DavidW
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Posts posted by DavidW
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Thanks, I like both - will consider.
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@Wisp: you might want to update to the version of DS in SCSv33. It's somewhat newer than the Ardanis one that QP, is using, and I think there was a problem like the one described here that I fixed in the update.
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Version 33.2 is now out; see the original post for details. Main features: a fix for the serious problems with French translations and the IWD spells component, and some tweaks to the NPC Customisation and Management component to fix a stutter bug and allow for mods which allow nonhumans to dual-class and/or humans to multiclass. If you're playing in English, probably it's not worth doing a reinstall just for this one.
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You're welcome!
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Does it matter that there's no CutSceneID() line in the cutscene? (I'm not 100% sure what the parameters are on cutscene scripts.)
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1 hour ago, Nathan82 said:
3 SCS components installed with warnings last time so i'll probably install it one component at a time and ask if i get any warning this time apart from the Breach issue. Should i ask in this thread or start a new one in the SCS forum?
I don't mind.
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4 hours ago, subtledoctor said:
An alternative solution might be to simply patch all stores to replace arrows with those infinite quiver things introduced by TOB. Just change the description and call it "Quiver."
Or maybe not mess with .STO files; instead just overwrite the nonmagical arrow/bolt/bullet .ITM with that quiver, and then patch every .CRE to reduce the number equipped from >1 to 1.
I might be able to code that up.
Without prejudice to whether this is a good idea conceptually, you'd also want to iterate through all the areas in the game and remove any ammunition in containers, and also mark ammo carried by non-joinable creatures as undroppable.- otherwise the game is cluttered by lots of undroppable quivers.
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On 7/1/2020 at 2:32 AM, Guest guest said:
Hello,
can you add an option in the .ini to remove the magical damage of the slayer killing the player after a certain amount of rounds have passed?I don't think so.
(a) I don't want to add features to Ascension that are quite so clearly against developer intent, and it's an absolutely core part of the Slayer concept that you eventually get overwhelmed.
(b) It's not trivial to do: the slayer forms mostly have a cumulative chance of losing control, which eventually will hit 100%. Without the kill effect, you can end up in a broken state where the player is permanently uncontrollable. One could code around that, but now we're talking about a new mod really, not an ini tweak to an existing one.
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On 7/1/2020 at 2:18 AM, Endarire said:
@DavidW
Should we still avoid Wheels of Prophecy in this modern age?Alas, probably yes. I am partway through a recoding, but no ETA (and I have other projects in parallel).
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I am reasonably sure that the mangled text in the spell description has been touched by SCS. So if it's still there when SCS is uninstalled, something went wrong in your install process and WEIDU didn't exit cleanly.
When that happens, you need to reinstall the game (or wipe it clean by replacing clean copies of chitin.key, dialog.tlk, and override, if you've got them). Just uninstalling the WEIDU mods won't do it
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Interesting. Thanks, will mull.
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It's just a matter of how Near Infinity displays resources. (There's not actually any such thing as an 'itm' folder in the game, it's just a virtual folder Near Infinity creates.) If you check the actual override folder, you'll see the items have been copied over.
If you go to Options -> Show Override Files, you'll see a bunch of different options for display. My guess is that you have 'split between ?-?-? and override' selected. That means that existing files get shown in ITM/CRE/etc virtual folders and only new files get shown in Override. If you want the Override folder in NI to match the real override folder, select 'in override folder'. (My own preference is for the opposite: show everything in ITM/CRE/etc folders.) But in any case, it's just a Near Infinity issue: the actual game doesn't care.
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10 minutes ago, subtledoctor said:
Regardless, I think it’s fine for this to be more cinematic/story-focused than challenging.
That's more or less where I've come down too. It's not as if SCS-enhanced BG1 is short on combat.
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@Bubb: that's ingenious but there's a bit I don't follow. The original 326 presumably needs to be keyed to some parameter of the caster, e.g. a spellstate set by the item that increases the save difficulty. But can that be done if the save effect needs to be targetted on the spell target, not the caster?
(I had similar issues with some summoning spells in SCS that I wanted to have different effects keyed to a 326-type check, and ended up making them target=self to get around the issue.)
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If you uninstall SCS, WEIDU will uninstall all the mods you installed after it - but then it will reinstall them after SCS is uninstalled. So it's better to uninstall all the ones after it first.
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Reproduced; fixed locally. Entirely an SCS problem - there's nothing wrong with the files you supplied.
In case anyone's interested in the cause:
- SCS follows a slightly nonstandard protocol in UTF-8 conversions: instead of running HANDLE_CHARSETS on them (to do UTF-8 conversion) in the mod's own language folder, they get copied to an external directory and HANDLE_CHARSETS is run on them there. SCS then uses a variable ('scs_tra_loc') to know where to look for the UTF-8 files. (The reason is to make the SCS mod folder immutable when the mod is installed, which I have as a design goal for various reasons.)
- Most of SCS gets its translations through a standard interface, but for various reasons I don't do that with the IWD spells - they have their own code. And I neglected to update that code when I updated to the new way of doing UTF-8 conversions.
- So SCS is reading the original language file to get the iwdspells tra entries. And of course the file there is still unconverted. Meanwhile the converted version is just fine, but is sitting unused in an external directory.
Of course I never noticed in testing, because I test exclusively in English and UTF-8 conversion isn't an issue there.
Anyway, I'll try to upload an updated version in the next day or so. (In the meantime, if anyone wants to fix the problem themselves, just copy dw_iwdspells_arcane.tra and dw_iwdspells_divine.tra from weidu_external/lang/stratagems/[your language] into stratagems/lang/[your language], and then reinstall the first two components of SCS.
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Thanks. I'll check it out.
It's almost certainly harmless, but where possible I prefer to mark my ALTER_EFFECTS explicitly to avoid that warning, rather than suppressing it via the 'silent' argument - it's useful data.
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I don't think I knew it was dispellable. It's an innate power, isn't it, and from the vanilla game? That sounds like a bug - but maybe I'm missing something.
(That said, it's a hard enough fight as it is, I'm not in much of a hurry to make it harder!)
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Also @Nathan82: I can't immediately see what could be causing that problem with Breach's description. If you want me to debug it I need you to:
- uninstall SCS
- find the description of Breach just before you do so, and post it
- reinstall SCS and see if the problem is still there
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@Nathan82: could you find the "stats.ids" file in your override directory and post it or its contents? (This is with reference to the earlier crash bug.)
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Those 'possible missing evaluate buffer' WARNINGs are (I think) happening because some mod in your install stack has the MODDER flag left on in its tp2. Those aren't warnings that are supposed to show up in live use of a released mod, but I think if a MODDER flag is set in one mod's tp2 it can propagate to the installation of other mods too.
As to whether they're something to worry about: Probably not. My experience of that particular MODDER setting is that it generates lots of false positives, and most importantly, doesn't really know about the AUTO_EVAL_STRINGS setting. If you've got mods that use AUTO_EVAL_STRINGS, particularly if they also use lots of functions (e.g., SCS) then there'll be huge numbers of false positives, and you shouldn't worry about them.
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@polytope: yes, clearly something wrong there, thanks.
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22 hours ago, CamDawg said:
Charm does as well.
I'm less concerned by that. Charm actually ought to end your adventure, whereas as Ludwig says, Maze on a solo character is just a time-out. (Also, Charm gives a saving throw.)
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1 hour ago, Bartimaeus said:
Almost certainly an SCS issue, though as to how that specific outcome came to be is likely more than strictly its fault.
Yes, SCS's 'give antimagic spells accurate descriptions' code is clearly going mad for some reason. I'll see if I can work out why. It must be some compatibility issue - it's patched fine on my version. (I do install checks on BGT when I do a major new release, though I don't do much in-game testing of non-EE installs any more.)
Ascension - report bugs here
in Ascension
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Almost certainly. Virus checkers often get upset with the WEIDU executable used for BG mods.