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Palanthis

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  1. To be more precise, i've found out that the text is that of the eye of stone from the new "seven eyes" spell. It describes only that eye, and is obviously misplaced here for the new conjuring elementals spells. I've also tested it on a new, clean install of BG2EE (in french) and the same happens (in french). So it appears to be a bug of SCS. Finally, these conjuring spells seem to be working fine : only the text is buggy (in all languages i guess).
  2. I'm not sure if it has been reported : in my install of SCS on BG1EE (more specifically SOD, where i got these spells) the text of the new spells of "conjuring lesser elementals" are bugged. The text is very short, seems to be a fragment of dialog, is the same for all the 4 spells, and isn't even related to magic at all. Apart from SCS 34.3 i had two components of Tome and Blood, NPC project, and Tweaks v 9 installed.
  3. Also, all HLA can be cast only once per rest, and innate sequencers work the same way if i remember correctly (but that could depends on the mods used and their version). Make sure to rest to get them back. All buttons for innate sequencers are (like HLA) on the abilities bar, not the spells bars. The innate sequencer 's button has one color to cast it (and prepare the spells) and then it changes in another button, basically the same icon but with a different color. To cast your prepared sequencer, you have to click on this new button, which is, again, in the abilities bar.
  4. This component has been removed from the latest version of SCS (34.3) because of bugs (i don't know what bugs for sure). I guess you're using an older version, and you are probably experimenting these bugs. I really hope @DavidW will find time to debug this component, which is really cool imho (and was optional is i remember right). For now, i suggest removing this component and using the mod "Blood and Tome" which has exactly the same component. So far, it seems to work in my game (only tested in BGEE 1 / SOD 2.6 so far). You could use this mod only for this one component. Since the innate sequencers component of Blood and Tome does work, i'm not sure wha'ts wrong with this component in SCS. I suspect it's something that happens only with multiclasses or some rare builds.
  5. As the title says, i can't get this spell to work on my current BGEE 1 / SOD 2.6 installation with SCS 34.3. When Jaheira cast it (it's the only character which could use the spell on my playthrough) nothing happens at all. The other mods i use are Tweaks Anthology v.15, BG1 NPC project v.28 and two components of Tome and blood (innate sequencers and rework of familiars), though i don't think any of these mods could affect the IWD spells added by SCS.
  6. In Tactical difficulty for pre-buffing, spells are only cast if their duration is "1 turn or more". So Mulahey won't cast armor of faith or spiritual hammer, except on hardcore pre-buffing, where indeed clerics can pre-buff with spells with a minimal duration of 3 rounds or more. That's what you described and it seems to work as intended. The duration of 3 rounds for Tactical is only when mages " appear in sight of the party" which means, if i'm not mistaken, when they teleport in front of your party and basically ambush you (like the Cowled Wizards in Athkathla when you use magic outdoors). Mulahey is not ambushing you : instead, you are the ones who take him by surprise. Also I'm not sure about the SCS wording "3 rounds / level" : in my experience, "3 rounds +1 / level" are included in this category. So it's working as intended, if i'm not wrong about the way it's supposed to work. I might be wrong here. I suspect "remove fear" is not a buffing spell for the AI. Even though you can use it like a buff, i think the AI use it as the spells description implies : as a way to remove fear from allies. That's why it's not cast as pre-buff, or so i think. Maybe this could be changed indeed since it can work as a buff for you, so the AI should be able to use it as a buff as well.
  7. Thanks a lot for the quick and detailed answer ! I'll be running a new game on 2.6 and latest version of SCS. I should be good.
  8. Hey there and thanks for this amazing mod ! Since the "Innate sequencer" component of SCS is now deprecated, i'd like to use your "Innate Metamagic" component, but want to be sure i can safely use T&B with SCS. From what DavidW said, it should be, but he couldn't confirm it. In this case SCS should be installed last, right ? I read a really interesting thread about the bugs sequencers seem to have, but i'd prefer to have them innate anyway. I plan to only use this component of T&B, along with "Indelible Familiars" which, i must say, is wonderful idea, and a balanced one imho.
  9. About the innate sequencers component : i read older threads and found this one interesting. It seems to confirm sequencers are really bugged by a lot of things, which might not be related to SCS, but maybe SCS adds more bugs. I understand tracking and solving such bugs is a complex and time-consuming thing. For now i'll use Tome and Blood mod, which seems to have a working (maybe ?) innate sequencers component, instead of using a Text Editor, because i also like the component that makes familiars more usable (by removing the HP bonus while also removing the CON loss in case of death) which i find really interesting (familiars should be so much more than just a bonus HP in your bag, in my opinion). Anyway, can you confirm SCS is compatible with Tome and Blood ? If so, I guess SCS must be installed after T&B ?
  10. Thank you @DavidW for updating SCS up to this day. It's amazing ! I have a question : i didn't noticed any bugs before with the 'innate sequencers' component. Yet you seem to have spotted some bugs which motivated your decision to deprecate the component. It's very sad. Just being curious here : what are these bugs indeed ? Some bugs already seem to affect vanilla EE v2.5.16.6, according to this page : https://baldursgate.fandom.com/wiki/Spell_Sequencer Also, a lot of comments on this page are about the bugs. To my knowledge, 2.6 EE dosen't seem to haave fixed this. So my question is : are the bugs described here related to SCS modded games ? Or does SCS adds another set of bugs to the vanilla EE ? I just want to be sure SCS brings its own set of bugs with the component you deprecated. Because the sequencers of the vanilla game seem to be bugged anyway...
  11. I also found yesterday that a similar bug seems to appear with spells sequencers, contingencies etc. for mages. Each time a NPC who (re)joins the party gets a level with the NPC component, he gets a new sequencer ability. For example, in my playthrough, i saw this on Edwin by having him quit and rejoin the part multiple times. He now sits on 7 minor sequencers abilities at level 9. I don't think he could launch more than one at the time, but the display is not right. More importantly, this bug seems to follow the same logic than the one with the thief "one time only" abilities. I could be wrong though.
  12. I also spotted a really small bug with this component, while i was playing with a lot of NPC in my last run with The BG1NPC Project. (SCS v33) When you kick a thief, and then let the thief rejoin your party later while your main character has gained XP, if this thief gains a level thanks to this component, the "one-off innate abilities that allow you to increase your thief skills by the missing amount" (that every thief gains at level 1 with this component) pop up again when he levels up this way. Sure you don't have to use them, but still, this isn't intended. It means you could add up these little increases for each level, if you kick the thief then let him rejoin. I didn't check the total skill points a thief gains this way, but i'm pretty sure this was on top of the increase he gets at level 1. Aside from The BG1NPC Project, I only have SCS and The Tweaks anthology installed.
  13. I also think Khark is ok : really tough to beat but, hey, he's a 12th level fighter/mage in vanilla also. Like David says, only the AI and spell selection has been improved. Also, this is an entirely optional fight. I'm more concerned about Icharyd. I'm always having a really bad time with him. My feeling is that he's maybe the only fight which isn't fair, and so it's the only encounter, to my eyes, which isn't really treated the way SCS do things usually (in BG1 at least). For your information, i usually wait to be at least level 6 before meeting him, because i know he's one the toughest fights in the game (unless maybe you're waiting till the endgame to fight him, which would make no sense to me, since Ulcaster is not designed for an endgame group). He's not optional if you want to enter the ruins. That's a big difference from other tough guys like Khark or Shandalar. There is no way you can escape him. He has already good stats, being undead : resistance to magic, slashing and piercing weapons. He strikes really hard, and is also a tough guy to beat with warriors, especially since there is no single class warrior in the game who is proficient with crushing weapons, if i'm not mistaken. I think the script that gives him back all his HP when he's almost down, + wipes out all your active spells and summonings + launch call lightning without any warning is a bit too much. Really, hard metagaming is required here, moreso than in any other fight of BG1 to my knowledge. Basically Icharyd is healing himself to full HP + debuffing all your magic on all your characters + launching a powerful attack spell. All of that in just one second. I think the main issue is the automatic dispelling of all your active spells. There is no way you can escape it. It feels like massive cheat to me (no spell in the game can do that). Also, the fact that your characters are moved back near Icharyd at this moment can lead to some nasty, deadly strike. All in all, i really don't like the script you gave him, and I think a less "cheated" way of modifying this encounter would be appreciated. That's my opinion on him anyway. Ulcaster's final wolf encounter is much more balanced and fun from my point of view. Apart from this guy, I must add that v33 is extremely stable and really fun to play with. Thanks again, David.
  14. I almost finished a playthrough of BG1EE with 32.6 and didn't encountered this bug. Companions were very killable, and died indeed. Maybe it's related to 32.7 but it seems odd such a bug could be added with the leveling fix.
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