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tomasz86

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  1. I've encountered this error when using the batch mode. setup-STRATAGEMS --force-install-list 3040 3505 5080 5900 6000 6010 6030 6040 6100 6300 6310 6320 7020 7040 [setup-STRATAGEMS] WeiDU version 24700 ERROR: Cannot perform auto-update, going ahead anyway! Sys_error("setup-STRATAGEMS: No such file or directory") The installer seems to proceed regardless. This is under Windows 10.
  2. Just a quick question. Is there anything major that's going to be fixed shortly, or is it safe to start a new playthrough using v34.1? The question is more about BG1, since I will be able to install a newer version of SCS once I get to BG2 (if it comes out in between, that is). I've fixed the druid.tph problem locally, so this issue doesn't concern me.
  3. Not an expert, but the string "null null" is used like that in many other *.tph files, so I doubt this is an accident. I may be wrong though, so don't quote me on this.
  4. This is funny. I had no idea he gets created inside the door . I though the command didn't work for some reason .
  5. I still have this problem. I've just tested using BGEE v2.6.6.0 (from GOG), and the newest SCS v34. Please have a look at this short video. This is a completely clean installation of the game, with only the single component installed from SCS. // Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #100 // Install in batch mode (ask about all components before starting installation). DO NOT USE WITH PROJECT INFINITY.: 34 // Recently Uninstalled: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: 34 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: 34
  6. Thank you very much for the update, and the info! I was right in the midst of mod installation in preparation for a full playthrough . Will wait for the updated release then.
  7. He does have some "illegal" buffs, doesn't he? I haven't verified myself, but according to https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/docs/gameplay.md#just-a-few-selected-enemies, he has "permanent spell turning" in the original game, which I don't think SCS removes, or does it? If not, then adding SCS scripts and improving his spell selection on top of that probably makes him even stronger than anyone has ever intended .
  8. Please check https://www.gibberlings3.net/forums/topic/31468-sword-coast-stratagems-v33-now-available/?do=findComment&comment=293929. You may also want to read other posts following that one.
  9. Not only that. One can literally one-strike kill most mages with a backstab, including bosses like Davaeorn (in whose case it wouldn't actually be possible in the original BG, since there he starts with some protections as soon as we enter his lair).
  10. Well, if you watch my video with Davaeorn, you can see that he was fumbling around from the very beginning of the fight. It was only much later that he actually started to cast some spells, and at that point the fight was done anyway. This can be a different issue though, as he definitely wasn't out of spells when that behaviour occurred.
  11. Thank you very much . I am going to use the new version in my upcoming playthrough. Is there any chance for an update to the IWDEE skin as well?
  12. I think that I have encountered some kind of glitch when fighting Davaeorn. The fight began with him casting a combo of web and stinking cloud, but then he somehow stopped doing anything. He walked close to the party and either stood in place or kept walking around a few steps, but otherwise neither cast spells nor attacked in melee. I decided to start recording the screen once the game glitched, just to have this on video for evidence. Please excuse my mistakes and the overall fumbling around . Here is the video. Please check the first half to see what the glitch was about. This is my SCS installation. Also, the fight was played on hardcore difficulty with no other tweaks.
  13. I have a question regarding the hotkeys listed in stratagems.ini. [hotkeys] hot_key_A=A hot_key_B=B hot_key_C=C hot_key_D=D hot_key_E=E hot_key_F=F hot_key_K=K hot_key_S=S hot_key_V=V There is no explanation in the readme, and I have not been able to find any specific information regarding them listed anywhere explicitly. I have tried to deduce their function by analysing the source code, and this is what I have come up with. Please correct me if there are any errors. hot_key_A: unused? hot_key_B: protection from fire, lightning, magic energy (Ease-of-use party AI) hot_key_C: Cleric chaotic commands (Ease-of-use party AI) hot_key_D: EquipMostDamagingMelee (?) hot_key_E: enable/disable summons AI hot_key_F: EquipRanged (?) hot_key_K: No-melee mode deactivated (?) hot_key_S: various Pre-cast mode activated (?) hot_key_V: cleric death ward (Ease-of-use party AI) Also, missing from readme, but present in the source code: hot_key_G: ReallyForceSpellRES (?) hot_key_Z: Paladin protection from evil (Ease-of-use party AI) One problem that I have with those is that there does not seem to be a way to change them after installing SCS… and if you are unaware of that and only later realise that they conflict with your custom key bindings in the game, then you are out of luck. I have only recently realised that the key "E", which I use for displaying inventory, also keeps turning on and off the summons AI .
  14. I have a question regarding the Improved kobolds component. Basically, often I have encountered these seemingly double spawn ambushes. What I mean is that a group of normal kobolds spawns first, and then half a second later a group of kobold guards is added on top of them. Is this the intended behaviour? If they all spawned at the same time, I would have no doubts, but this slight delay makes me wonder whether only one of the two groups was intended to spawn at that time. Especially since this delay is similar to the one that I have encountered and reported earlier regarding the dogs added to the amazon waylay encounter.
  15. Thank you for the explanation. I have not really studied the scripts to know all the nitty-gritty. This can be a little tricky, as a bard may not necessarily be used strictly as a spell caster (e.g. the blade kit), but yes, I personally would suggest going for bard>cleric. This may matter less in BG2 with all the protective spells, but in BG1 bards (with no armour) are almost as fragile as mages, so I think that it would make sense for enemy archers to target them prior to targeting druids or clerics. Relative armour checks would be cool though .
  16. That could be it… although I was quite surprised, as both Jaheira and Viconia were quite heavily armoured, while the bard had no armour whatsoever . This is my first SCS playthrough without a mage, so there is that, and previously when I did have a mage in the party, archers always seemed to target him no matter what, hence the surprise.
  17. Hmm, that is strange then. I do tend to always play very carefully, so it may be just my imagination, but there have been at least a few situations that I was almost sure that the enemies would fire at my bard, but they did not. For instance, I got waylaid by bandits quite early in the game, and I was certain that they would fire at the bard, but they did not. Later, I got ambushed by a pack of kobold archers while sleeping in the Nashkel mines, but they also did not target the bard. After that, I got surrounded by multiple enemies when fighting Mulahey, but they went for the thief instead. There have been a few situations like this, and in the end I think that the bard has not been hit even once in this playthrough yet. The party is the bard (no kit), Jaheira, Khalid, Viconia, and Alora (5 people). Just in case, I am attaching the WeiDU log, although I do not think that I have any other mods that could conflict with SCS in this matter.
  18. I am playing BG1 right now using a bard instead of a mage. I have noticed that enemies do not seem to try to target him at all, as they would with a mage. I can basically walk around the battlefield with no protection casting spells freely, and they do not seem to even try to focus fire on him. If I tried to do the same with a proper mage, s/he would be dead in a split of a second . Is this supposed to be so? I would think that a bard should be treated no different than a mage, especially if there are no other arcane spell casters in the party.
  19. With the Lefreut's UI, sure, but I have no idea about the other one. The component does not change the UI itself, so I would guess that it should be compatible. At the end, you will likely need to test yourself though.
  20. Sword Coast Stratagems does offer an option to add thief points in increments of 5. You could possibly install this tweak alone, without using anything else from SCS. If you know what you are doing, you could also just examine which files SCS modifies to achieve this functionality, and then edit the files yourself (perhaps to change the default increment of 5 to a larger number?).
  21. Nah, it is all right. Both the amazons and the dogs are already dead, killed the conventional way . It just brought back the feel of the original BG1 with its funky double or even triple waylays. More fun, and more XP. What more could you want?
  22. Please forgive me if this has been fixed in the newest version of SCS, but I have just encountered a double waylay encounter while playing BG:EE 2.5 with SCS 33.4. I am guessing that this is not intended, as I have always had them spawn alone in my previous playthroughs, and also I have never seen a double waylay in BG:EE before. Anyhow, basically the dogs were present from the beginning of the waylay, and then after unpausing, ~1 second later the amazon group suddenly appeared and started their dialogue. ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v33.4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v33.4
  23. I have just encountered this, and I believe that the culprit is likely Better calls for help. Basically, when monsters (i.e. kobols in my case) spawn in the neighbourhood of Larry, Darryl, and Darryl, the three brothers become hostile and come to attack the party, as if they were regular monsters. Edit: I just want to say that the three attacked likely because they had already been hostile from the very beginning due to my low reputation (1) at the time. I have experienced the same situation again with a different party, where monsters also spawned close to the three brothers, and they remained neutral. My reputation was on a "normal" level this time though. All in all, there is no problem with the mod here.
  24. Are you perhaps using The Tweaks Anthology mod? If yes, then please try removing the "Don't Auto-Assign Advanced AI Scripting to Party" component.
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