DavidW Posted September 30, 2021 Author Share Posted September 30, 2021 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. Link to comment
raimn Posted September 30, 2021 Share Posted September 30, 2021 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. Link to comment
DavidW Posted October 1, 2021 Author Share Posted October 1, 2021 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.) Link to comment
Guest Remar Posted October 1, 2021 Share Posted October 1, 2021 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. Link to comment
DavidW Posted October 1, 2021 Author Share Posted October 1, 2021 One of them is supposed to be hidden. (It can’t be replaced without risking breaking NPC scripting.) I’ll have a look at why that’s not happening. Link to comment
Axatax Posted October 2, 2021 Share Posted October 2, 2021 (edited) 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 October 2, 2021 by Axatax Link to comment
Axatax Posted October 2, 2021 Share Posted October 2, 2021 (edited) 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 October 2, 2021 by Axatax Link to comment
InKal Posted October 2, 2021 Share Posted October 2, 2021 http://www.shsforums.net/files/file/320-rogue-rebalancing-windows-version/ this awesome mod also improves Aran. Link to comment
DavidW Posted October 2, 2021 Author Share Posted October 2, 2021 Will consider. I’ve never played that path myself so not that on my radar. Link to comment
Axatax Posted October 2, 2021 Share Posted October 2, 2021 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. Link to comment
DavidW Posted October 2, 2021 Author Share Posted October 2, 2021 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. Link to comment
Axatax Posted October 2, 2021 Share Posted October 2, 2021 (edited) 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 October 2, 2021 by Axatax Link to comment
raimn Posted October 2, 2021 Share Posted October 2, 2021 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 Link to comment
subtledoctor Posted October 2, 2021 Share Posted October 2, 2021 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. Link to comment
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