DavidW
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Posts posted by DavidW
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I think you're right. TBH I ought to go over that code in general, I haven't looked at it systematically since about v15.I think there might be a bug in prepblocks\chaincont.ssl, though it depends on developer intent. I notice the option 1 blocks at the top are identical to the option 3 ones further down, whereas it looks like the option 3 ones might have been intended to load with WithoutSI||True rather than WithSI.
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Not sure yet; I'll have a look at spell memorisations. (I'm reviewing the vanilla ones for v31 in any case.)
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SR makes Stoenskin 8 hours, nobody complained about not really being in the spellbook....Mind Blank: It's clearly a spell that should be a long-term buff *if* it's memorised. But it's not currently being learned so far as I can see. (I cast Stoneskin even when it's not learned, because it has a 24-hour duration so it's plausibly cast before the last time the mage slept. That isn't possible for Mind Blank, which has an eight-hour duration.)
It sounds like I should be including it in the defensive spells roster?
Except me! (Or rather, I didn't complain, as I didn't know that, but I'm complaining now )
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Replacing SI:Conjuration with SI:Abjuration in fighter-mage buffing (that routine already sometimes gives them SI:Abjuration)Using Mind Blank or Protection from the Elements, since I don't think anyone has it memorised
Mind Blank is supposed to be a very-long term buff (has the same duration as stoneskins, for example).
Can u replace SI:Con with some other spell then (just not another SI)?
SI:Con: ok, can do.
Mind Blank: It's clearly a spell that should be a long-term buff *if* it's memorised. But it's not currently being learned so far as I can see. (I cast Stoneskin even when it's not learned, because it has a 24-hour duration so it's plausibly cast before the last time the mage slept. That isn't possible for Mind Blank, which has an eight-hour duration.)
It sounds like I should be including it in the defensive spells roster?
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But don't bother emailing the file - as noted in the pinned topic on the forum, IWD-in-BG2 is no longer in development now that IWDEE is out.
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It's choking when it gets a level that's set to (or below) 0. Fixed locally.Since I read in the SR forum that you are going to release a new version, I take the opportunity to tell you that the mage_level_scale/mage_level_add and priest_level_scale/priest_level_add customization seem to have a few problems: for one thing, changing the value from the default will cause a few errors at installation time (Smarter Mages and Smarter Priests).
That's a general feature of level override; it's not very sensitive to multiclasses. Again, fixed locally.Other than that, there is a problem with multiclasses. The customization correctly changes the level of the mage and cleric class but at the same time overwrites with the same new number the second and third class as well. For example, Ribald is a Figher/Mage with originally classes 16/14/1. Afterwards, it became 10/10/10. (mage_level_scale and priest_level_scale were set to 65% and 85% respectively, if I remember correctly).
Lich or demilich?I noticed that some .cre do not have their level modified at all (I can think of Kangaxx, for example)
Yes, that's intentional. (It's roughly what's implied by her memorised spells, iirc). Cleric/mages aren't caught by the level_scale ini setting because they're done individually (so there's no code to work out what spells they should have if they have their level changed); that's not likely to change.and Sendai has its level raised (!) (from 20/20 to 26/22). Is that normal?
Also, one other thing: somebody in 2009 reported this BGT issue which I also experienced recently. Some creature responding to enemy shout will break their initiating the dialogue.
Yeah, they shouldn't be on the general help loop in most cases. Will check.
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I'm hoping to release v31 of SCS in the next few weeks, and so I've been going through these scripting modifications. Many are straightforward fixes to errors in SCS v30, and others are clearly sensible given SR. But I have a residual list where I'm not sure about the rationale and haven't implemented on my local v31. I thought I'd list them here to see if Kreso or others can advise! (I'm unfamiliar enough with SR that it's probable I'm often missing something.)
I'm not:
ignoring Spell Turning/Deflection, since I think it will lead to lots of targeting of protected creatures when unprotected ones are available (though elsewhere in v31 I do pay some attention to the need to force them sometimes)
avoiding checking for Slay before casting FoD
telling Anadramatis to cast Pierce Magic instead of Pierce Shield (he doesn't have it learned)
letting Imix be subtle about spell turning. (Not everyone is perfect)
worrying about SR school changes when the relevant specialist doesn't actually use the spell anyway
dropping the saving throw check for the Wand of Paralysis
dropping the pro/magic weapons check for touch attacks
dropping the Mirror Image check for touch attacks and the Wand of Frost
turning off the Stun check for Symbol of Stun
casting monster summoning as a long-term buff (that breaks the rules for what counts as a longterm buff)
Using Mind Blank or Protection from the Elements, since I don't think anyone has it memorised
Replacing SI:Conjuration with SI:Abjuration in fighter-mage buffing (that routine already sometimes gives them SI:Abjuration)
Memorising Summon Djinni, since we don't have scripting to cast it
Giving Conjurers Wail of the Banshee, since it gets in the way of the thematic specialisations
Giving necromancers Bigby's crushing hand rather than PW: kill (ditto) -
That's a relief; thanks.
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I officially support:
- Baldur's Gate: Enhanced Edition
- Baldur's Gate II: Enhanced Edition
- Baldur's Gate: Siege of Dragonspear
- Icewind Dale: Enhanced Edition (though this is experimental)
- Enhanced Edition Trilogy (though a lot of my testing assumes SCS is installed after EET_End)
- Original Baldur's Gate II, with Throne of Bhaal and the BG2 Fixpack mod
- EasyTutu, including Tales of the Sworde Coast
- Baldur's Gate Trilogy, with the BG2 Fixpack mod
I do an install-test of the mod on these whenever I do a major update. My primary target these days is the Enhanced Editions but I don't anticipate stopping support for the older versions as long as they're widely used.
I don't do install tests on vanilla BG1 TUTU (including Tales of the Sword Coast, plus TUTUfix), if only to keep my workload under control, but I'll probably be helpful fixing problems with it if they're not too difficult.
I no longer support BGT or vanilla BG2 without the Fixpack (SCS will refuse to install unless it is present).
I don't, and never will, support original BG, or vanilla BG2 without Throne of Bhaal, or (Easy)Tutu without ToTSC, or vanilla IWD.
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Post them here.
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At worst, if Beamdog stopped doing anything today, maybe someday we'd see a Baldurs Gate 2 in IWDEE conversion mod. It would be a funny completion to the circle to this project of IWD in BG2.
You might be surprised at how easy that would be (unless I'm missing something). The BG2EE and IWDEE engines are much closer together than any two engines of vanilla IE games.
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As a point of interest I avoid using Death Spell against PCs in SCS precisely because it feels so unfair.
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The last released version of IWD-in-BG2 was v8, released in Fall 2013. In Winter 2013-14 I supplied a modified v9, designed for the Enhanced Edition engine and written to allow for engine modifications, to Beamdog. That modified v9 formed the core of IWDEE, but IWDEE was able to go a long way beyond what was possible in IWD-in-BG2 v8 because its development team (including CamDawg, the other main author for IWD-in-BG2) had access to the source code of the engine.
To me (and I believe to CamDawg too) IWDEE represents a successful completion of the project we began in IWD-in-BG2, and with its release yesterday I no longer intend to develop IWD-in-BG2. (I apologise for not making this clearer in the couple of months since IWDEE was announced; I took it as obvious but clearly shouldn't have done.)
There is some more discussion of the issue at this thread: https://www.gibberlings3.net/forums/topic/26767-is-a-newer-version-than-v8-in-progress/
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It's totally appropriate, not a problem at all. And I'll post the sourcecode when I get a chance. (But at least *my* modding style requires that I basically keep track myself of any modifications to the source code, otherwise I just get confused.)
On patches rather than sourcecode changes for intermediate releases, this is mostly because compiling the sourcecode to produce the distributed mod is a complete nightmare (largely due to poor design choices in my original code way back when). It's not realistic for me to do that, and to upload the 20MB result, every time something gets changed.
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Thanks. This is (almost certainly) a one-line typo in the script-conversion routine. Will fix for v9.
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Don't bother, tbh. The v9 sourcecode is likely to be fairly substantially rewritten anyway, and our pattern for v8.x, like v7.x, is probably to produce after-installation patches instead of changing the underlying sourcecode. But I'd be keen to know what the actual problem is.
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Also note that while the AI can instantly check target's hp, players can't, and thus right now the AI actually has a noticeable advantage when it comes to decide when using this spell. The new feature simply makes this spell more versatile, and allows players to use it without fearing of wasting it completely.
It has it but it doesn't use it, at least where SCS is concerned. The relevant SCS targeting block is
OR(2) HPPercentLT(scstarget,75) !CheckStatGT(scstarget,12,Level) OR(3) HPPercentLT(scstarget,50) Class(scstarget,MAGE) Class(scstarget,MAGE_THIEF)
The player only has access to the Barely Injured/Injured/Badly Injured/Near Death categories, so in SCS, so does the AI. (This is ancient code and in hindsight I might redesign it slightly, but I'd keep to the general principle.)
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I'm relatively sparing about immunity to Imprisonment - but I think dragons get it as part of "standardise dragon immunities". For AI use, I had a feeling there are easier ways to block Maze than imprisonment - but perhaps I misremember?
(One of the Easter Eggs in SCS is an area where a spellcasting opponent has Imprisoned a group of balors as a counter to Freedom cast by the party...)
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Hmm, hihihi, didn't see that, wish I had actually had ... no you can't hurt me. And I think my idea has merit.(Edited to tone down excessive exasperation!)I think I just said "for the 34th time" or something. I've made this point lots of times before - but that's inevitable given the medium, and I wasn't actually irritated and didn't want to convey that I was. (I am capable of getting actually annoyed in a forum discussion and don't mind saying so when I am, but I wouldn't want to suggest I was when I wasn't!)
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I am not in a position to alter the memorization choices of SCS mages as regards defensive spells in response to SR, because I need the same set of choices to work on SR and vanilla installs. Ultimately SCS is and will continue to be written for the vanilla spell system first and foremost. Over the years I have gone quite a long way to also allow for SR, but going this far is more work than I'm willing to do.
(Edited to tone down excessive exasperation!)
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I can't help you with installing TotLM (I've been using the GoG version for ages).
Savegames: I don't know. You could try; it probably won't crash on load but you might find some variables mis-set, which could break quests.
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Reading through V7 it states that Trials of the Luremaster needs to be installed for the converter to work. I didn't have this installed for V8 (I can't see it mentioned anywhere).
It's in the readme, but you're right that it could stand to be mentioned on the forum instructions too. I've added it.
Could this have screwed my game up?
Oooh yes.
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Words cannot express how much of a mess that would make!
However, if you keep your savegames and move them into a new install it'll probably work.
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Looking at the reports so far I'm a little concerned that some bits of v8 may have been broken. I don't immediately have time to look at it (and I suspect neither does Cam) but possibly anyone who's only playing recreationally might do better to stick with v7 just for now.
Revised SCS
in Spell Revisions
Posted