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DavidW

Gibberlings
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Everything posted by DavidW

  1. Version Beta 6 of IWDification is now released. This is a very minimal update - it just corrects a nasty logic bug on Enhanced Edition installs that (unless you installed components one at a time) messed up the animations, prevented Giant Insect from installing, and broke SCS compatibility. EDIT: And it adds an updated French translation! This mod is basically CamDawg's baby, not mine (I wrote a lot of the code it's based on for IWD-in-BG2, but he turned that code into something self-contained). So I haven't tried to do a more systematic trawl for bugs.
  2. I feel bad about the Smart_I_C_T function - I should have made clearer that it was beta at best, and that although I'd tested it fairly carefully I couldn't guarantee it was working fully. I still think the idea is good - I'll do a debug pass when I have a chance.
  3. I know of lots of people who have beaten it, so there are viable strategies. The readme gives my own: refuse to play Durlag's game, and slug Potions of Absorption to avoid the effects of the chessboard.
  4. Dark Horizons has installed a broken item, 'cmstq04.itm'.
  5. Yeah, I can do Entropy Shield my side, once I know how SR wants to resolve this. Though SR still might want to check for it and patch it if present, since IWDification might have been installed earlier. I hadn’t considered Icelance.
  6. If you or anyone else still gets these bugs on 32.8 and the latest version of EEEX, let me know.
  7. I can reproduce this. Belated thanks; will fix.
  8. Physical Mirror reflects the ARROWFLM projectile, which is used by vanilla Flame Arrow and also by some, but not all, of SR Flame Arrow's secondary spells. So I think (I admit I haven't tested it in-game) that Flame Arrow will be rather inconsistently reflected by Physical Mirror, which I assume is unintentional. (The same will be true for Entropy Shield if IWD spells are present, though arguably that's not your problem.)
  9. It is fairly likely that I will release a new SCS (little or no new content, but lots of bugfixes) in the next 1-2 weeks. No promises, though.
  10. I'll have a look. It's fairly unlikely you can hotfix this: workaround is not to use the spell, sorry.
  11. For my records as much as anything since the original comment is six months ago, but: This isn't a bug - as in, he was never supposed to be protected. But after some consideration, I'll probably add protection on the next SCS release. I was about to decide not to - it's no fun if your cool anti-undead weapon never works on powerful undead - but checking the AD&D Monster Manual, the Mace of Disruption explicitly doesn't one-shot a demilich. That swung it for me. (In SCS, AD&D source material doesn't get treated as infallible, but it does get treated as important.)
  12. There are so many scripts (mostly) because I don't want to waste space and processing time including every HLA and class ability in the AI script. So (e.g.) kensai have their own script, and only that script uses Kai. If you look in genai/ssl/hla.ssl, that's where all the HLAs and kit abilities are kept. The various 'requireblock' bits make sure only certain bits of it get compiled for each script. As for thieves: all thief multiclasses use the same script. (Under the constraints of the Infinity Engine AI, there's not much tactical difference between how thieves and fighter/thieves ought to fight.) (Greater) Evasion is listed in the HLAs (look in 'thief') but using it isn't implemented as of 32.8: that will change in the next release.
  13. I can't reproduce this (on EE, SCS 32.8). If anyone else gets it, can you give me some details? (Your WEIDU.log and which version of the game you're using should suffice.)
  14. I can't reproduce this. Give me a specific scenario that reproduces it if you want me to investigate.
  15. This will not generically work, I'm afraid. The name and description don't live in these files. The files just contain numbers which reference lines in the master text-string file (dialog.tlk), and those lines aren't included in the files. This works on Avanade's computer because s/he has already installed SCS, and WEIDU mods leave new lines in dialog.tlk even after uninstall. But it won't work on someone else's computer, and it won't work on Avanade's computer if s/he reinstalls BG2.
  16. I don't think I did state that. I stated compatibility with SR, not SRR. I agree, this is clearly an AI issue. It's complicated by the fact that Planetars have SR-dependent AI. Will check.
  17. IWD-in-BG2 is defunct as a project (as noted on the pinned threads) - it was absorbed into Icewind Dale: Enhanced Edition. I should probably have closed this thread; apologies. I'll do it now.
  18. I will have a look. A warning, though: I don't officially support SRR and IRR, only SR and IR.
  19. OK, this is a little weird. My test case was: 1) Imoen casts True Seeing 2) Someone casts Power Word Blind on Imoen - she's unaffected. Can you give me an exact scenario like that to reproduce the problem you're seeing? (I should say that I haven't checked yet if it can *dispel* blindness, rather than *protect* from it. But your report says neither is working.)
  20. 1. Corrected, thanks 2. No: fine bows, like magic bows, don't affect damage. 3. THAC0 is correct, I think (+2, vs +1 for the basic bow). Damage should be +2 and not +1; corrected, thanks. Bears: that's not SCS (so far as I can tell), I don't mess with their script beyond a quick apply-speed-spell block.
  21. No, because I check bugs at the same time as fixing them. If I haven't got around to looking yet, I can't confirm it.
  22. I've just had a look at this. In IWD, Call Lightning also has a much shorter duration (1 round per level), so this isn't an inconsistency introduced by a mismatch between IWD and BG2 spells. It also doesn't lead to any egregious problem in spell use, of the kind that SCS's spell tweaks address. So I think it falls outside the scope of SCS. I agree that it's a bit odd: if I were designing the spell system from scratch I wouldn't do it this way. But if I started adjusting every oddity like this, I'd be writing a different mod.
  23. @neuroghast 1) Most of the problems in the NPC Customisation component can be worked around by keeping Party AI turned on while levelling. Valygar's immortality can't be, though. Do this at console instead: C:Eval('Kill("valygar")') 2) I can't reproduce the monk problem, and while I'm using my latest local version (which has the main NPC Customisation bugs fixed) I can't think of anything that would have helped here. So I think it's probably a compatibility problem with Monastic Orders. I don't know that mod; if I have a chance I'll have a look, but it might be a while.
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