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DavidW

Gibberlings
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Everything posted by DavidW

  1. SCS gives 0-level characters 10 hit points, and then removes them when they level up. I think it works (I've been doing it that way since the first version of SCS 1, I think) but I can't claim to have tried it for every combination.
  2. Yes, that should be straightforward enough.
  3. Nothing really. Its name has a hyphen in it, which vanilla items don’t, and SCS’s internal parser was interpreting it as an equation ‘t minus bone1’ and getting confused. I’ve fixed it at my end.
  4. Ok, obviously something weird there. Will check - thanks for the detailed investigation.
  5. I think it's intentional that mages use Imprisonment on CHARNAME if you've got SR installed.
  6. Blame your companions. No matter how comfortable the bed, if you stay up till the middle of the night chatting with them you're not going to get a good night's rest.
  7. I don't actually know what the limit is. But presumably it's at least 255, and most mods I know add at most a handful. (Especially because sectype tricks are mostly redundant in EE- it only comes up for the classic engine). I hadn't seen blips, but maybe it's more stable on EE, which is mostly what I test on these days. Setting a duration of 7 seconds and removing the previous effect via sectype magic does sound like the right way to deal with them.
  8. Regarding auras: I have had fairly good success with bypassing the game's apply-at-frequency effects and just getting a spell to cast itself again, with a 1-second delay. Of course, you then need to get rid of it manually if it's a finite duration, equipped item, etc., so it's not a panacea. (IIRC it was how IWD-in-BG2 applied salamander auras, though I think IWDEE ended up doing it differently.)
  9. SCS sets the NPCs' levels to zero and wipes all their proficiencies. Then they just level up normally - the first level gives them their level-one proficiencies as per the standard character-generation screen. (It isn't quite perfect - thief skills need manual adjustment.)
  10. Some of this may reflect my lack of familiarity with SR. But some of it is the randomness inherent in spell choices. Gethras, for instance, is 14th level. Here's what he ought to get for defenses: Combat protections: Mantle, Stoneskin, Mirror Image x2 Spell protections: Minor Globe, 2/3 chance of Spell Deflection or Spell Turning, Shadow Door Triggers: 50% chance of a defensive Minor Sequencer (MI + blur or similar), 2/3 chance of a defensive Spell Sequencer (many possibilities) Contingency: Stoneskin, or Minor Globe, or Improved Invisibility, or Minor Spell Deflection If that random list breaks all one way, it could end up having relatively little antimagic protection. It is in general a balancing act to work out how much and what defensive magic wizards should have: too little and they're killed easily, too much and they sit around endlessly defending themselves without doing any real damage. As for area effect spells: Bartimaeus is right that the problem is mostly self-immolation. SCS is a bit more gung-ho about this in v32 and later, but still quite cautious - for me, nothing violates believability more than a wizard using area effect to kill their own forces and themselves (something that happens quite a lot in the vanilla-game AI). I'm surprised you're seeing quite so little of it, though - solo invokers, in particular, ought to be using minor globe and then fireball/lightning bolt quite a bit.
  11. The simplest way around is to use an intermediate variable (perhaps that's what you mean by 'variable inside that loop'). Put OUTER_SPRINT this_npc $npc_list("%npc%") and then use this_npc inside your inlined script. It is possible to do it more directly, though. $npc_list("foo") can also be referred to as %npc_list_foo%. So you can put %npc_list_%npc%% into your inlined file. But it has to be done with care. You need two EVALUATE_BUFFERS (or one if you've got AUTO_EVAL_STRINGS, probably). If "npc" is "foo", the first EVALUATE_BUFFER replaces %npc_list_%npc%% with %npc_list_foo% and the second replaces it with its value. Most of the time it's easier to use an intermediate variable though.
  12. At the start of Shar-Teel’s dialog, cast a spell that sets Grey’s gender to ‘Other’. At the end of it, cast another spell that resets it to ‘male’.
  13. If you have innates that let you select a weapon proficiency, I think you must have another mod installed that's trying to do something similar to SCS's NPC customisation and management component (I'm not sure which). That will almost certainly lead to compatibility problems.
  14. It’s not intended; I’ll check it out. Do you know how to cheat them in?
  15. The override is where you have to put any compulsory content for an NPC, as it's the only slot that ignores the AI button. I agree that this particular content looks weird.
  16. If the enemy is 5+ levels higher than you, it’s pretty much automatic.
  17. I’d also add that if you’re thinking only in terms of making yourself immune to RM in the first place, you’re restricting yourself unnecessarily. If your buffs are brought down, put them up again (at least the most significant ones). Enemies do, after all.
  18. Incidentally, for third parties: note that (i) Jarno makes rude and insulting claims on the basis of false information (ii) it is pointed out to him that his claims are based on false information (iii) there is no apology and no acknowledgement of error This is why I advise people not to pay attention to him.
  19. Enemy() is an action - it sets your Allegiance to ENEMY.
  20. Correct. The “working code” is now live, in v33.3.
  21. Note that SCS has tra files in several places. Most of them are in stratagems/lang, but there is also one in stratagems/sfo2e/lua/lang, one in stratagems/iwdspells/lang, and several in stratagems/lang_som. (The reason for scattering them around is that SCS shares code, including translations, with other mods, and it makes it easier to keep those various mods in sync.) The tra files in iwdspells/copyover/tra and bg2spells/copyover_bg2/tra do not need to be translated. They are autogenerated from the base game (and correcting problems with the translations in the base game is out of scope for SCS). [old post left for archival reasons] I've been doing an audit of the translations of SCS, something I haven't generally paid much attention to. They fall into three groups: 1) Current translations: French, Russian, Italian. All of these have been updated since v32 came out (in two cases, since v33 came out). They're complete or nearly so. 2) Recent translations: Polish, German. Each of these was last updated when v31 (the maintenance release Cam organised) came out. They cover most of SCS's content but have some significant gaps (notably, the difficulty system). 3) Out-of-date translations: Korean, Chinese, Spanish. These haven't been updated in (at least) several years, and so they're very incomplete and out of date. For (1) and (2), I've marked the most recent version that was translated in the setup text, so that players who use the Polish or German translations know they're a bit out of date. I've deprecated the translations in (3) - they're so partial that I think it's misleading to players to advertise them. (The files are still there, though, and anyone who wants to use them just needs to uncomment the relevant lines in setup-stratagems.tp2.) Anyone who wants to update any of the old translations is more than welcome.
  22. I've updated to v33.3, to fix the mxsplbrd edge-case bug, the incompatibility with DSotSC, and the incompatibility with whatever mod introduces T-BONE01. EDIT: I should note that these aren't all the bugs I'm aware of; in particular, a bunch of compatibility issues with IWDification still need attention. These bugs were (a) readily fixable and (b) critical, in that they'd lead to install-time errors or crashes in some circumstances.
  23. That’s interesting. Will consider - thanks! EDIT: the problem, of course, is that I am still trying to support non-EE games. Though I suppose it's not the end of the world just to remove the animation on non-EE. I assume that larger sphere is created manually - there's no autoscale option I'm missing?
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