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Trouveur80

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Posts posted by Trouveur80

  1. 58 minutes ago, CamDawg said:

    SCS and IWDification are distinct projects, so there are no plans to merge.

    If you have IWD spells installed from IWDification, the IWD spell components in SCS will be automatically skipped and vice versa so there's no danger of conflict from having two versions floating around.

    From my last try, I would say that the Improved Shapeshifting component from SCS is not compatible with the IWD druid shapeshifting component from IWDification.

  2. Hello, I just tried Breagar on a new install.

    I play with Dragonspear UI and his large portrait was blurry in the main screen during dialog.

    I looked with EEKeeper and found out that the game uses ACBreM for the large portrait, and ACBreS for the small one, whereas for my other NPC it uses the L file for the large portrait and M file for the small one.

     

    So far I like him, he feels so alive !

    Thank you for maintaining it, and thanks to Ascalon for creating it.

     

  3. On 1/8/2022 at 6:15 PM, Jazira said:

    The typo seems to be present in english too, language from where this translation come from.

      Reveal hidden contents

    //EN

    @13141 = ~This token enables the shapeshifter druid who created it to shapeshift at will into a werewolf. While in that form, the druid is unable to speak or cast spells, but gains the prodigious strength and speed of the werewolf. Unlike a true werewolf, however, the druid is still affected by nonmagical weapons.

    STATISTICS:

    In shapeshifted form:
    Base AC 1
    Strength 19
    Dexterity 17
    2 attacks
    Damage 1d8 slashing (attacks count as +1)
    Magic Resistance 20%
    Hasted
    Immune to any effects that modify Strength or Dexterity

    Usable only by its creator (equip as a weapon to use)~

    //FR

    @13141 = ~Ce symbole permet au druide métamorphe qui l'a créé de se métamorphoser à volonté en loup-garou. Lorsqu'il est sous cette forme, le druide est incapable de parler ou de lancer des sortilèges, mais gagne la force et la vitesse prodigieuses du loup-garou. Cependant, contrairement à un vrai loup-garou, le druide est toujours affecté par les armes non magiques.

    PARAMÈTRES :

    Sous métamorphose :
    CA de base : 1
    Force : 19
    Dextérité : 17
    2 attaques/round
    Dégâts : 1d8 tranchant (les attaques sont considérées comme +1)
    Résistance à la magie : 20 %
    Sous l'effet de Hâte
    Immunisé contre tout effet qui modifie la force ou la dextérité

    Utilisable uniquement par son créateur (équipez-le comme une arme pour l'utiliser)~

     

    My bad, I didn't check the english text, only the paw files.

    I will play in english on my next run.

  4. Here are my findings so far with lastest SCS 34.3 on a Windows 2.6.6 BGEE install :

    - the IWD druid spell Smashing Wave doesn't do anything

    - some foes don't react when AoE DoT spells are cast on them : Davaeorn standed hopelessly in the Web + Spike Growth without activating pre casted spells or trying to teleport himself

    - the dialog with Carsa is bugued : after successfully recover the jar without killing her, and dealing with the Ogre Magi, we can talk to her and sens her to Gullykin. But at Gullykin, Carsa have the same dialog lines as in the Firewine Bridge, and if send again to Gullykin, just restart the same dialog again.

    - French traduction of the paw token for the Improved Shapeshifting component is not up to date. The one for the werewolf form have incorrect base AC (1 instead of 0) in the description.

    - the journal entry for finishing ToSC quests incorrectly came when killing the last cultist, but Aec'Letec was still alive.

  5. 10 minutes ago, jastey said:

    Seems like it, but I am confused because for this variable ("Global("C#Ajantis_BG1KorlaszDefeated","GLOBAL",1)") there should be a valid dialogue in both Ajantis' BG1 and SoD dlg file. I wouldn't know why it doesn't trigger the correct dialogue.

    His dialogue should either still be the BG1 one, or if some scripts happened his SoD one (but I think Transition prevents that switching happens in Korlasz Dungeon).

    Did the Setup-AjantisBG1.DEBUG show an "~Transitions Mod detected...~" entry?

    EDIT: To close the stutter, you can set Global("C#Ajantis_BG1KorlaszDefeated","GLOBAL") to "2" per cheats. I sense that this is a bug that needs fixing on mods' level, though.

    Thank you for the workaround. 🙂

    Here is my setup-AjantisBG1.DEBUG :

    "Transitions Mod detected...
    Compiling 1 dialogue file ...
    [AjantisBG1/translations/French/AJANTISBG1_TRANSITION.TRA] has 35 translation strings
    [ajantisbg1/crossmod/ajantis_transitions.d] loaded, 5104 bytes
    Processing 1 dialogues/scripts ...
    [./override/AJANTJ.DLG] loaded, 378030 bytes
    [AJANTJ.DLG] loaded
    [AJANTJ.DLG] saved    1626 states, 3996 trans, 143 strig, 1479 ttrig, 954 actions
    Compiling 1 dialogue file ...
    [AjantisBG1/translations/French/AJANTISBG1_TRANSITION.TRA] has 35 translation strings
    [ajantisbg1/crossmod/ajantis_transitions_endlessbg1_korlasz_tomb.d] loaded, 2098 bytes
    Processing 1 dialogues/scripts ...
    [./override/AJANTJ.DLG] loaded, 381321 bytes
    [AJANTJ.DLG] loaded
    [AJANTJ.DLG] saved    1632 states, 4005 trans, 145 strig, 1480 ttrig, 956 actions
    Extending game scripts ...
    [ajantisbg1/crossmod/ajantis_transitions.baf] loaded, 1865 bytes
    [./override/AJANTIS.BCS] loaded, 228169 bytes
    Extended script [ajantis.bcs] with [ajantisbg1/crossmod/ajantis_transitions.baf]
    Extending game scripts ...
    [ajantisbg1/BG1_end/c#ajan_bg1end_sod.baf] loaded, 1961 bytes
    [./override/AJANTIS.BCS] loaded, 231695 bytes
    Extended script [ajantis.bcs] with [ajantisbg1/BG1_end/c#ajan_bg1end_sod.baf]
    Extending game scripts ...
    [AjantisBG1/crossmod/ajantis_transitions_eet.baf] loaded, 448 bytes
    Extended script [#L_CUT09.bcs] with [AjantisBG1/crossmod/ajantis_transitions_eet.baf]
    [./override/CAMPAIGN.2DA] loaded, 1675 bytes

    EndlessBG1 detected: Installing crossmod.."

    The last line surprises me since actually I don't have EndlessBG1 installed.

  6. 1 minute ago, jastey said:

    You would need to open Ajantis.bcs in Near Infinity and copy the relevant script block.

    It should be this one :

    "IF
        InParty("Ajantis")  // Ajantis
        !StateCheck(Player1,CD_STATE_NOTVALID)
        !StateCheck(Myself,CD_STATE_NOTVALID)
        Global("C#Ajantis_BG1KorlaszDefeated","GLOBAL",1)
    THEN
        RESPONSE #100
            ActionOverride("Ajantis",StartDialogNoSet(Player1))
            DisplayStringHead(Myself,103735)  // Running block 3 of AJANTIS.BCS

    END"

  7. I hit a pretty hard bug.

    After defeating Korzak, Ajantis stuters with the same banter :

    But more importantly, when I click on the rope to exit Korzak's tomb, BGEE always crashs on desktop.

    I will try console command to teleport to the Palace and see what will happen then...

     

    EDIT : when teleporting to the Palace via the console, I could complete Sarevok's minions and Dead Three's Documents quests normally.

    But if I talk again to Belt and Liia, I can received XP and rewards from their quests indefinitly.

  8. Hello, I'm playing on BGEE 2.6.6 on Windows, with Ajantis Expansion 18.1 and Transitions 2.0 installed.

    I don't know if the bug comes from Ajantis mod or Transitions (or maybe my install order, I added Ajantis very late in my current install), but Ajantis spams the same after defeating Korlaz.

    Ajantis bug.jpg

  9. Lol, well after all she just escaped from a murder tentative. 🙂

    By the way, two questions came to my mind :

    - So we can have Imoen as a full party member for doing Korlaz's tomb ?

    - XP from Korlaz's tomb counts in Transitions for the BG1 XP cap instead for the SoD XP cap ? I play with XP reduce to 50% since I had SotSC and BST installed, so I don't yet have attain max XP for BG1, but for most players this could be an issue since it means that Korlaz's tomb won't give them any XP compared to vanilla SoD.

  10. You're welcome. You did all the work, I'm just enjoying your mod. 🙂

     

    I found another minor bug, but I'm pretty sure it is from SCS.

    Duke Liia often cast Teleport Field when I enter in the Palace. Other than that, the dukes are blue and I can talk to them without problem.

    I'm certain it comes from SCS Liia's script during the battle against the doppelgangers.

    Liliath.jpg

  11. 10 hours ago, Lauriel said:

    Oh!  I have no idea how that would have happened.  I'll investigate again, but it is an easy work around no matter what.  Thank you!

    Just Tazok?  Weird that he'd have been selected as not being dead when the others were.  It's sounding less and less like SCS.  I'll have to install your mods and check. Part of the research ... :)

    Here is my weidu log  if it can help. 🙂

    WeiDU.log

  12. 24 minutes ago, Lauriel said:

    If you had killed her before, she shouldn't have been a clean-up quest.  Since she had SCS stone golems I have to think this is an SCS inconsistency again. Thank you the heads up, I'll have to do some research.  I'll put this on my list of things to do.

     

    I'm glad you liked it.  It was one of my favorites as well, although a dialogue line in the Angelo encounter cracks me up and is probably my favorite.

    Well, I didn't kill her : when she is seriously wounded in the Iron Throne headquarter, she begs for mercy, and we can let her go alive.

    Belt didn't ask yet for Angelo. The next on the list is Korzak. I had Tazok, Winski, Tamoko and Cythandria so far.

     

  13. So I checked my current install, I indeed have Transitions 2.0 installed.

    I did some more cleanup quests (Winski, Cythandria and Tamoko). I really like how the one with Tamoko was handeld.

    For Cythandria in the Elfsong tavern, I ran into a bug or inconsistancy : she had the same dialog as in the Iron Throne headquarters, was guarded by the same two stone golems from SCS that I already previously slayed, and when she died she left another two letters from Slythe and Sarevok's diary.

  14. Hello,

    I encoutered some error messages when installing SCS 34.3 on a french 2.6.6 BG2 :

    INSTALLED WITH WARNINGS     Potions pour PNJ (Potions for NPCs)

    INSTALLED WITH WARNINGS     Spectateurs plus intelligents (Smarter Beholders (BG2, BG2EE, BGT, EET))

    INSTALLED WITH WARNINGS     Les demi-liches lancent des sortileges (Spellcasting Demiliches)

    INSTALLED WITH WARNINGS     Oeil aveugle ameliore (Improved Unseeing Eye)

    NOT INSTALLED DUE TO ERRORS Combat contre Irenicus a l'Asile ameliore (Improved battle with Irenicus in Spellhold)

    INSTALLED WITH WARNINGS     Drows ameliores (Improved Drow)

    INSTALLED WITH WARNINGS     Antre d'Abazigal amelioree (Improved Abazigal's Lair)

    NOT INSTALLED DUE TO ERRORS Rencontres mineures ameliorees (Improved Minor Encounters)

    Spoiler

    STRATAGEMS component 1510: Not copying resource EXALTAH.VVC of spell CLERIC_EXALTATION: namespace conflict
    STRATAGEMS component 6000: 7XCRE54 has ranged but not melee weapon
    STRATAGEMS component 6000: C6WULF has ranged but not melee weapon
    STRATAGEMS component 6000: C6WULF2 has ranged but not melee weapon
    STRATAGEMS component 6000: Tried to identify nonexistent weapon DANCE1.itm
    STRATAGEMS component 6000: DOPTHI01 has ranged but not melee weapon
    STRATAGEMS component 6000: DW#VIDR3 has ranged but not melee weapon
    STRATAGEMS component 6000: FINGRUN1 has ranged but not melee weapon
    STRATAGEMS component 6000: FINGRUN2 has ranged but not melee weapon
    STRATAGEMS component 6000: FINGRUN3 has ranged but not melee weapon
    STRATAGEMS component 6000: HABIB has ranged but not melee weapon
    STRATAGEMS component 6000: HABIB2 has ranged but not melee weapon
    STRATAGEMS component 6000: JAGA1 has ranged but not melee weapon
    STRATAGEMS component 6000: JELLGR has ranged but not melee weapon
    STRATAGEMS component 6000: KINDAI has ranged but not melee weapon
    STRATAGEMS component 6000: L#NDPAR has ranged but not melee weapon
    STRATAGEMS component 6000: L#NSCLE has ranged but not melee weapon
    STRATAGEMS component 6000: LISSA has ranged but not melee weapon
    STRATAGEMS component 6000: MAJAN has ranged but not melee weapon
    STRATAGEMS component 6000: MGAPPR01 has ranged but not melee weapon
    STRATAGEMS component 6000: MGAPPR02 has ranged but not melee weapon
    STRATAGEMS component 6000: MGAPPR03 has ranged but not melee weapon
    STRATAGEMS component 6000: O#MERC has ranged but not melee weapon
    STRATAGEMS component 6000: O#MERC1 has ranged but not melee weapon
    STRATAGEMS component 6000: O#MERC2 has ranged but not melee weapon
    STRATAGEMS component 6000: OHHSPID1 has ranged but not melee weapon
    STRATAGEMS component 6000: Failed to insert script dw#gphlp above gpmerc in file OHRSGUA1
    STRATAGEMS component 6000: Tried to identify nonexistent weapon ÿÿ.itm
    STRATAGEMS component 6000: QUAYLE has ranged but not melee weapon
    STRATAGEMS component 6000: SCHLUM has ranged but not melee weapon
    STRATAGEMS component 6000: SLIFIS01 has ranged but not melee weapon
    STRATAGEMS component 6000: SLIFIS02 has ranged but not melee weapon
    STRATAGEMS component 6000: THRAXI has ranged but not melee weapon
    STRATAGEMS component 6000: VAELAG has ranged but not melee weapon
    STRATAGEMS component 6000: WULFGAR has ranged but not melee weapon
    STRATAGEMS component 6510: No need to add spell INNATE_FIEND_MASS_CHARM to spell.ids as it is already there at the right level
    STRATAGEMS component 6510: Creature 7XCRE35 seems to have multiple fiend scripts
    STRATAGEMS component 6550: Failed to patch hlvaxal.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch beheld01.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch udelder.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch dw#eldo1.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch dw#eldo2.CRE; error message was Out of memory
    STRATAGEMS component 6550: Failed to patch dw#eldo3.CRE; error message was Out of memory
    STRATAGEMS component 8020: Failed to patch demilich.CRE; error message was Out of memory
    STRATAGEMS component 8070: Failed to patch bheye.CRE; error message was Out of memory
    STRATAGEMS component 8140: Failed to patch uddrow17.CRE; error message was Out of memory
    STRATAGEMS component 8180: Failed to patch dw#lzsh1.CRE; error message was Out of memory
    STRATAGEMS component 8180: Failed to patch dw#lzsh2.CRE; error message was Out of memory
    STRATAGEMS component 8180: Warning: you just tried to remove quotes from an empty string. Deliberate?

     

    I also put my weidu log and SFO warning in attached files.

    What could be the culprit ? Installation order of the mods ? Incompatibility with one mod ? Or the french language ?

    WeiDU.log sfo_warnings.txt

  15. Thanks for your quick replies ! 🙂

    I'm away from my computer this weekend so I couldn't check the Transitions version number. I'll do it when back at home.

    - for Kivan quest journal entry after meeting Tazok at the bandits camp, after reading your comments on this, I remember than in unmodded 2.6 game, it updated itself normally. On the other hand, in all my playthrough with BG1 NPC Project installed, this quest entry never updated itself. But as @Jastey said, it would probably be  best than this quest really ends after tazok final death.

    - for the interactions between SCS improved final battle component and the hunting quests from Transitions, maybe you could add an option during install where you ask if the player intends to install SCS improved final battle component after Transitions ? If the player says yes, you could automatically disable the hunting for Tazok, Angelo, Semaj and Dyamid ? That would fix both issues, having to kill them again and having them raising as undead warriors again.

    - for Kivan's interjection with Belt about Tazok, I will post screenshots when back at home.

    EDIT : nevermind, I just read that you already fixed it in 2.4 release. You're really fast. it's impressive.

    - really thank you for trying to make an hotfix for my savegame ! I will see the houses in my next run. 🙂 For now ToSC awaits me, and after than SoD, with the new mod from @Jastey to investigate the Crusade.

     

    Since me first post was about troubleshootings, I will say here really thank you for this mod, not having to delay killing Sarevok in order to do ToSC quests is really nice.

    This mod will be mandatory in all my next BGEE runs. 🙂

     

  16. Hello, I'm testing this mod on my current playthrough with BG1 NPC Project, Shades of the Sword Coast, Balduran's Seatower and Sword Coast Stratagems.

    I encountered some bugs :

    - with SCS, final battle against Sarevok requires to first kill Tazok, Darmyd, Semaj and Angelo before being able to kill Sarevok. But their death doesn't seem to be recorded by Transitions, since Belt asks me to hunt them.

    - with SCS, when one of the Sarevok's acolytes is killed in the final battle, it is raised as an undead warrior. When killing Tazok in the sewers, I was surprised to see him raised again as an undead warrior there too.

    - when Belt asks me to hunt Tazok, Kivan replies it will be dead and not alive. Then Belt shouts "DEAD OR ALIVE", and then I have an invalid reply or link to choose as a dialogue option, and journal is not updated with the quest.

    - when I kill Tazok in the sewers, Kivan doesn't have interjection, ans his quest " Kivan and tazok" is not updated.

    - I tried the house in front of ducal palace and the cabin in High Edge as a reward from Eltan, but both have the same behaviour : the door open when I click on it, but there is no way to enter inside, and after some time the door automatically closes itself.

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