Oloriniel Posted July 18, 2022 Share Posted July 18, 2022 looks like i've hit my upload limit, but the next one I checked (EGMAGE2.CRE) was the same as DWWOND16.CRE, except referencing a created or unbiffed ROT, instead of ARESTORATION. Link to comment
Graion Dilach Posted July 18, 2022 Share Posted July 18, 2022 (edited) Maybe copy-paste the output as plaintext then, I uploaded it as an image earlier to ensure you see the folder connection with Explorer. Also, why Potions for NPCs is earlier? I'm pretty sure the AI components should be installed in order. Edited July 18, 2022 by Graion Dilach Link to comment
Oloriniel Posted July 18, 2022 Share Posted July 18, 2022 I didn't notice that the component failed right away, and didn't uninstall it before trying the reinstall. Link to comment
DavidW Posted July 18, 2022 Author Share Posted July 18, 2022 The component hasn’t ‘failed’. The situation is exactly what the warning message says: those files are corrupted (probably by another mod) which means that SCS can’t patch them. It used to just refuse to install when that happened, but by popular request I now just skip unpatchable files. (There is some danger this will cause WEIDU instabilities, but so far it seems to do ok.) If you (or someone) want to address the issue, you’ll need to confirm (in Near Infinity) that the file is broken, work out which mod broke it, then take it up with the mod maintainer. EDIT: sorry, I now see that you got a fail with PI. If manual install worked then I can’t really help - it’s possible NI is fussy about warnings? (I don’t use it.) Link to comment
Moonboy187 Posted July 18, 2022 Share Posted July 18, 2022 5 hours ago, DavidW said: For baseline scripting, there is an (ancient, but still good) scripting guide by SimDing0 at https://www.pocketplane.net/tutorials/simscript.html. (Largely ignore its advice about tools - use Near Infinity or WEIDU). Read it, and then look at some of the scripts from the unmodded game to get the idea of how it works. For my SSL tool, there are some informal lessons at https://www.gibberlings3.net/forums/topic/13725-coding-scripts-in-ssl-some-lessons/. There isn't really a tutorial on how to do AI SCS-style - to be honest it's complicated enough to be beyond tutorials. You need an advanced understanding both of scripting and of WEIDU. (The bottom line is that there isn't really a simple modular way to get lots of in-game creatures to use your added spells. AI is fairly holistic.) Thank you much for this, ive been struggling with scripts for a while now since im not really an adept programmer, il give these a good read Link to comment
jmerry Posted July 18, 2022 Share Posted July 18, 2022 Just looking at what's in common on those files that mage_edits_main failed on, it looks like the "Improved Identify Spell" component from Tome and Blood is what broke things. Since this function is what builds spell selections for SCS mages, it makes sense that a spell mod would be what causes trouble. Link to comment
subtledoctor Posted July 18, 2022 Share Posted July 18, 2022 2 hours ago, DavidW said: The situation is exactly what the warning message says: those files are corrupted (probably by another mod) FWIW the Improved Identify mod does this: COPY_EXISTING_REGEXP GLOB ~^.+\.cre$~ ~override~ PATCH_IF (%SOURCE_SIZE% > 0x2d3) BEGIN READ_BYTE 0x273 class PATCH_IF (class == 1) BEGIN // wizard casters REMOVE_KNOWN_SPELL ~spwi110~ REMOVE_MEMORIZED_SPELL ~spwi110~ ADD_KNOWN_SPELL ~%spell_res%~ #0 ~wizard~ // [where spell_res is the ADD_SPELL'd new version] END END BUT_ONLY I could always be wrong, but I hardly think using standard Weidu commands to remove known/memorized instances of Identify (which, presumably, no non-joinable mage would ever have reason to use) and adding one new known spell (but not memorized) should corrupt the file... Moreover, I have installed SCS over this mod plenty of times. The CDTweaks component probably just adds an axe proficiency, or something; and I don't know what ARestoration does. Anyway, he already said 5 hours ago, Oloriniel said: While I was typing this, the installation succeeded manually, so the issue may be Project Infinity. I don't know what it is about PI, but this seems reminiscent of this error, where files copied into the override folder did not seem to be registered by the installer... like the installer is moving too fast or something? I really don't know. But why would things like that work in manual installs but fail when automated with --force-install? At any rate, I don't think there's actually an error here. Link to comment
DavidW Posted July 18, 2022 Author Share Posted July 18, 2022 No, SCS should be fine with that. It’s really hard to see how PI could trigger that error on an otherwise-fine file… but J have to say I’ve no better theory. Link to comment
Graion Dilach Posted July 18, 2022 Share Posted July 18, 2022 I invite you all to see this mess of a WeiDU.log to facepalm gracefully. I doubt the problem is here, it just snowballed from somewhere early. Link to comment
morpheus562 Posted July 19, 2022 Share Posted July 19, 2022 I can't seem to find it, but I thought I saw something in the last week regarding SCS and having to do a manual update to point mages or some such to the correct file? Sorry I'm vague on the details, but I can't remember and hoping someone may know it more in-depth. Link to comment
Oloriniel Posted July 20, 2022 Share Posted July 20, 2022 That was probably my post, one page back. A component failed in PI but went through manually. But, as @Graion Dilach's already link-shamed me just above :), my log was a mess with a bunch of old and incompatible stuff, and unless the issue repeats I think it's safely ignoreable. Link to comment
Moonboy187 Posted July 20, 2022 Share Posted July 20, 2022 During the final battle in the Throne of Bhaal, Melissan is scripted to appear once any member of the five are killed. Is it possible to change this so that appears once atleast 3 members are killed? This is more for personal use as I am modifying a bunch of areas, looking at the .BCS for the ToB, I am out of my depth. I get that once a member dies the item she has equiped is destroyed and she subsequently takes damage and loses its buffs, but I cant find the mention of her appearing in the first space. Link to comment
jmerry Posted July 20, 2022 Share Posted July 20, 2022 Melissan's appearance in the SCS/Ascension final battle is difficulty-dependent. If you want her to wait until three of the Five are down, that's Tactical or maybe Improved difficulty. In detail, there's a counter variable FiveDead. One point each for Sarevok, Gromnir, Yaga-Shura, and Abazigal. Two points each for Illasera, Sendai, and Balthazar. That counter needs to reach 1 on Insane, 2 on Hardcore, 3 on Tactical, or 4 on Basic/Improved for her to come in. The logic for this is in the area script AR6200.BCS. That battle is a significant difficulty spike. Don't feel bad if you have to lower difficulty a notch or two to get through it. Link to comment
Moonboy187 Posted July 20, 2022 Share Posted July 20, 2022 2 hours ago, jmerry said: Melissan's appearance in the SCS/Ascension final battle is difficulty-dependent. If you want her to wait until three of the Five are down, that's Tactical or maybe Improved difficulty. In detail, there's a counter variable FiveDead. One point each for Sarevok, Gromnir, Yaga-Shura, and Abazigal. Two points each for Illasera, Sendai, and Balthazar. That counter needs to reach 1 on Insane, 2 on Hardcore, 3 on Tactical, or 4 on Basic/Improved for her to come in. The logic for this is in the area script AR6200.BCS. That battle is a significant difficulty spike. Don't feel bad if you have to lower difficulty a notch or two to get through it. I didnt realise it was dependant on dificulty. The last playthrough I did was a few versions ago and it was on LoB, she showed up after only 1 member of the Five had died, it didnt matter who it was. I am currently modifying their previous encounters and I do want to add those changes to the final fight, but I remember it was just a hot mess before having to deal with Mel and the Five. Is it possible to give all members the same points and to ensure that she will only show if 2 or 3 are dead regardless of who it is? Link to comment
jmerry Posted July 20, 2022 Share Posted July 20, 2022 LoB is the same as Insane for this purpose, so it's only one point to bring in Mel on that difficulty. Which means that killing any one of the enemies does it. As I said, the logic for this is all in the area script. That's pretty easy to edit. As for where in the mod it comes from ... not SCS. Ascension, /ascensionmain/baf/plot/ar6200.baf Link to comment
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