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Sword Coast Stratagems v34 (edit: 34.3) now available


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If you're doing that level of rolling back installs, swapping versions of SCS, and hand-replacing items, I'm going to ask you to see if you can reproduce the install error on a clean install with the up-to-date version of the mod before I try to diagnose the problem.

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No, I can't reproduce it on a clean installation following my installation order. But I expected that and it hasn't really been the question. The question was what caused the previous behavior, as in order for SCS to acted like it did something must have "told" it about those files and I'm quiet interested in what exactly, in case I have to do another partial roll back and need to do edits by hand.

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Oh, ok.

I don’t think I can help, then - the install situation you’re describing is complex enough that I don’t know how to diagnose it. (It is some weird consequence of the partial rollback given that your clean install is fine.)

(As to why that component is looking at item files at all: probably it’s looking for scrolls, but I’m not sure.)

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Hello. There are 2 versions of Cause Serious Wounds. One standard version from BG2 and another from Icewind Dale divine spells component. Anomen for example is getting both of them. Original version probably should be replaced for consistency.

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Does this mod change anything with the Aran Linvail fight if you side with the vampires?  I threw a death a fog into the room and everyone stood there and died...?  At the least they should come running out of the room and fight.

I think he's a thief/cleric and there's two mage-somethings in that room.

Edited by Axatax
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OK, so he's a thief/mage (someone in that fight I thought was casting cleric spells).

His stats are honestly pretty lame by the time you get to that fight, I think.  Can you amp this up a bit?  He's Bhodi's antithesis if you chose this path and I think this fight should be more substantial.

Edited by Axatax
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11 minutes ago, DavidW said:

Will consider. I’ve never played that path myself so not that on my radar.

  • Fair enough.  I enjoy this mod but this particular fight is pretty brain-dead compared to the rest of the big enemy encounters.  He should at least have a death spell at the top of the repertoire, I think, so you can't block the door with skeleton warriors and throw in some area-affect spell and kill everyone.
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Just now, Axatax said:
  • Fair enough.  I enjoy this mod but this particular fight is pretty brain-dead compared to the rest of the big enemy encounters.  He should at least have a death spell at the top of the repertoire, I think, so you can't block the door with skeleton warriors and throw in some area-affect spell and kill everyone.

I don’t really do things at that grain of analysis: whether someone has Death Spell learned is a somewhat complicated    random process.

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14 minutes ago, DavidW said:

I don’t really do things at that grain of analysis: whether someone has Death Spell learned is a somewhat complicated    random process.

No problem.  I think this "enemy" though needs some kick however you can do it.   If you take the "evil" path, this should be a pretty big fight for the PC.

EDIT: I think he should be treated like a major boss/baddie.

Edited by Axatax
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Hallo,
when the SCS comp 4100 "Improved NPC customisation and management" makes its changes to the clab files it deletes various entries of two other mods/ components. Revised specialist from Tome & Blood and APR from Specialization from cdtweaks to be specific. I have attached the files for the necromancer from the backup/4100/ and the /overwrite folder as well as what it should look like as example.

Cheers, Raimn

clabma03_backup.2da clabma03_overwrite.2da clabma03_should_be.2da

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3 hours ago, raimn said:

when the SCS comp 4100 "Improved NPC customisation and management" makes its changes to the clab files it deletes various entries of two other mods/ components. Revised specialist from Tome & Blood and APR from Specialization from cdtweaks to be specific.

Weird. Glancing at those files, it looks like SCS is deleting rows that don't have the max column count. I always add 50 columns when I append to CLAB files, but I know that some other modders don't. At any rate, this seems like it probably has an easy solution.

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