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DavidW

Gibberlings
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Everything posted by DavidW

  1. Reproduced and fixed locally. That was dumb: I wasn't creating the secondary spells. Sorry about that. Hotfix: either (1) if you haven't already installed, or are relaxed about reinstalling, drop the attached file into stratagems/gameplay, then install. (2) if you don't want to reinstall (e.g. you're part way through a run), copy the text below into the very bottom of 'setup-stratagems.tp2'. Then run setup-stratagems.exe and select the 'sequencer hotfix' component (it's not in any group, so you can say 'no' to all groups). (Or just do setup-stratagems --force-install 50000 at the console.) BEGIN "sequencer hotfix" DESIGNATED 50000 ACTION_FOR_EACH trigger IN MINOR_SEQUENCER SPELL_SEQUENCER SPELL_TRIGGER BEGIN OUTER_SPRINT old_resref EVAL "%WIZARD_%trigger%%" OUTER_SPRINT new_resref EVAL "%INNATE_PREPARE_%trigger%%" ACTION_TO_UPPER new_resref COPY_EXISTING "%old_resref%D.spl" "override/%new_resref%D.spl" LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%" resource="%new_resref%" END LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%D" resource="%new_resref%D" END COPY_EXISTING "%old_resref%P.spl" "override/%new_resref%P.spl" LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%" resource="%new_resref%" END LPF ALTER_EFFECT STR_VAR match_resource="%old_resref%P" resource="%new_resref%P" END IF_EXISTS //EE only END If your mages have already tried and failed to cast a sequencer, you may need to use CTRL-R on them to clear out old-sequencer cruft. innate_triggers.tpa
  2. Noted - but if SPIN890 is in the override folder I'm not sure how it's being overridden by the SCS version. (It's not a big deal, that version is broken anyway and needs replacing.)
  3. Looking at the code, while I think some of this is just bad luck, there are places where it's being quite stingy relative to vanilla. I'll tweak it for the next release.
  4. Last time I checked (ten seconds ago) neither Ascension nor Wheels of Prophecy were included in ToF, so I don't know what this comment is doing here.
  5. I do an install check of SCS on unmodded BG2EE before any release. (I do BGEE, SoD, EET and IWDEE sometimes, but not always.) If there are install failures or warnings, it's either compatibility with other mods or because the choice to not install some component causes problems later down the line. (It's combinatorically impossible for me to test all possible combinations of SCS components.) In Morpheus's case, I suspect (but haven't checked) that the mage/priest spell selection code didn't anticipate the possibility that the player has the new SCS spells installed but not the IWD spells.
  6. OK, so... I haven't the faintest idea what is going on there. I hardly ever distribute modified versions of non-human-readable files: SCS does nearly everything in WEIDU. I am basically certain this is supposed to be an unmodified copy of SPIN890, and I have no clue how this weird corrupted version got in there instead. That said: at least on my install, SPIN890.SPL is present (both as a spell and in spell.ids) on pristine copies of ToB, BGT, and EasyTutu - in other words, on all the oBG2-engine games SCS supports. The intended use case for that SPIN890.SPL replacement, IIRC, is on IWDEE, which is why it's new in v35: that's the first version that has supported installation on IWDEE. If the OP is installing on a version of the original game that lacks SPIN890.SPL, then unless I'm missing something (corrections welcomed) it's a version I don't officially support. ("BWS BGT", maybe? - I'm not even sure what that is.) I will fix the problem with SPIN890, because it's dumping pointless cruft into IWDEE, but it's not actually supposed to be installed on an oBG2 engine and so the fact that it has EE opcodes is not per se an issue. A very odd decision, given the existence of LICH_FEAR and its significantly different effects than DEMON_FEAR in the unmodded EE. SCS ignores LICH_FEAR in favor of its own clone of DEMON_FEAR (identical except for name) entirely. This is slightly less inexplicable. LICH_FEAR is not a generic lich fear effect: it's a very powerful effect (saves at -4, 4-point THAC0 penalty even if you are immune to fear) used only by Azamantes (GORLIC01), the final defender of the Watcher's Keep seals. I don't specifically recall deciding what to do here but I think it was intentional to give generic liches a somewhat less vicious fear effect. (In earlier versions of SCS I think I used DRAGON_FEAR.)
  7. That’s useful to know- thanks.
  8. A matter of taste! I love the ambling bears in the BG wilderness, and their full speed movement is mismatched with their animation and makes them dance about too much. I agree it’s pretty trivial.
  9. Spells added by SCS or ToF use an extended-namespace convention: wizard spells are SPWI[1-9][A-Z][0-9A-Z] and priest spells are SPPR[1-7][A-Z][0-9A-Z]. For instance, the first few wizard spells added at level 5 will be SPWI5A0, SPWI5A1, SPWI5A2,... If you want to include them, just extend your SPPR/SPWI regexp a bit (assuming that's how you're doing it). Alternately, there's a list of all added spells at weidu_external/data/dw_shared/dw_ext_spell.ids: for instance, if the extra ToF/SCS priest spells are added, that file looks like SPPR1A0 CLERIC_FAERIE_FIRE SPPR1A1 CLERIC_PROTECT_FROM_GOOD SPPR4A0 CLERIC_PROTECTION_FROM_GOOD_10_FOOT SPPR1A2 CLERIC_STRENGTH_OF_STONE SPPR2A0 CLERIC_RESIST_ACID_AND_CORROSION SPPR7A0 CLERIC_FIENDISH_WARDING No obligation, of course, just if you're interested. (I looked into using OlvynChuru's tool, but it makes some design choices that weren't a good fit to my project.)
  10. My proposal from a while ago was to follow the PnP rule that only *greater* divination, I.e. divination above level 3, is barred to conjurers. But I don’t play with SR so it’s not a big deal to me.
  11. Thanks, very helpful - will check.
  12. SR’s detect invisible ought to work: it’s cast on the caster, not the rakshasa.
  13. As a shorter version of SubtleDoctor’s point: if a mod specifically says “install after SCS”, install after SCS. Otherwise, probably install before SCS.
  14. That order is right, though I don’t guarantee compatibility at the current time. SR’s spell changes are different, and more wide ranging, than mine, so I’d encourage you to read the documentation and decide which you prefer.
  15. For end users, you mean? It seems an unnecessary complication: a mod folder is normally pretty small and the time to copy it is very small compared to the installation time.
  16. A reminder: ths is not a bug thread. If you want to report a bug. create a new thread and do it there.
  17. That’s just usual conceptual incompatibility, trying to install two mods that do incompatible things is never really going to work.
  18. No, definitely not. Disabling for PCs doesn’t deinstall, it just sets a flag that prevents it being displayed. The reason subrace doesn’t display until you level up past level zero is that the actual subrace effects are coded in the first level class ability block. I’m not sure I can easily fix that.
  19. Got it. That's a helpful report, thanks; I'll check it out.
  20. Ok, looks like good evidence of an EET/ToF problem. I'll look, though it's a lower priority than getting a stable install on BGEE/BG2EE/IWDEE.
  21. They do, I’m just unsure if it makes sense to do so here.
  22. Got it. It's an interaction between the remove-class-race-restrictions component and the multiclass-specialist component. Fixed locally; hotfix by dropping the attached file into dw_talents/sfo/lua. ui_dual_class_kits.tph
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