHED_FIST BIGBYS_CRUSHING_HAND RUBY_RAY_OF_REVERSAL PIERCE_SHIELD IMPROVED_MANTLE BEGIN OUTER_SPRINT item EVALUATE_BUFFER ~%WIZARD_%spell%_SCROLL%~ ACTION_IF !FILE_EXISTS_IN_GAME "%item%.itm" BEGIN LAF warning STR_VAR warning="Scroll %item% doesn't actually seem to exist" END .... debug: Reveal hidden contents Scroll %WIZARD_STONE_TO_FLESH_SCROLL% doesn't actually seem to exist Copying 1 file ... Appending to files ... Copying and patching 1 file ... Copying and patching 1 file ... Patching WIZARD_STONE_TO_FLESH_SCROLL.ITM into store... Not found space for WIZARD_STONE_TO_FLESH_SCROLL after scrl7m. Probably somehow related... Component #3501 adds a non-existing item '%WIZARD_.itm' to 'resar.cre'. From Lolfixer: RESAR.CRE issue: Inventory Item #4 (%WIZARD_.itm) does not exist! Removing item... Probably from 'standardise_bg1_spells.tpa': Spoiler ACTION_DEFINE_ASSOCIATIVE_ARRAY cre_to_scroll BEGIN alai=>MINOR_SEQUENCER andris=>DISPEL_MAGIC davaeo=>STONE_SKIN davaeo'=>DISPEL_MAGIC deathk=>GLITTERDUST denak=>TELEPORT_FIELD dezkie=>STONE_SKIN halaca=>DETECT_ILLUSION kysus=>FIRE_SHIELD_RED niemai=>SPIDER_SPAWN nimbul=>FIND_FAMILARresar=>FIRE_SHIELD_BLUE tranzi=>GLITTERDUST venkt=>SPELL_THRUST END ACTION_PHP_EACH cre_to_scroll AS cre=>spell BEGIN OUTER_INNER_PATCH_SAVE cre "%cre%" BEGIN REPLACE_TEXTUALLY "'" "" END COPY_EXISTING ~%tutu_var%%cre%.cre~ ~override~ SPRINT scroll EVALUATE_BUFFER ~%WIZARD_%spell%_SCROLL%~ ADD_CRE_ITEM ~%scroll%~ #0 #0 #0 ~NONE~ ~INV~ I haven't figured out, where the connection between '%WIZARD_%spell%_SCROLL%' and the actual item is made... Edited August 28, 2022 by MikeX Link to comment
Labyrinthitis Posted September 8, 2022 Share Posted September 8, 2022 Using the latest release of SCS with DragonspearUI++, Ascension, Wheels, IWDification, Luremaster, and TA. The Treat mage and cleric HLAs as innate abilities component documentation says Note that clones (Projected Images and Simulacra) of the spellcaster do not get High-level abilities. but on my current game simulacra from the spell and Vhailor’s Helmet are all getting all the character’s current (ie unused) HLAs, including mage/priest spell HLAs. The only other HLA affecting component I’ve installed is the triple-class tables from TA, and I can’t think of any other mod touching Simulacrum. Link to comment
jmerry Posted September 11, 2022 Share Posted September 11, 2022 @Labyrinthitis At least in the current version of the game, clones definitely get innate abilities of all sorts, including high-level abilities. That looks like a documentation error. On 8/28/2022 at 3:16 AM, MikeX said: I haven't figured out, where the connection between '%WIZARD_%spell%_SCROLL%' and the actual item is made... That appears to be a failure to evaluate a variable; the % pairs are WeiDU for "this is a variable, evaluate it before making it part of the string". The intended behavior is that first %spell% gets evaluated; in Resar's case, that's FIRE_SHIELD_BLUE. Then %WIZARD_FIRE_SHIELD_BLUE_SCROLL% gets evaluated to the actual item code. I see two ways this could go wrong. Either the %% pairs are interpreted in the wrong order and WeiDU chokes on an undefined %WIZARD_% variable, or %WIZARD_FIRE_SHIELD_BLUE_SCROLL% isn't defined. Either way, the undefined variable just gets passed through as its name, and a long string that starts with "%WIZARD_" gets truncated down to eight characters to fit that slot in the creature file. I think the latter is more likely; if it were the former, more than just Resar would be affected. And it could easily be something simple like %WIZARD_FIRESHIELD_BLUE_SCROLL% being defined instead. So ... uh, where's the library that has these definitions? The downside to the enormous number of files in SCS... All this in service to adding a scroll that's in BGEE but not original BG1, if you're playing a pre-EE trilogy version. Link to comment
Labyrinthitis Posted September 11, 2022 Share Posted September 11, 2022 @jmerry Yeah, clones getting all innate abilities is vanilla behaviour as far as I remember, but I assumed the documentation section I highlighted meant that installing the component would change clones to not get HLAs. This makes sense to me as Simulacra are even more powerful when HLA spells become innates, because they aren’t lost with the level reduction when they aren’t tied to spellslots. Clones are already very powerful and tempting to use cheaply so this feels like a reasonable limitation to add. If that isn’t correct, then the docs might need an update then. Link to comment
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