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DavidW

Gibberlings
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Everything posted by DavidW

  1. I've just tested it quickly and on my install it's turned the traps off normally. So I'm not sure what's going on there. Possibly it didn't install properly? Check the 'weidu.log' file in your game folder and check that 'no locks or traps' is listed.
  2. Thanks for this. Looking through it: Summoned AI: noted, thanks. This is a bit of a mess, to be honest, and needs some systematic attention at some point. (EE changed the script assignments to summons in a big way and my fixes are pretty ad hoc.) Class assignments: of those four you list, one (arngrl01) is a thief on my SCS install (and my unmodded BG2EE install). The others are all fighters in unmodded BG2EE, and I don't really see any reason to change them - yes, they're members of the Shadow Thieves, but that's an organization, not a class description - I don't see any reason that a thieves' guild couldn't employ non-thieves in some enforcer roles. Mage/thieves: intended behavior in SCS is that if a mage/thief has one of the standard mage scripts, their thief AI is removed and replaced with a bespoke mage/thief script generated by Smarter Mages. You can see this for, e.g., Maevar or REPTHF1.cre. The behavior you're describing would occur if a mage/thief was using a mage script that I hadn't identified for swapping. Actually I can see one example of this: ISHADMT1, who you meet in Irenicus's dungeon, has WTASIGHT and also a spellcasting script, SHADMT01, which is missed by SCS due to a typo (it has 'SHADMT1' instead). Will fix. Druids: they're working fine on my install. HLAs: it's supposed to be sequential. Pick a row at random, then assign sequentially from the row.
  3. If you like, I can check for your component and leave the traps in place if it’s installed!
  4. Well, the trigger blocks in library.slb are fairly self-explanatory - SpellProtectionTargetSpellThrust checks if the creature is a good target for Spell Thrust, etc. SpellProtectionTarget is shared by Ruby Ray, Warding Whip and Spellstrike, and so I think I use Warding Whip even against 9th-level protections if there's nothing better, but that's a bug. The MinorGlobe bit is deliberate, though, IIRC - Spell Thrust can't remove a full Globe of Invulnerability, and there's no convenient way to distinguish them - and it didn't seem worth using up a splstate just to label them. (But I could just be misremembering, or could have made a mistake coding this.)
  5. As a quick note, Turning isn't quite useless in SCS. SCS mages will try to burn through Spell Deflection by casting lower-level spells at it (if they haven't got any better options), but they won't try that against Spell Turning. (This is new as of v32 and I haven't had much reported as to how it's working out in practice.)
  6. IIRC they're used for PC targeting. Look at stratagems/ssl/library.slb.
  7. You most likely had the game open while installing.
  8. Also have a look and see if there's a copy of msectype.2da just loose in your game file. Looking at your log, these are the crucial lines: [stratagems/spell/modify_breach.tpa] loaded, 2666 bytes Copied [stratagems/spell/modify_breach.tpa] to [weidu_external/workspace/modify_breach.tpa] [weidu_external/lang/stratagems/english/spell.tra] has 94 translation strings [weidu_external/lang/stratagems/ENGLISH/spell.tra] has 94 translation strings [MSECTYPE.2DA] loaded, 717 bytes [./override/MSECTYPE.2DA] loaded, 480 bytes Stopping installation because of error. So: the modify_breach function loads correctly (those are the first four lines). The first thing that function does is call ADD_SECTYPE. Then it loads 2 sectypes - one is from the override, but the other is (I think, from a little testing) just in the main game directory. And they're different (different lengths). On my successful install's debug, it just (twice) loads the override copy.
  9. Wait, so it installs fine with 32.7, but not 33? That's very weird. I'll think further.
  10. I think this will probably cause trouble, because SCS's various spell tweaks are sensitive to whether SR is installed, and if you fool it into thinking SR isn't there when it is, some files will get corrupted. If you want to try this, a better way (at your own risk!) would be to edit lib/always.tph. Firstly, find the block starting at line 140, that sets the variables base_folder_spells_mage and base_folder_spells_priest. Edit the logic so that it sets them to 'iwd' even if demivrgvs=1. (That controls which lists mage and priest spells are selected from. Secondly, find this line, at line 400: OUTER_SPRINT ~sslvariables~ ~%sslvariables%~^~&~^~Demivrgvs=True~ Comment it out. Then SCS's AI scripts won't know about SR.
  11. So I did - sorry about that. I've amended 33.1 to include them.
  12. Perfectly possible, in principle. You'd need to find someone who knew the game pretty well and was very keen on the idea (not me, I'm afraid, the idea is cute but a little whimsical for my tastes), or else learn a great deal yourself, and you'd also need an area artist. As a rule, ideas for mods greatly outnumber people willing to code those mods, so probably you'd need to learn yourself... and it would be a really large amount of work.
  13. I've updated to 33.1. The main change is a shiny updated French translation, thanks to Jazira and Gwendolyne. This release also fixes a problem with spell hotkeys for high-level mage spells, reverts the mistaken mapping of hotkey 'D' to 'Q", and blocks a rare circumstance where liches would use Summon Planetar on too-easy a difficulty setting. Unless you play in French, it's probably not worth reinstalling in mid game for this one.
  14. @JabberwockI can reproduce the Planetar problem; it's fixed locally. Thanks for spotting it.
  15. @AngelIt looks as if some previous mod in your install order has done something odd to msectype.2da, and WEIDU's ADD_SECTYPE function is choking on it. You have too many mods for me to guess which; could you post msectype.2da, and also do a change-log on it?
  16. Thoughtful and helpful, thanks. I'll consider (and see if I can reproduce that Planetar).
  17. Be warned: given how that bug works, you’ll need to go back to a save before you entered Torgal’s level of the keep.
  18. I am reasonably confident that v33 will fix a bunch of v32 bugs without breaking anything in your current game. But I admit I can't be sure. It's a matter of relative risk preferences.
  19. Your save game is probably fine (no promises!). Uninstall/reinstall sounds safest.
  20. Just to note: this only applies globally. That is: once you've installed *all* of your mods, you can remove the folders. You can't safely remove the folders of the mods you've installed and then install other mods: for compatibility reasons, some mods look at each others' folders.
  21. In fairness, it's easy to see why people get this impression unless they're deeply familiar with SR. The version on G3's main webpage is still v3; the de facto current version is still called a beta.
  22. FWIW, the reason you do is (i) there was an unused 'yellow dragon scales' item in the vanilla game, so it seemed natural to make use of it; (ii) I didn't like the idea that you only got a reward if you didn't spare the dragon. More generally, thanks for the kind words! (And I'd forgotten that Nizi doesn't drop scales.)
  23. A lot of this is personal taste and judgement, of course :my reading of chromatic dragons lets pride, and an unwillingness to believe that they are more powerful than any mere primate, figure in much more strongly as motivation; I also don't have a problem with red dragons deciding to sit back and let 'lesser' dragons do their work for them. And SCS's readme is explicit that the Abazigal component makes more changes than other components. There are a couple of factual issues, though: 1) There is in-game mention of the dragons. Throne of Bhaal is pretty thin on background generally, but if you ask the bartender in Amkethran about Abazigal, you're told If you talk to one of the townswomen, you can get this comment: And if you buy drinks at the tavern you can get this rumor (this is less conclusive, to be sure): Those vanilla-game references to an "army of dragons" (which the actual enclave doesn't really provide) were the starting point for that component - I didn't invent the idea. 2) Not all dragons in the vanilla game drop scales - fewer than half of them do. Firkraag, Irenicus's dragon, the shadow dragon, and Abazigal all do. But Fll'yessitat doesn't; Saladrex doesn't; the green dragon in Watcher's Keep doesn't; Draconis doesn't; as you say, Adalon doesn't. (And the Hell dragon doesn't, but arguably that's more a figment or demonic presence, so perhaps it doesn't count.)
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