Nathan82 Posted September 13 Posted September 13 I've just installed v35.20 and had a few installed with warnings messages and some odd things happened. Installed on oBGT with the usual too many mods but lots less than last time. First issue was with Mulahey. Smarter general AI assigned 1* Mace, 1* Single Weapon proficiency but he has a shield. I've checked a few other .CREs and the same has happened to Drasus, he has 5* in flail/morning star and 2* single weapon proficiency but also has a shield, not sure if this is a bug or not. Smarter priests seems to have skipped Mulahey has he only has a few spells and then Tougher chapter-two end battle installed with the following warning; Spoiler SFO: Applying patch(es) to CRE file(s) mulahe... ERROR: cannot convert sfo_saves_0_7_death or %sfo_saves_0_7_death% to an integer ERROR: Not_found in apply_standard_function: inputs were func=enforce_saves, arguments=at_worst ERROR: [mulahe.CRE] -> [override/mulahe.CRE] Patching Failed (COPY) (Not_found) Stopping installation because of error. Failed to patch mulahe.CRE; error message was Not_found SFO warning: Failed to patch mulahe.CRE; error message was Not_found Mulahey changelog; Spoiler Mods affecting MULAHE.CRE: 00000: /* created or unbiffed */ ~BGT\BGT.TP2~ 0 0 // Baldur's Gate Trilogy - Corev1.23.1 00001: ~DSOTSC\DSOTSC.TP2~ 0 4 // Distribute DSotSC items also in vanilla contentv4.2 00002: ~SETUP-VAULT.TP2~ 0 0 // The Vault (erebusant's rework for BGT compatibility)v7.2 BWP Fix 00003: ~BG1NPC\BG1NPC.TP2~ 0 0 // The BG1 NPC Project: Required Modificationsv32 00004: ~BP-BALANCER\SETUP-BP-BALANCER.TP2~ 0 17 // Restore original BG1 creatures' XP and itemsKeep custom items from other Modsv0.35 00005: ~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ 0 130 // Install Strifeleader of Cyric Cleric Kit8.1 00006: ~SPELL_REV\SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 (Revised v1.3.960) 00007: ~MIH_EQ\SETUP-MIH_EQ.TP2~ 0 103 // Revised Lycanthropes (EXPERIMENTAL)v6 00008: ~AURORA\SETUP-AURORA.TP2~ 0 0 // Aurora's Shoes and Bootsv5.2.2 00009: ~AURORA\SETUP-AURORA.TP2~ 0 475 // Change creature gold carriedReduce to 75%v5.2.2 00010: ~SETUP-NSCPORTRAITS.TP2~ 0 0 // Portraits for BG1 (BGT or EET)v3.0 BWP Fix 3 00011: ~JA#BGT_TWEAK\SETUP-JA#BGT_TWEAK.TP2~ 1 101 // Make Mulahey Half-Orc2.0.1 00012: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)35.20 00013: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6000 // Smarter general AI35.20 00014: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6100 // Potions for NPCs35.20 00015: ~AURORA\SETUP-AURORA.TP2~ 0 420 // Realistic random treasuresBoth 1 and 2 (no treasures lost)v5.2.2 00016: ~EET_TWEAKS\EET_TWEAKS.TP2~ 0 2056 // XP for killing creaturesCustom value1.12 00017: ~DIVINE_REMIX\SETUP-DIVINE_REMIX.TP2~ 0 1000 // Implement sphere system8.1 00018: ~SETUP-LOLFIXER.TP2~ 0 1 // Creature Stuff - Creature Resource Fixer19022016 00019: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.7 Improved Cloakwood Druids seems to be removing the main weapon proficiencies but leaves the weapon-style proficiency For example; Smarter General AI assigns Amarande (AMARAN.CRE) 1* in quarter staff and 1* in 2handed weapon style which makes sense because he has a quarterstaff (staff of dark oaks from the Vault mod) Improved Cloakwood Druids seems to then remove the 1* in quarterstaff, just leaving 1* in 2handed weapon style The same issue is affecting all the druids covered by that component. (This was mostly a test install, I won't be using the divine remix sphere system on my next attempt) Thanks Quote
DavidW Posted November 3 Posted November 3 I just did an install check of SCS on BGT (I haven't done one since my original checks before releasing v35) and found several warnings/errors, which I've fixed. Following that, I could reproduce the problem with Drasus, which is quite widespread and not restricted to oBG2 - offhand weapons and shields were not being detected correctly. (I'm unsure when that crept in, and quite surprised it hasn't been spotted before.) It's fixed locally and will be in v35.21. I can't reproduce the issue with Mulahey and I'm not sure what's going on there. Possibly my earlier fixes sorted it out, I'm not sure. Quote
Guest PeterM Posted December 2 Posted December 2 Hai, I encountered exactly the same issue as Nathan82 but I used v35.21 and BGT, BiG World v20.1 + too many mods as well (^_^). Furthermore, I received the follwoing glitch: [tb#compile_patches/STRATAGEMS/spellholditems/resource/dw#shcut.baf] PARSE ERROR at line 10 column 16-58 --> LeaveAreaLUAPanic("AR1515","",[950.864],NW) LeaveAreaLUA("AR1515","",[950.864],NW) ActionOverride(Player2,LeaveAreaLUA("AR1515","",[960.869],NW)) ActionOverride(Player3,LeaveAreaLUA("AR1515","",[955.864],NW)) ActionOverride(Player4,LeaveAreaLUA("AR1515","",[950.869],NW)) ActionOverride(Player5,LeaveAreaLUA("AR1515","",[955.869],NW)) ActionOverride(Player6,LeaveAreaLUA("AR1515","",[950.859],NW)) I changed NW into 6. Greetings Quote
jmerry Posted December 2 Posted December 2 (edited) Yeah, that's an EE-only IDS reference. To quote the IESDP on that script action: Quote 110 LeaveAreaLUA(S:Area*,S:Parchment*,P:Point*,I:Face*Dir) This action changes the current area. Parchment is the MOS image to use in the area transition loading screen. Only EE games support IDS symbols for Face. In non-EE games, the direction needs to be specified with an explicit number. DIR.ids does not exist in non-EE BG2. Note that when it's compiled into BCS form, it'll be a number either way. Might as well specify the direction with a number in the BAF; it'll compile exactly the same in the EE, and it'll work in non-EE. Edited December 2 by jmerry Quote
Graion Dilach Posted December 3 Posted December 3 TBH, that's not the more commonplace solution. While DIR.IDS doesn't exist in BG2 by default, a fair amount of mods (Ascension is definitely one) do install it and having it installed will also fix the BCS compilation. (For some reason I thought even the Fixpack includes it, but apparently not.) Quote
jmerry Posted December 3 Posted December 3 It might not be the more commonplace solution, but it's one already used in other SCS components. The first cutscenes I looked at (Abazigal's lair component) used numbers for facing instructions. So, extending it to this scene is natural. Quote
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