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Dr_Niide

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  1. I was referring exclusively to P&P Elementals, but scs has its own issues as well. P&P fiends, I don't know, many many years without installing this component. P&P undead are great, works reasonably well, P&P Mephits it's ok, P&P fey it's ok too, tough battles with sirines in BG1, but funny. P&P color spray works well, although never tested deeply. P&P dimension door not recommendable, I don't install this component, ever. BTW, I install the version of aTweks in which TotoR is working with.
  2. I was finnaly able to sign up, goddamn Chrome didn't show me the captcha image! Just a sample of the mess that elemental-related components are (scs and atweaks) and how scripts get mixed up. These are some examples tested in BGII EE with no other mods. Conjure Earth elemental (spwi622.spl). 60% regular Earth elemental (EarE), 35% Greater EarE, 5% Elder EarE. 3 different effects (use EFF file): - speart1.eff summons elearsu2.cre (regular EarE) - speart2.eff summons elearsu3.cre (gEarE, although is labeled Earth Elemental) - speart3.eff summons elearsu4.cre (eEarE, labeled as Earth Elemental) All 3 are driven by wizelsu2.bcs (override) which starts mental combat, and a generic script bdsum00.bcs. a) With SCS IWD spells, tweaks and Revised Elementals component (no AI component of any kind): EFF files and CRE files are the same, scs upgrades as expected all 3 EarE and labels them correctly. All 3 receive Spike Stones (SS) as well. Override script changes to dw-earel.bcs, which removes mental combat and allows EarE to use SS, although in many combats I've never seen an EarE casting SS (maybe the script isn't working as expected?). b) With SCS IWD spells, tweaks and Revised Elementals component AND Smarter General AI component installed: EarE get another override script (dw#sumei.bcs) while dw-earel.bcs goes into class script. The generic bdsum00.bcs is changed by dw2mcge.bcs. Override scripts states (my knowledge of script language is almost zero) that dw#summe.bcs must be used as a class script. Again, no SS, just plain, simple physical attacks. c) With P&P aTweaks (no scs at all): elearsu2.cre is wrong, as it refers to an animation file that doesn't exist (ELEMENTAL_EARTH_IWD - 0xE24B). elearsu3.cre and 4 are fine. Additional to this, aTweaks changes the outcome of spwi622.spl: Always summons a regular EarE, and there are an additional 35% possibilities to summon a gEarE as well and a 5% chance to summon an eEarE. All 3 EarE get the powers and statistics they are supposed to get. The scripts change: rr#ewizs.bcs is the override one, that enables mental combat through ridring.itm. rr#eear.bcs is the class script and bdsum00.bcs is default script. In battle they behave as expected, using their powers (Elemental Concealment, Earthquake...). d) SCS IWD + elementals + P&P aTweaks (a + c) No big changes, as aTweaks overrides scs, so in practice is the same outcome as c). Just note that aTweaks overrides the spell changes made by scs, so no Elemental Swarm and no Water Elemental. e) SCS IWD + elementals + AI + P&P aTweaks (b + c) Is more or less as d) and c), rr#ewizs.bcs is in override position, dw-earel.bcs in the class script (no SS spell, so this script is useless), rr#eear.bcs in race script and generic dw2mc2ge.bcs in default position. Tested a few times, elementals seem to behave as PnP, but no EarE due to the wrong animation resource. This is an example of how both mods are expected to behave (more or less). Elemental Summoning HLA (sppr723.spl): 22% swafire1.eff (swafir01.cre - Greater Fire Elemental [gFirE]) x2 23% swaeare1.eff (swaear01.cre - gEarE) x2 24% swaaire1.eff (swaair01.cre - Greater Air Elemental [gAirE]) x2 10% sumzaam.eff (elemzaam.cre - Zaaman Rul, Elemental Prince of Fire) 10% sumchan.eff (elemchan.cre - Chan, Elemental Prince of Air) 11% sumsunn.eff (elemsunn.cre - Elemental Prince of Earth) Elementals have the generic script bdsum00.bcs and are controlled by default because there isn't mental combat here. Elemental Princes have their own script: elemzaam.bcs, elemchan.bcs and elemsunn.bcs. These scripts are just there to display the text "Who calls whoever, Prince of whatever". a) SCS IWD + Elementals. Spell is changed to Elemental Swarm: 100% spair2.eff (elairsu3.cre - gAirE) -- dw-airel.bcs --> it works as expected. 100% speart2p.eff (elearpr2.cre - gEarE) -- dw-earel.bcs --> maybe bugged? Never use SS. 100% spfir2p.eff (elfirpr2.cre - gFirE) -- dw-firel.bcs --> it works as expected 100% dw#wat2.eff (dw#wate3.cre - Greater Water Elemental [gWatE]) -- dw-wtrel.bcs --> same as SS, never seen using Smashing Wave. b) SCS IWD + Elementals + AI. Same eff and cre files. dw#sumei.bcs overrides class script with dw#summe, so now elementals just attack, no use of special habilities (this seems like a bug to me). And sometimes, elementals get stuck between enemies or a wall trying to chase an enemy instead of attacking the ones next to him (or her?). c) P&P aTweaks aTweaks changes mechanics: 90% to cast rr#eswg.spl, which uses 3 eff files: swaaire1.eff (swaair01.cre - gAirE), swaeare1.eff (swaear01.cre - gEarE) and swafire1.eff (swafir01.cre - gFirE) 10% to cast rr#eswe.spl, which uses 3 eff files: swaaire2.eff (swaair02.cre - Elder AirE [eAirE]), swaeare2.eff (swaear02.cre - eEarE) and swafire2.eff (swafir02.cre - Elder FirE [eFirE]). Every elemental is scripted correctly (rr#eair.bcs, rr#eear.bcs, rr#efir.bcs) d) SCS IWD + elementals + P&P aTweaks (a + c) The spell works as per aTweaks and it summons the same cre files as c), but scs scripts (dw-xxxel.bcs) are in override position, and aTweaks scripts (rr#exxx.bcs) go down to class script. But this leads to no major issues as far as I know because elementals do use their special habilities. e) SCS IWD + elementals + AI + P&P aTweaks (b + c) This is when things broke. Spell is the same as c) and d), but none of the three elementals have a selection circle under their feet. There is no mental combat here, and no ridring.itm either, so I don't know what's causing this issue. These are the scripts: Override: dw#sumei.bcs (this changes the class script to dw#summe.bcs) Class: dw-airel.bcs, dw#earel.bcs, dw#firel.bcs Race: rr#eair.bcs, rr#eear.bcs, rr#efir.bcs -- aTweaks scripts General: none Default: dw2mc2ge.bcs With these combination of scripts, elementals just attack in melee, no special habilities, so I guess that something is happening with scs scripts when the general AI component is installed. Sorry for the long post, I wanted to be as much specific as I could. These are just some examples, one can track every spell that summons elementals and see what's going on. The mess with scs scripts also happen when you summon an Elemental Prince: without the general AI installed, they behave as expected, using their special habilities and displaying its unique text on screen ("Who calls..."), even with P&P aTweaks, but with the general AI component installed, they just attack the nearest enemy and no text is displayed.
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