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AnonymousHero

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About AnonymousHero

  1. I'll just add a "me too" to what @xorton is saying. I'm seeing lots of similar errors. (I'm using the 'classic' BG1+BG2+BGT on Win10 if it matters. I didn't save my files, but I can reproduce pretty quickly, so do ask if you need them)
  2. Ah, that's a good point. I think I actually experienced an OOM when my VM had ~768MiB -- I failed to report it, but I suppose you got other reports Anyway, no worries about the 64-bit vs. 32-bit thing if it's just a matter of putting in another executable. Again: It's totally understandable to not support WinXP :)... I guess I'm just having to come to terms with having to upgrade or find another way to run this magnificent game
  3. Oh, I apologize. I think I saw the changes list on the forum mention it, but looking at the GH releases... those didn't. Strawberry PERL FTW! You even (graciously, I might add) created a workaround specifically for this: use_perl_natively=1 (It's not that I actually expect you to support a system that's been EOL for 5 years. If it's easier for you, by all means go ahead and use 64-bit WeiDU... but if it's just a 'cosmetic' change, then I'd love to still be able to play.) As to why I'm using WinXP: It's in a Virtual Machine with classic BG1+BG2, and Windows 10 seems to be... suboptimal for this use case (but I'm still experimenting!). EDIT: Btw, the genie/efreet from the Trademeet bottle is still being really annoying by trying to turn itself invisible rather than doing what it's told (as in: serving it's caster). This was with v32-RC9. Could the scripting for this particular item summon just be removed?
  4. Snark acknowledged and appreciated, but the main part of the post was really about potential workarounds.
  5. I see RC10 is out, but I've been playing RC9 and it appears that the Planar Prison thralls are still getting petrified by the prison traps. (I won't bother posting a screenshot, but do let me know if you need any install info for debugging. It's a mostly vanilla install and the only AI-altering mod is SCS.) Re: RC10: Does this mean that I won't be able to install on 32-bit WinXP? Or can I just replace the setup exe with a 32-bit version? (I suppose I should really upgrade my VM to Windows 9/10...)
  6. AnonymousHero

    Last call for SCS v32 fixes

    @DavidW Hey... no bugs to report, but say wanted to say a random Thank You! This mod has been amazing to play through the years!
  7. AnonymousHero

    Last call for SCS v32 fixes

    I've seen a strange thing in my SCSv32rc8 playthrough: It seems that it's possible to write some L9 scrolls into the spell book even through they're already there. I've seen this with Time Stop and Spell Trap. Could this be an SCS issue? (I'm running with the Innate Sequencers component, and I'm reasonably confident that I don't have anything else that would affect spells.)
  8. AnonymousHero

    Last call for SCS v32 fixes

    Heh, what timing ktgrey! Just posted about the exact same weirdness with the Planetar :).
  9. AnonymousHero

    Last call for SCS v32 fixes

    Plantar behaves strangely (v32rc8) If there are no enemies on screen, just after being summoned, any movement command given to the Planetar causes it to move for about 1 second, but then stop. The same thing happens if you direct it to cast a spell, but the 'interruption' may seems to coincide with end-of-round (or something similar) since it sometimes casts OK and sometimes gets 'interrupted' mid-cast. While in combat, the Planetar will attempt to move within Touch range of the PC (a True Neutral in this case) and cast Holy Word. This is a bit strange: Holy Word is an AoE spell, so there's no need to move to the PC (and why would it choose the PC?) It does this even if it has a Globe of Blades up... which could prove *fatal* to the PC unless the 'Blade Barrier doesn't hurt friendly/neutral' component is installed. Actually maybe nr. 2 is an alignment problem. The Planetar will actually also cast Chaos on the PC (I've attached a screenshot)
  10. AnonymousHero

    Last call for SCS v32 fixes

    Oh, another one (I'm doing a playthrough right now if you couldn't already tell ): The thralls in the Planar Prison behave extremely erratically, wandering around (which I think might be a good thing overall in terms of difficulty), but they'll happily wander into the petrification trap where Haer'dalis and friends are being held prisoner. This makes for quite a weird experience where you'll just see random "Thrall - Petrified" messages in the message log. They should probably just stay put until they at least spot the player's party members.
  11. AnonymousHero

    Last call for SCS v32 fixes

    I'm not sure if it's been reported or not, but... (I tried a search and found a report for v30, but it seems to not be fixed as of v32rc8.): Various enemy mages will cast Cacofiend, summoning a Nabassu which will immediately start attacking them because they don't have PfE (I think that's why the demons might be attacking?). I'm playing at "Improved" difficulty per the slider. Maybe the mages are lacking a pre-buff which is otherwise 'automatic' in the higher difficulties? (I've observed this with Yuan-ti mages and Tanova the vampire mage in Bodhi's lair.) I'm not running any other mods which affect demon/mage behavior.
  12. AnonymousHero

    Last call for SCS v32 fixes

    @Bartimaeus Yes please!
  13. AnonymousHero

    Tweaks Anthology v8 Now Available

    Re: The changed No Locks and Traps algorithm: It seems that there at least a few doors which requires much greater STR to bash. Is this intentional? (This was not the case with Weimer's version, and it's a bit of an annoyance.) Examples: The door of the estate where you can grab a Lightning Wand and the door to the house in Nashkel where you return Joseph's Greenstone Ring. EDIT: Here's another slightly more serious example: The door to Glaicas' room in the De'Arnise keep.
  14. AnonymousHero

    Last call for SCS v32 fixes

    Just a little request to make the Innate Sequencers (love this component, btw!) are little more user friendly: Any chance of making the sequencer icons a little bit more distinct from the spell icons, e.g. by just changing the color of the create-trigger icons to blue (same as many HLAs)? As it is, it's impossible to tell them apart from the "this will cast the spells" icon and you have to Tab or wait for the tooltip. (If there's a HOWTO somewhere about how to create BG icons, I'd be happy to give it a go, but I'm a bit limited that I only have access to Linux and a VirtualBox Windows XP guest...)
  15. AnonymousHero

    Tweaks Anthology v8 Now Available

    Ok, it appears I was probably wrong. This time around I'm offered the XP cap component. I'm pretty sure my install options for cdtweaks (everything before is exactly identical) are probably a little different than before, so it could theoretically be a bad interaction between components somehow.
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