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crackwise

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  1. I am currently at siege camp, fighting Yaga Shura. I am beating up his first wave of goons and wounding Yaga Shura. So he says he is gonna retreat and come back with reinforcements. I get rid of his remaining goons, the game autosaves possibly expecting new reinforcements. Yaga Shura then comes back alone, without any reinforcements in sight as he promised by the way, and then says "You have weakened me..." etc. At this point game crashes with the error in the title. I have had some crashes in my current run due to animations caused by some 1PP components (i.e. Djinni and fire elemental animations) but they are solved when I switch to 3d acceleration in BG config. This Yaga Shura crash happens irregardless of whether I enable or disable 3d acceleration, so I assume it is unrelated with graphics/animations. Any idea what this bug is and how I can solve it? For info: I have BGT with Ascension, Wheels of Prophecy and SCS v33.1. I have plenty of other mods installed as well (weidu log posted in the spoiler section).
  2. Also maybe a related bug: I found a Spell Trigger scroll in the game. Having forgotten that SCS ads it as an innate ability once the necessary level is reached, I ordered Edwin to write the spell into his spell book. He failed to write it, which is good. However, the spell trigger appears now as an innate ability for Edwin, even though he is not the required level. I assume this is not intentional?
  3. It does not protect both directly and indirectly. But it is apparently due to the reason you have mentioned. Thanks for the clarificarion.
  4. I have noticed a bug that Vitriolic Sphere (4th level single target spell, with an 10' radius splash once it reaches the target) is not blocked by Spell Deflection (protects up to 7th level spells). I have the component Spell Deflection protects from AoE effects installed. So it should be protecting my caster surely from Vitriolic Sphere. I have searched the forum and could not find anyone mentioning this. However, there was a post which pointed out that Protection from Acid did not protect from Vitriolic Sphere. So maybe these two bugs are related?
  5. I can also confirm these (playing BGT) with SCS (with SR). I somehow assumed it was an SR bug but is apparently related to SCS?
  6. That makes sense, thanks for clarifying! And yes, they really love to use Horrid Wilting, which is nice I have seen several instances though where the enemy mage uses fireburst (the SR version of sunfire) even when surrounded by allies. They ended up damaging their own allies more than my char. Demons and Death Knights summoned by enemy mages are of course notorious for hurling AoE spells indiscrimienately, but it is in their spell description, so I guess it is ok.
  7. I am currently playing SCS with SR (not revised) on insane (full mage prebuffs), and observe that battles against mages seem to be easier in general compared to vanilla SCS. I alao have the feeling that several mages have quite stupid spell choices. Rayic Gethras in BG2 in the Docks, for instance, had only MGoI as a spell protection despite his high level. So he is very easily killed. Mekrath was also a joke. Tolgerias also was much easier somehow. He did not have significant protection contingencies once his main protections were dispelled. Enemy mages also tend to favour some spells more than others though. They really like summoning or gating. They like to cast single target spells such as vitriolic sphere and disintigrate often, and very rare AoE. I don't remember seeing them use web, fireball or skull trap ever, which could easily destroy an unprotected low to mid-level party. Nevertheless, many of the adjustments of SR and how SCS works with it is very nice and fun!
  8. I have the feeling this is not caused by SCS but due to some other mod, but didn't know where to post it so here it is: When I use Offensive Spin with Haer Dalis he does not gain an additional APR as it is stated in the description of this ability. The Offensive Spin icon appears on the portrait, the avatar is blurred, thaco is modfied and maximum damage on each hit... everything works except the additional attack per round. I have, in addition to SCS, other mods such as Rogue Rebalancing, Tweaks Anthology and aTweaks. However, I could not find anything about this in their readme files, so I have the feeling that this is somehow bugged. Modifying SPCL521 with Near Infinity, I tried to see if increasing the APR of offensive spin would have an effect. It did not. Here is the weidu log file, if it would be of use:
  9. You can directly go to the lich in the city gates sector to test it. In my install, he tends to summon lots of demons, which as mentioned start attacking him after they are summoned. Any other liches (in the temple or docks) would also be fine to test probably.
  10. Nope, I have installed SR before SCS. After SCS, I have those mods in the following order: Tweak Anthology, aTweaks, Almateria's Restoration From aTweaks, PnP Fiends component is not installed. But could it be such that it nevertheless overwrites some stuff?
  11. I actually had posted a strange behaviour/potential bug in another thread regarding this, but will repeat it here: In my game with SR + SCS this is actually what happens when enemy mages cast Summon Fiend or Gate. The summoned demon attacks the enemy caster! SCS is supposed to prevent this, but somehow with SR installed this does not seem to function in my game. (Death Knight always obeys the enemy caster though.) Any idea why this could br happening?
  12. Again playing SCS + SR, I have observed an issue with demons summoned by enemy mages via the spells summon fiend and gate: The demons are hostile to the enemy mage who summoned them! SCS is supposed to make demon summoning spells such that the demons summoned by the enemy mages are not hostile to the enemy mage who cast those spells. (They are allowed to be hostile when the player casts those though in SCS.) So is this an intentional SR thing? Or is it a bug?
  13. Well, I think the summon monster series of spells have been updated by SR quite nicely. They were so trash in the vanilla BG2. They are still underpowered though compared to summons such as skeletons and elementals, but are not utterly useless anymore. I believe death knight would be fine if it did not have acces to higher level spells as mentioned.
  14. If I remember correctly I had a similar problem outside the Clockwood Mines area. As the two enemy fighter types at the front charged, the two enemy mages chilled behind since they did not have a direct LoS. I will pay more attention (now playing thorough BG2) and keep you updated whenever I notice such enemy behaviour.
  15. I have noticed enemy mages really like to summon Death Knights in SR. I like it, as the summon itself is quite powerful and adds a challenge to the fight. However, I think it is in its current state quite overpowered. The problem is while it is a level 7 spell, the death knight itself can cast the level 9 spell Power Word kill, level 8 spells Power Word Blind, Symbol of Death etc. So with a level 7 spell, the caster indirectly gains access to level 8 and 9 spells. It seems to be a huge win-win, no? Or is there a trade-off that I am missing to see?
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