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DavidW

Gibberlings
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Everything posted by DavidW

  1. I'm guessing you had a savegame for 33.7 and then loaded it into 34.3? If so some of the spells may have shifted: they get assigned resource names dynamically and they're not guaranteed to be the same between versions (or between installs of the same version, if you change other bits of your mod load). The workaround is to fix it with a savegame editor; future spells she gets when she levels should be fine. (Updating mods mid-game generally runs the risk of this sort of thing, hence the usual advice to start a new game - though I can quite see why that's awkward if you're partway through a long playthrough.)
  2. They ought to be fine. I use Cam's code (the one included in WEIDU) as a base and then just add other functionality. If you don't use that other functionality, the results should be identical. It's always possible I broke something, of course, but I don't think so (I've been using these modified functions for a while, including in SCS and (iirc) Ascension, and problems haven't arisen.
  3. I was talking about how enemies might deal with it (this is how SCS tries to deal with it). I'm not disputing that it's overpowered though! (& SCS mages use blindness.) Oh yes, that does ring a bell. I don't know how well SCS handles that; not terribly, I assume, or I'd have heard about it, but I don't allow for it explicitly.
  4. SCS won't do this if it detects SR, but only because it assumes you've done it already (back in the day this was part of Demi and my discussions of how to align SR and SCS). SCS will get very confused if you use it without this. Incidentally, this is also vanilla-game behavior on the EE as of 2.6.
  5. Except that it's relatively readily reversible. And you do have a few combat options if blinded: run around in confusion, cast self-targeted AoE that you're immune to, summon monsters.
  6. OK, cool. Yes, that's a common situation, and you have the right solution: if you don't want SCS to handle your NPC's AI, you just need to write your own AI for them (which can just be a renamed copy of a vanilla script - all that matters is the name). Provided your script uses your modder prefix, SCS will definitely ignore it. (But make sure you don't leave a WTASIGHT or something lying around in the script list along with your custom script.)
  7. It's not externalized, so you need to look in the code. for mages: the read_in_mage_scripts macro at the bottom of mage/mage.tpa. for priests: the read_in_priest_scripts macro at the bottom of priest/priest.tpa. for general AI: the read_in_combat_scripts macro at the bottom of genai/genai_shared.tph. There are also some special cases contained deeper in the code, but that's most of them.
  8. Not without editing the code. Replacing the script with a new-named copy on the creatures you want protected is the simplest workaround. (Though to some extent, if you want to prevent a generic combat script from being SCS-ified, you might want to ask if you want SCS at all.) The new version of IWD Spells has a larger footprint - partly because of the resources for vanilla-BG2 conversion, partly because it's common code with IWDification and so contains the resources for IWD bard spells even though SCS doesn't implement them.
  9. SCS looks in CRE files for scripts from a certain list (e.g., MAGE8). If it finds one, it deletes it and replaces it with a new SCS script, and also processes the CRE file for weapon proficiencies, spell allocations, etc. (There is some more complex functionality to handle the small number of scripts that have both combat and non-combat contents. So: If you modify MAGE8, your modifications will be lost. If you replace MAGE8 with SALK01, SCS will skip the creature and your script will be unchanged.
  10. It's true that from my selfish point of view it's better to start a new playthrough, yes. But I don't begrudge someone wanting to wait a bit for the release to stabilize.
  11. SCS v34 (or v33, in fact) will also pick up the spell and distribute it in random loot fairly carefully. But I agree that there's no real substitute for hand-crafted allocation.
  12. I don't really know how to answer that. I mean: I don't intentionally release updates with serious bugs, so every time I release something, at the time of release it solves every serious issue I know of. Sometimes I learn of a new serious issue after release and then warn people there's a fix coming, but that's not the case now. On the other hand, empirical evidence says that SCS releases often go through 3-4 releases to get stable, because while I do test things before release, inevitably my own testing is way less reliable than having lots of other people test it for me. So maybe there's a serious bug I've missed? There were on 34.0 (Aec'letec), 34.1 (SR compatibility) and 34.2 (issues with projectiles). Possibly there's one with 34.3 that no-one's noticed yet. My guess is that 34.3 is probably pretty stable, but it's only a guess.
  13. Not really, for two reasons - one technical, one philosophical. The technical reason is that putting a spell into SCS's spell-allocation list is only enough to get a mage to memorize it, not to cast it. Casting the spell requires a block in their script, and those blocks have to be written manually, one spell at a time. They can't be automated, because every spell has different requirements as to who would be a better or worse target and as to where it should be in the casting order. The philosophical reason is that it wouldn't obvious to an end user that some problem with enemy AI is caused by a bad choice by a prior modder, rather than in SCS itself. I want to make sure (as far as I can) that SCS players have a good experience of the mod - I don't want to outsource responsibility of that to other mods.
  14. I'm not sure - it's just that I had a bunch of bug reports that looked complicated to track down, and I made a judgement call that it was more important to get v34 out and address the critical issues that had come up, rather than spend an additional time chasing them down. If you want to reactivate it, just edit stratagems.tp2 in a text editor and remove the DEPRECATED flag on line 696.
  15. Updated to v34.3 - Roberciiik, sorry not to wait till you got back to me about that translation issue, but the IWD projectile bug is nasty enough that I wanted a quick fix.
  16. The bard lines aren't used as of v34 - there is functionality to install bard spells from IWDEE but SCS doesn't implement it. (This is shared code with IWDification, which does implement it, and it might get added to SCS in the next version.) If the alignment descriptions aren't being processed, that's more concerning. The tra file is loaded by a standard SCS function - it shouldn't be failing to get the native-language version. Try installing the arcane IWD spells, and then looking at the description for the 6th level wizard spell Create Water Elemental. Is the name and description in English or in Polish?
  17. Out of interest, how did the vanilla and EE versions come to have different translations?
  18. Put the EE string in as @223, the vanilla string as @224, and (when you have it) the new string in as @225. At the moment, the @224 and @225 will be ignored, but I'll change the code to check them too.
  19. No problem. Just to clarify further: SCS v32 came with 3 sets of NPC spell choices: vanilla, SR, and IWD. The issue is: which set to use if both IWD and SR spells are installed? I'd originally assumed that SR users wouldn't be that keen on the IWD spells, since a lot of the design motivation for SR was a systematic, internally balanced revision of the spells, and just dumping the IWD spells into the mix breaks that, so that in any case the important thing was for NPC mages/priests to properly understand and use the new SR system, so I defaulted to 'SR' choices if both SR and IWD were installed. But feedback from several people suggested this was the wrong call, hence the swap-over here (you can reverse it through an ini choice). I don't use SR myself so I'm fairly happy just to go with what people want here.
  20. I should add that if any fan of SR and the IWD spells wants to do me a set of SR+IWD spell choices, I'd be happy to use them. I'm not sufficiently invested in SR to do it myself. The relevant files are in stratagems/[mage|priest]/spellchoices/[iwd|demivrgvs], in a hopefully-self-explanatory format - it's basically a matter of looking at the SR allocations and the IWD allocations and combining them. (In principle you could also do it for the defensive spell choices in stratagems/[mage|priest]/spellchoices_defensive/[iwd|demivrgvs], although those are quite a lot more complex.)
  21. 'The mod uses'. i.e. the spell-selection list for NPC mages/priests is the IWD list, not the SR list. NPCs will still use SR spells, but their spell selections won't be tailored to SR. (So, for instance, they won't learn Larloch's Minor Drain, because the vanilla version is too weak.) PCs aren't affected.
  22. It's already true in the unmodded game (EE or BG2, though not TUTU) that bears don't go hostile if druids or rangers approach them. They'll go hostile if a non-ranger non-druid approaches them even if there's one in your party, though.
  23. As Easter Eggs go, that might be on the egotistical side! Perfectly good place to post it. That said, I'm not immediately sure what it would involve. The default bear script has them mind their own business unless you get within quite short range, whereupon they attack. I guess I could randomize it so they sometimes ignore you or back away - was that what you had in mind? (I think bears ought to attack at least some of the time if you get close to them.)
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