subtledoctor Posted September 19, 2021 Share Posted September 19, 2021 I have this recollection that stat 109 wasn't even used anymore...? Maybe my memory is wrong. Hm... why did I think that? Link to comment
Graion Dilach Posted September 19, 2021 Share Posted September 19, 2021 (edited) 40 minutes ago, adamsmith9292 said: Hello, I was trying to install this as part of my EE Mod Setup and hitting this issue: My best guess would be a mod conflict here caused by a bad installation order. The tool's maintainer forces a bad installation order on you with the Trials of the Luremaster mod getting installed before SCS's spell components. The ToTLM mod expects to come after SCS's (or IWDification's) IWD spell import but if it can't find those, it'll perform it's own cruder and limited-in-scope conversion which will error out when it's SCS's turn to convert the spells over. Try it without the Trials of Luremaster conversion. Or better, abandon that trash being EE Mod Setup. Edited September 19, 2021 by Graion Dilach Link to comment
Bozerg Posted September 19, 2021 Share Posted September 19, 2021 6 minutes ago, Graion Dilach said: My best guess would be a mod conflict here caused by a bad installation order. The tool's maintainer forces a bad installation order on you with the Trials of the Luremaster mod getting installed before SCS's spell components. The ToTLM mod expects to come after SCS's (or IWDification's) IWD spell import but if it can't find those, it'll perform it's own cruder and limited-in-scope conversion which will error out when it's SCS's turn to convert the spells over. Try it without the Trials of Luremaster conversion. Or better, abandon that trash being EE Mod Setup. I was hitting this error yesterday when installing SCS v34 as part of an EET setup that did not include Trials of the Luremaster. When installing with SCS v34.1 instead, I stopped getting this error (note that SCS v34.1 IWD arcane/divine spells looks like it might have a different compatibility issue currently, documented elsewhere on this thread). Link to comment
DavidW Posted September 19, 2021 Author Share Posted September 19, 2021 50 minutes ago, adamsmith9292 said: Hello, I was trying to install this as part of my EE Mod Setup and hitting this issue: ERROR Installing [Include arcane spells from Icewind Dale: Enhanced Edition], rolling back to previous state Will uninstall 115 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500. Uninstalled 115 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 1500. ERROR: Not_found Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at forums.gibberlings3.net. Automatically Skipping [Include arcane spells from Icewind Dale: Enhanced Edition] because of error. Using Language [English] [.\lang\en_us\dialog.tlk] created, 389309 string entries NOT INSTALLED DUE TO ERRORS Include arcane spells from Icewind Dale: Enhanced Edition C:\Baldur's Gate II Enhanced Edition> ERROR: cannot convert SFO_eff_v2_extended_data_IMOEN_DV_child_only or %SFO_eff_v2_extended_data_IMOEN_DV_child_only% to an integer ERROR: [STRATAGEMS/IWDSPELLS/COPYOVER/WIZARD_TROLLISH_FORTITUDE/#TROLLIS.EFF] -> [override/#TROLLIS.EFF] Patching Failed (COPY) (Not_found) ERROR: Not_found Include arcane spells from Icewind Dale: Enhanced Edition (Sword Coast Stratagems) was not installed due to errors. I have attached the SETUP-STRATEGMS.DEBUG.7Z I'm fairly new to modding so not sure what to do. I tried moving the #TROLLIS.EFF over manually to override but got the same error after retrying. Any advice? SETUP-STRATAGEMS.DEBUG.7z 46.02 kB · 1 download You’re not using the latest version of the mod. Link to comment
adamsmith9292 Posted September 19, 2021 Share Posted September 19, 2021 (edited) Thanks for the helpful responses. Yeah, I wasn't installing with TotLM. So just to clarify, v34 has this issue with the troll fortitude bug and v34.1 isn't working with Spell Revisions at this time? Edited September 19, 2021 by adamsmith9292 Clarification Link to comment
Graion Dilach Posted September 19, 2021 Share Posted September 19, 2021 (edited) For the record, I accidentally have tested the IWD import after ToTLM with IWDification RC1 two weeks ago and that errored out the components, so even the update to 34.1 might not ensure the install to be error-prone with that install order. And the log attached had ToTLM installed. A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2 0 0 Installed A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2 0 20 Installed A7-TOTLM-BG2EE/A7-TOTLM-BG2EE.TP2 0 30 Installed Edited September 19, 2021 by Graion Dilach Link to comment
Bozerg Posted September 19, 2021 Share Posted September 19, 2021 5 minutes ago, adamsmith9292 said: Thanks for the helpful responses. Yeah, I wasn't installing with TotLM. So just to clarify, v34 has this issue with the troll fortitude bug and v34.1 isn't working with Spell Revisions at this time? I think spell revisions being the conflicting mod is a working theory at this point in time (I never actually removed spell revisions fully and verified that I can install SCS IWD spells without it), but otherwise that's my understanding, yes. Link to comment
DavidW Posted September 19, 2021 Author Share Posted September 19, 2021 I can confirm that SR clashes with the IWDspells components of SCS v34.1 (to some extent even on EE, rather violently on oBG2). I expect to release an update that addresses this shortly. Link to comment
Guest Terror Posted September 19, 2021 Share Posted September 19, 2021 5 hours ago, Graion Dilach said: My best guess would be a mod conflict here caused by a bad installation order. The tool's maintainer forces a bad installation order on you with the Trials of the Luremaster mod getting installed before SCS's spell components. The ToTLM mod expects to come after SCS's (or IWDification's) IWD spell import but if it can't find those, it'll perform it's own cruder and limited-in-scope conversion which will error out when it's SCS's turn to convert the spells over. Try it without the Trials of Luremaster conversion. Or better, abandon that trash being EE Mod Setup. What would you recommend instead of EE Mod Setup? If you install just SCS and a couple other mods, you can do it manually easily enough, but what do you do if you want to use 20-30 smaller mods? Link to comment
DavidW Posted September 19, 2021 Author Share Posted September 19, 2021 I actually recommend doing it manually. If you want something automated, use Project Infinity. Link to comment
Guest Vivec Posted September 19, 2021 Share Posted September 19, 2021 I have the strangest bug to report. It's actually from v.33, but from the changelog I see nothing about it. It concerns Smarter Beholders and... Cernd. Using IMPROVED difficulty, but tried insane too. I found the problem in the beholders lair during the cult quest. First of all Gauths get confused by Cernd greater werewolf innate magic resist. After a few failed spells, despite positive ones too, they seem to think Cernd is completely immune to magic and go melee permanently on Cernd only. This maybe works with normal characters with high magic resists too, couldn't test. The strangest thing happens when Cernd meets alone larger beholders with or without a pack of gauths. The beholder will first cast antimagic ray on Cernd, setting his magic resist to 100, failing all their successive spells, and when the antimagic ray disappear they stop casting spells altogether, floating around confused, and sometimes attacking in melee when close and sometimes following slowly, making them as dangerous as kittens. It happens even with Cernd in human form when entering the map and without items equipped and only ironskin as buff! This doesn't happen with any other character in my party, only sometimes the beholders "hang" a little after the antimagic ray. When in this case the antimagic ray effect disappear, the beholders continue their spells barrage until victory. If I send the whole party invisible, and Cernd is near, in human form and with only ironskin, and then I talk to a beholder with a single party member one after another, they all get destroyed, until is Cernd turn, where the beholders don't even cast any spells on him and just stand around dumbfounded. I have no components or mods that alter shapeshifting or Cernd in any way I know installed. Playing without EE. This is nothing major, but It's so fun I had to report it. Cernd in my game has become the strongest and most useful character, so strong that even weird positive bugs only affect him. Who would have thought. Link to comment
DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 I suspect v34, which is less squeamish about MR, may fix this. Link to comment
tomasz86 Posted September 20, 2021 Share Posted September 20, 2021 Just a quick question. Is there anything major that's going to be fixed shortly, or is it safe to start a new playthrough using v34.1? The question is more about BG1, since I will be able to install a newer version of SCS once I get to BG2 (if it comes out in between, that is). I've fixed the druid.tph problem locally, so this issue doesn't concern me. Link to comment
DavidW Posted September 20, 2021 Author Share Posted September 20, 2021 v34.2 is now out. Updated French, Polish, and Russian translations. Druid spell allocation now works correctly on non-IWD installs Another tweak to the batch-mode installer (to enforce component order on reinstall). Description for Mordenkainen's Force Missiles is now correct. Fixed a bunch of compatibility issues between Spell Revisions and the IWD spells components (mostly on oBG2). Fixed some problems with 'Improved NPC customization and management: cleric/mages get spells; thieves don't regain their bonus-skill abilities on rejoining the party. Reverted a mistaken (undocumented) fix to the spellhold-cost component. Link to comment
Ryofu Posted September 20, 2021 Share Posted September 20, 2021 I was wondering what does batch install mode do? What are the benefits of using it instead of the normal method of manually choosing the install? Link to comment
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