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OrlonKronsteen

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Everything posted by OrlonKronsteen

  1. Hi Wagon, I'm probably the least technically savvy person on this forum, but: those look like Windows directories, and not what you'd expect on a Mac. I'm not sure what to make of it, or how it's even possible to be reading that. There are options available for Windows, Mac, and Linux when you go to download SCS. Could you have tried to install SCS with the Windows exe? The only thing I can guess is that the installer is generating error messages with the assumption that you're using a Windows computer. Yet the directories look quite specific, which is confusing, considering they shouldn't exist on Mac.
  2. Thanks for another release, David. I can't thank you enough and I wish you a wonderful holiday season. As for my topic: A while back it was discovered that a residual effect from the Nature's Beauty spell (specifically, a THAC0 penalty) couldn't be cured, as per this thread. You probably recall that this was not an SCS problem, but an issue from 2.6 that was revealed in SCS (as only SCS druids use the spell). jmerry's tweak mod provides a fix to this (a long with a number of other great tweaks and fixes). However, I am curious as to whether v35 of SCS also fixes the Nature's Beauty bug. From the release notes: "If you are using the spell tweak to Nature's Beauty, it also sets the duration to 999,999 seconds rather than making it permanent (this permits it to be removed more straightforwardly)." I'm not sure how to interpret this. Is the "spell tweak to Nature's Beauty" you're referring to from jmerry's mod? Another tweak? Or something from IWD spells? Or does it mean that simply installing v35 will result in Nature's Beauty working as intended? Please forgive me if I've missed something that was obviously stated elsewhere.
  3. Hi, just thought I'd drop in for an update. I finally switched to Mac, and I can happily report that the launcher worked like a charm for me on 14.1. The custom icon is there, too! Thanks again for building that for us.
  4. Thanks for looking, David. If/when I run into it again, I'll attach a save, if you think that would be helpful.
  5. AFAIK it should be easy to reproduce, as I've seen several players mention it in different threads - including the one I linked to. In that thread, it's mentioned that it happens with Amelyssan and Draconis, as well as the chromatic demon. I'm not sure if there are more enemies than that. As for my experience, it happens every time I fight the chromatic demon. Admittedly, since I play no reloads now and I'm not that good, that isn't too often. But at least four or five times, I'd say. I'm sorry I don't have a save to share. The only mods I use are Tweaks Anthology and SCS, so that should rule out an abundance of detective work. I'm inclined to agree that it's probably related to EE pathfinding, as your characters can get stuck together in tight spaces. I think that started with 2.5.
  6. Hi DavidW, I see you are back and planning another round of SCS. Thank you, as always! There is a big problem with the Teleport Without Error ability used by fiends - and possibly some other creatures. You have probably heard of this already (I think it's been mentioned before), but in case you can't remember all of the myriad reports you've been getting on the SCS thread, I thought I'd bring it up again, as it's a dreadful bug. Basically, what happens is the demon (in my experience it's the chromatic demon on level 2 of Watcher's Keep) will teleport on top of one of your characters, who get stuck in their circle. Reports vary, but in my experience the demon basically teleports over and over, chasing my weaker characters, like Jan, Viccy, or my sorcerer, around the room. Unlike in some other reports, being in or out of visual range has had no bearing on this for me. Now, according to info in this thread, from the Beamdog Forums, the problem originates with pathfinding in the EEs, and was introduced after one of the patches, so it's not something introduced by SCS. I don't know if this is something you can fix (I suspect it might be one of those hard-coded IE issues), but, if not, I was wondering if you could give us the ability to disable the TWE ability (through the ini, console, or some other means). I'd rather not have that feature than to be constantly using control-j to free my characters. Anyway, thanks as always for your hard work, generosity, and infinite patience.
  7. You are obviously a much more advanced user than me - I would never attempt what you just did with the OS (I figured it would only download to a recognized Apple device during a set-up or update). In any case, it looks like I can get your tool running on a Monterey Mac. Bizarre security though: if I double-click the app I'm told I can't run it for security reasons, but all I have to do to circumvent that is right-click, and open. I was able to open the Tweaks Anthology menu in the terminal (though I didn't have time to install). SCS should work, too, I'd imagine. Brilliant. And I got to see your custom app icon, too. Hopefully we'll all have as easy a time as you did with Ventura.
  8. Thank you so much. Jeeze, I keep hearing about how much harder it is to do things on Mac now because of security. That really sucks, especially since ease of use is supposed to be a selling point.
  9. Thanks for making this tool, Subtledoctor! I may be moving to Mac soon, so it may be right up my alley. If you can forgive a silly question, which file do you actually download? Is it the zipped, source code file?
  10. No news on that, AFAIK. However, there's also an EE Fixpack in the works, which DavidW has been a part of. Since some of the bugs reported here are present in vanilla (e.g. Nature's Beauty) and discovered through SCS, it may be deemed desirable to finish the Fixpack before doing another SCS release - but that is speculation on my part.
  11. How hard would it be to add an optional component for restoring the poison weapon ability (assassin, blackguard) to what it was before the 2016 nerf. Or perhaps a range of options, for those who might not want it as strong as it used to be? Tresset had made a mod for this (hosted on the Beamdog forums), but I don't think it's quite in sync with v2.6, and I'm not sure if he's around much. And I think it would be good idea to have that in a mod that gets continued maintenance and updates. Thanks again for all you do.
  12. Currently, NPCs who join your party get a maximum of 32,000 exp in BG1, and 1,250,000 in BG2. It would be great to have a tweak that increases the cap/keeps applying the formula as charname keeps leveling. For example, in BG1, it would extend to: 32,000; 64,000; 128,000; etc.. In BG2, it would continue to increase in 250,000 intervals, right to the level cap. Then it would still be worth picking up new NPCs late game, and you'd never have to worry about Imoen being under leveled when you rescue her.
  13. Hi everyone, Thank you all for looking into this. I'm not fluent in programming, so I wanted to ask how you fixed this. Am I correct that if I download Dan_P's testmaze.zip, rename the file within to spin774, and drop it in my override folder, this will solve this maze issue in its entirety? And if this is the correct fix, do you do this after all other mods (including SCS) are installed? Thanks, and best wishes, ~O
  14. Thank you so much, everyone, for your hard work. And wow, what icons!
  15. Hi CamDawg, thank you so much for your work. I was wondering about the 'Add Bags of Holding' component. In BG1, it adds a bag of holding to Sorcerous Sundries, but I noticed that in BG2, it doesn't actually add a bag of holding - it adds some other cases (e.g. potion cases) in stead. Would it be possible to get a bag of holding in, say, Adventure Mart?
  16. Hi David, I noticed this earlier post and I have also been wondering if the teleporting demons getting stuck on top of characters was intentional. I haven't experienced it in 34.3 (still in BG1), but I remember it from earlier versions and this post seems to indicate it's present in the latest release.
  17. That is exactly what I had in mind, especially with the large brown bears (and/or cave bears?) that are quite aggressive - as soon as you are in their range of sight they attack. I agree that bears should attack sometimes, maybe if you get too close. Poking the bear, so to speak. I had no idea there was such a mod. Nor did I know, as David points out, that druids and rangers can approach bears in the unmodded game without making them hostile. Very cool.
  18. I have no idea about reversing the chicken effect, nor that it was classified as a 'baleful polymorph' effect (my lack of technical knowledge gives me the distinction of being the least helpful person on this forum). I can't think of any other way to take him down at first level than traps - but there may be more inventive players out there. IIRC, there were reports of a cheesy way of getting him to follow you and getting him stuck along a fence or some such, but I never tried it. I have tried taking him on fairly with a full, powerful party and he mopped the floor with us.
  19. Hi David - thanks as always for your hard work. There should be a statue of you around the Trademeet fountain. I have a feature request/idea: more realistic bears. For the same reason you find killing wolves to be unpleasant, I suspect many players find killing bears to be a downer. And, like wolves, they rarely attack in the wild. Just a thought... Sorry if this wasn't the time or place to post such a request.
  20. Yes, you can - with a little luck. Trap damage is random, of course, so it's possible he survives the encounter. But if you aren't adverse to a little fromage, and the risk of being turned into a chicken is acceptable, it may be worth the attempt.
  21. Interesting. I did not watch your video, I merely read the description of it. I wasn't sure if it was related to the 'out of offensive spells' issue. Occasionally I have had weird glitchy behaviour with SCS that did not occur again. As it happens, I once saw Davaeorn go catatonic with one of the older versions of SCS (31, I think). He didn't do anything but walk around from the very beginning. However, that never happened again on the same install. Not sure why it only happened once. I've had other examples of isolated weirdness, too, but fortunately only rarely. I was getting the sense that the 'out of offensive' spells issue was more consistent, but perhaps we haven't had an adequate testing sample yet. Thanks for posting and clarifying.
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