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Nathan82

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Everything posted by Nathan82

  1. How are you installing it? SCS has loads of components. Just install the AI improvement ones and nothing else if thats what you want. The readme is divided into categories, one of which is AI enhancements. You have to install Initialise AI components and then just install the bits you want here's a link to that bit of the readme; https://gibberlings3.github.io/Documentation/readmes/readme-stratagems.html#aitweaks
  2. Hello. I did a minimal BGT install to test this and check a couple other things. Getting the same problem. Tested as follows Created a character, gave them 500000 exp and a few bags of holding from the start of ToB to make sure I had enough stuff. MoveToArea ("ARD009"), killed the air aspect, Kaldran, phoenix guard and saved before entering ARD010 First tried killing fission slime with PC using hammer +2 and and Imoen using arrows +2 - it died once, didnt split, no progression to chess board, variable DMWWFissionBurn does not exist. Reloaded and tried with PC using Flame Tongue (SW1H24) and Imoen using arrows of fire - fission slime died and game progressed to chess board. So it looks like you can potentially get stuck here if you don't use fire to kill it. WeiDu log; Let me know if there are any other tests needed. Thanks
  3. Hello. I'm still playing on an install with SCS 34.3 so not sure if this is fixed in new version, but I didnt see it in the change log for 35.# and it might also just be a problem my install but thought I'd mention it. Durlag's tower, dungeon level 3, I killed all the elemental critters and then didnt get transported to the chess board. I'm pretty sure the fission slime got killed without using fire, dont remember it splitting either. I was trying to leave it to last to make sure i used fire to kill it but there were a lot of other slimes and it must just of gotten killed along with everything else. Googled it and found this froma while ago - https://forums.beamdog.com/discussion/231/bugfix-durlags-tower-level-3-no-teleportation-to-chess-room This fixed the problem - CLUAConsole:SetGlobal("DMWWFissionBurn","GLOBAL",1) I did a GetGlobal first and the response was it didnt exist. Is this still a bug in SCS or just my install? Anyone else had this problem? Thanks
  4. @BlackStrapMolasses You could try the following (I'm sure someone will say if its a dumb idea). Run changelog on aec'letec's .cre file, then copy the aec'letec.00000#.cre file (that is at the start of the line with the scs changes) into your override folder and rename it to aec'letec.cre or whatever it is actually called. That should then put the version before the scs changes into your game. Hopefully that makes sense and should work
  5. Yeah, i bought several scrolls and tried them but it didnt work. I can try again. Just did another test, copied BOLT05A.00001.ITM into override folder and renamed it to BOLT5A.ITM Dispel, cast either as a spell, innate ability or from a scroll, then works as expected. The temple version is still unavailable. Let me know if you want me to try anything else, thanks
  6. I think I might have found the problem. BOLT05A.ITM has the EE/Ex:Undispellable flag enabled. This is being applied by ~SPELL_REV\SETUP-SPELL_REV.TP2~ 0 30 // Dispel Magic Fixv4 (Revised v1.3.910) @subtledoctor not sure if this is still relevant as my install is from last year. Thought I'd mention it though. How to I change the flag and will that fix it? Mods affecting BOLT05A.ITM: 00000: /* created or unbiffed */ ~ITEM_REV\ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 (Revised V1.3.864) 00001: ~SPELL_REV\SETUP-SPELL_REV.TP2~ 0 30 // Dispel Magic Fixv4 (Revised v1.3.910) 00002: ~ATWEAKS\SETUP-ATWEAKS.TP2~ 0 160 // PnP Undeadv4.53 00003: ~SETUP-LOLFIXER.TP2~ 0 11 // Item Stuff - Duplicate Item Effect Remover19022016 00004: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.6 I've attached the exported item and the changelog versions if thats any help. I tested the wand of polymorphing and that worked as expected, Ajantis turned into a squirrel, several dispel scrolls later he got turned back to normal. Whilst he was a squirrel he had lower stats as expected. Not sure why Grey seems to only be affected by the animation change whilst in the 7th party slot. BOLT05A files.zip
  7. Right? My lurchers hate squirrels, they'd be turning themselves inside out if they got turned into one. I'm pretty sure it was Legion (NTLegian possibly) from NToTSC that shot him, part of the book of unknowing quest, he attacks you with brother Hasdar outside Blade and Stars, he only has 2 of those bolts. I'll check in a bit to confirm but might be a while, working today. I did think it was odd that nothing seemed to have happened with him being a squirrel, when i added him back in as a full parrty member i could see his stats had been lowered and items he had equipped became unusable if removed but were not removed automatically. Strange but amusing watching a barking squirrel follow everyone around
  8. Thanks, I'll make sure i include that in my next install. Thanks, i'll have check through and see which need changing ready for next install. I have a new issue/minor problem and it's kind of funny. Grey got hit by a bolt of polymorphing and is now a squirrel. BOLT05.ITM (Bolt of Polymorphing +2) He is in the 7th party slot, looking in NI under non-player characters and he has BOLT5A in the Magically created weapon slot which is doing the animation change etc. Dispel magic cast from scroll or cast by Jaheira (lvl 11 druid, yes she, and the rest of the party, are over levelled) or Yeslick's innate ability aren't undoing the effect. I've tried adding him back into the main party and casting spells again and still no change. Going to a temple doesnt help either, the Dispel Magic option is shaded out as unavailable. Anyone got any suggestions? Thanks BOLT05.ITM
  9. @Angel thanks for explaining. So, just to clarify, any creature that is single classed only needs a level value in the first byte (0x0234 from looking at IESDP)? Does it matter if the other 2 bytes have a value other than 0 or 1 and does it being 0 or 1 make any difference? I ask because i've seen a number of creatures with values in all 3, eg 9/3/1, i'm assuming if single class then the 2nd and 3rd bytes are effectibvley masked/ignored? @DavidW I've had another look at the druids missing weapon profs and its only the ones mentioned in \stratagems-34.3\stratagems\tactical_bg1\cloakwood_druid.tpa Affected .CREs are TAKIYAH, IZEFIA, AMARANDE, CORSONE and OSMADI As an example, Smarter general AI is giving Osmadi 1 * in a spear and 1 * in 2handed weapon style but the Improved Cloakwood Druids34.3 component is removing the spear proficiency but leaving 2Handed weapon style
  10. Thanks for confirming, i'll give that a go on my next install
  11. @skellytz hello, got a hopefully quick question. As BGT no longer has the seperate BGTmusic component, which now prevents 1PP High quality music for BGT from installing, would simply commenting out the check for BGTmusic in 1pp_hq_music_BGT.tp2 fix the problem? This line - REQUIRE_PREDICATE MOD_IS_INSTALLED "setup-bgtmusic.tp2" Is BGT doing anything different than before or has it just incorporated what BGTmusic did into the main component? thanks
  12. @Bartimaeus thanks for confirming, just looked odd seeing 2 lots of requirements @jmerry I havent had any actual problems due to those warnings that I'm aware of, so far. Just seemed somewhat excessive so thought I'd ask @DavidW I've found a few weird proficiency point allocations. Nothing game breaking, just a bit weird. NTKROTAN has 1 * in 2 handed sword 1 * in sword and shield style level 0/1/1 class 0gre - 125 animation ogre_mage - 0x2200 He has a 2 handed sword equipped, not sure why only getting 1 pip in 2 handed sword, and why the pip in sword and shield? I checked ogre.cre and that gets mace and single weapon prof ogre berserker gets 2 handed sword and 2 handed weapon profs. Is the level relevant being 0 relevant? Initially NTKROTAN is 0/30/1? Should it be 30/1/1? MIH_IP\SETUP-MIH_IP.TP2~ 0 0 // Made in Heaven: Item Packv7 is changing it to 0/1/1 @Angel any idea why that would be happening? BRAN.CRE - has 1 * in single weapon style but has 2 handed weapon corsone gets spear and 2 handed weapon style proficiencies from ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 6000 // Smarter general AI34.3 but ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 7090 // Improved Cloakwood Druids34.3 is removing the spear prof, leaving him with just 1 * in 2 handed weapon style Unrelatedly, would it be possible to add a compatibility check to ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 7000 // Improved doppelgangers34.3 to miss out the top floor of the merchant league (AR7229) if Jarl's adventure pack is also present. I think it might, possibly, be causing an issue where your spicier dopplegangers script gets added above the script from adventure pack, preventing it from working. I might be completely wrong, happy to be corrected. Thanks ntkrotan.7z corsone.7z bran.7z
  13. More issues and questions. Coran is now an odd shade of brown. Both paperdoll and avatar are affected. I think its the result ofa spell but no idea which, or exactly when it happened. Pretty sure I've had this happen before on other installs too. It's hardly game breaking, just a bit odd. Wand of Heavens (WAND11) has double stat requirements. Again, hardly game breaking. Im pretty sure it's the Thieves Can Use WandsV4 component of IRR. @Bartimaeus I'm using a version of IRR from Decemeber last year so this might be fixed already but I've attached the changelog files. The wand works fine, Yeslick is too dumb to use it either way. Exiting the 5th floor of the Iron Throne building (AR7615) to get to the roof seem to have gone wonky. The exit takes you to AR7621 but instead of being on the roof the party appear in a wall. The wall that runs across the middle of Baldur's Gate Docks area. The info boxes about the dodgy railings are there and you can return to inside the building, just looks odd. I think, from looking at the changelog that it might be BGGOEET but I'm not sure. Again, I'm using an older version so it might already be fixed, @Weigo any ideas? I've attached changelog and in game files for both areas. There are quite a few entries shwoing in the journal for quests I've already completed No idea where to look to try and clear those. Running dialogue checker in NI showed 25958 warnings, mostly 'script name not found' or 'resource not found'. Is 25958 warnings a lot? Seems a lot. The beholder head fireplace ornament added to the Elfsong has a pale blue, translucent square around it. The doorway added to AR8101? (Krammoch Arkstaff's house) has the same issue. Both added by Jarl''s adventure pack. Not causing any problems, just looks a bit strange. So nothing game breaking, just odd things. Any help or suggestions appreciated as usual. Thanks iron throne roof.7z wand of heavens.7z
  14. Another crash to desktop, unrelated to the one I posted about here . In Elfsong Tavern (AR7705), I left the game unpaused for a few minutes and then it crashed to desktop. Get the following eror in tobex.log -----TobEx: Throne of Bhaal Extender build 0.29.0.0 (Fri 27 Oct 2023 16:59:02) [Fri 27 Oct 2023 17:04:56] ASSERTION FAILED! Return Address: 0x9997ED File: ChDimm.cpp Line: 7641 Expression: pBiffHeader->dwFileType != mmioFOURCC('B', 'I', 'F', 'C') Message: c:\bgt all\bgii - soa\cd2\DATA\AREA040A.BIF: attempted to use compressed BIF from CD, check free hard drive space \BGII - SOA\CD2\Data contains AREA040A.BIF (size 16792 kb) I've tried extracting from bif with DLTCEP and \BGII - SOA\data now contains AREA040A.BIF (size 45661 kb) but crash still happening. Any ideas? thanks
  15. Hello, there should be a tobex.log (i think its that) file in your main \bgii - soa folder, that might give some information on the crash. Sorting the folder by date modified should, hopefully, show it at the top of the list. Whats happening exactly in terms of how, what, when, where?
  16. I've tested this some more and still have no clue what go on. SPARKLCH.PRO is used by a number of other spells. I tested the spell SPPR21 Sparks which uses that projectile. That casts fine. I then tried copying SPWI930.00000.SPL into the override folder and renaming it to SPWI930.SPL and tested my save and got the same crash, though I'm not 100% sure that was the right way to test it. So either its been broken the whole time and no one noticed, which seems unlikely, or there's something else going wrong. I've attached the changelog and .spl files for SPWI930. I did run changelog on SPARKLCH.PRO but nothing is touching that except generalised biffing. Any suggestions? Thanks spwi930 changelog.7z
  17. @jmerry thanks for taking a look. I'll run a changelog on both SPWI930 and SPARKLCH.PRO tonight and post the results
  18. @Bubb thanks for the reply. I've had a look in NI and iI'm pretty sure its one of these thats causing the problem - SPWI928.SPL or SPWI930.SPL X#AMELIA doesnt have any spells known but does have a script that casts spells. When she goes hostile she summons some shadows then the game crashes as she casts next spell. If you kill her before she can cast nything there's no crash. I tried commenting out most of her .BCS script so the 2 spells above wont get cast and no crash either. I've attached them in case anyone could take a look and see if theres anything wrong with either of them. Thanks spells cre and bcs related to ctd.7z
  19. Hello. Just had a new ctd, got the following from TobEx.log; ASSERTION FAILED! Return Address: 0x9CCAD1 File: ChVidImage.cpp Line: 1910 Expression: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST)) Message: (null) I've had a quick look on google but didnt get much help. Could it be a graphics card setting? I was messing around with them recently trying to get better fps on openmw. This crash happened during Coran's BG1NPC project quest, fighting Amelia outside the entrance to Firewine ruins. Thanks
  20. @Lurker I've had the same thing happen with the poison mist, it's mih quests and encounters. I listed it on a post a while ago but I probably should have put it in the thread for that mod too
  21. Mods affecting AR7229.BCS: 00000: /* created or unbiffed */ ~JA#BGT_ADVPACK\SETUP-JA#BGT_ADVPACK.TP2~ 1 1 // Main Component: Jarl's BGT Adventure Pack0.8.0 00001: ~STRATAGEMS\SETUP-STRATAGEMS.TP2~ 0 7000 // Improved doppelgangers34.3 00002: /* acted upon in an undefined manner */ ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ 0 1 // Generalized BiffingBiff all files (recommended by the Big World Dudes)v2.6 No worries, you're got loads of your own mods to maintain. Thanks for taking a look. I'll make a note for my next install and test a few things
  22. Yeah I made sure I got it from the right place. I'm generally pretty careful where I download mods from, try and make sure I'm getting the offical version. Seems like I can't actually finish the quest, both Aldeths seem to think there are more dopplegangers to kill but i can't find any. Same thing happens even if i console in the JA#DOPP# creatures and kill them too. Poking around in NI, looking at the bcs for the second floor (AR7229) and I think there are variables checked that i dont have when i check my save game. Not sure whats going on, any suggestions? The top floor dopplegangers spawned like they would in an unmodded game. The script has 3 blocks for spawning them, not sure how that would work, haven't done any programming in a long time and I was never particularly good at it anyway. Here's AR7229.BCS from my current game, if its any help I tried messing around setting variables via the console but the only change i managed was to get the bodies to appear in the table container, they weren't there the first time. Thanks
  23. @jastey hello, I've just had a look back through an old thread where i mentioned an issue with the merchant league and the only thing i can see is that you pointed out that I was using an older version. So I remembered it wrong, sorry. I am using the newest version on this install, or it was at the time anyway. I seem to have both the original quest and the modified one from Jarl running at the same time. I helped him with the druid problem in cloakwood. Then when i got to Baldur's gate he was waiting where he normally is and starts the quest. Then, once i was in the Merchant league building Deagan approaches, on the 1st floor and says to meet him in the 3 old kegs. Going there means you speak to Aldeth again and then, if agreeing to help, transports you back to the Merchant's League. There are then 2 Aldeth's in the building. Which is an improvement on the last time when there ended up being loads. Not sure what's happened this time. I'll finish the quest and see what happens, thanks. Thanks, I'll make a note of that and give it a try next time
  24. Hello @Salk your mod is already on my list of stuff to add to my next install, looks good. Yeah i know i've got a lot of stuff and the potential for serious issues increases becaause of that. So far nothing major has gone wrong, just little things, except the lag from portable containers but I can manage that just about. I dont have as much time as I'd like to play the game so I'll keep this install going for a while yet though i've started planning the next one. Planning and then actually doing the install and testing things can take a really long time. I'll probably thin it out as i try different mods and sometimes find I don't like them, usually a personal taste thing. More stuff will get added too. Trying to find the stablest install with the most extra content, mostly extra stuff to do. @Graion Dilach thanks for the answers. I removed the Race and General scripts from XVARTPRE and the SCS script is now being used. Only an minor issue i know, and it was mostly curiosity as to why it wasnt working but thanks for the fix. I'm planning my next install so i'll tweak the order/split DSotSC to take into account what you've said. That FMC is one of the drow characters found at the end of DSotSC. She does have her own custom script - DSJABB. It references priest spells but she doesnt have any known or memorized so I don't think its doing much. For my next install, if I were to remove the script from the .CRE once DSotSC was installed, am i right in thinking that when I get to installing SCS it would add priest spells and then assign a relevant script? Using NI to search my current install, the vast majority of creatures with the F/M/C class are demons. Fighting a 15/15/15 FMC in BG1, with a SCS script might also be a bit of a nightmare, guess i'll find out at some point. Thanks for the help both
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