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About AnonymousHero

  1. It seems to be proceeding past where it got to last time, thanks boo !
  2. Ooh, that's a good idea! It says $ ./weidu --version [./weidu] WeiDU version 24600 I'll try upgrading my weidu and try again. Thanks for the hint!
  3. Ok, so trying to upgrade from v32 to v33.7 and I encountered an error on install. I have a few mods installed before SCS, but they didn't cause any issues with v32. My weidu.log: // 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] ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v13 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v13 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 /
  4. Pathfinding broken how? You sure you just don't need to increse the number of nodes? Look for the setting "Path Search Nodes" and try to increase it substantially... Regardless, lots of people are playing just fine with EE version 2.5, so I'm guessing something is messed up with your particular install.
  5. Apologies if already reported. (Frankly, it's totally impossible to figure out if things have been reported when not using an actual issue tracker. I tried a search in the forums, but it was futile.) SCS v32.7: My Planetar instantly turns hostile when my Dragon Disciple casts Death Spell anywhere near it. My character is Lawful Netural if that matters. Playing on Tactical difficulty. EDIT: Just tested by changing alignment to Chaotic Good. No difference, it still turns hostile. EDIT#2: Ok, there's some serious wonkiness here: Tried casting Death Spell in the middle
  6. Sorry for the delay: I'm on EE. Another day another playthrough... I think this is actually reproducible: Approach Dave while visible, he gives is speech and turns hostile. I have auto-pause on See Enemy, so we have an immediate pause. Queue the command to cast the scroll while paused. Unpause. He'll be hit with the scroll, his sequencer will fire, CHARNAME will be hit with the sequencer (and probably webbed), but he'll still be able to cast spells (normally). I've tried this a few times and it seems to reproduce the bug every time. EDIT: If you approach him while Invisib
  7. Just FTR regarding my earlier report of offensive PfM scroll not working on Davaeorn: I'm on another playthrough (basically same setup), and it appears that there is a problem -- but I think it might be some sort of engine bug related to simultaneous application of PfM and Dave's sequencer firing (or something else in his script). At least I was able to reproduce this time, and he cast (normally, *not* sequencered) MGoI and Remove Magic at CHARNAME. (It's no big deal to work around.) EDIT: Also, killing Daveorn seems to crash my game pretty often. I guess he's just becoming the harde
  8. Yes, ordinary casting. EDIT: Hm, I'm doing a new run and this time Daveorn didn't cast in spite of the offensive PfM scroll. Maybe it was just a one-time glitch or something.
  9. First of all, @DavidW congrats on the release and thanks for this amazing mod! I'm not sure if bug or intended, but I just tried to use a Protection from Magic scroll on Daveorn and he was still able to cast spells, etc. What gives? Does SCS v32 neuter the scroll somehow? (I just Ctrl+F'ed the readme, but there doesn't seem to be any mention of this.)
  10. (Apologies if these have already been reported. Btw, maybe it would be a good idea to use GitHub issues for tracking known issues? As someone who's not religiously following this thread it's really hard to know what's already been reported and/or fixed in master ) I have observed a few very minor weird things in 32-RC10: The skeletons summoned by Animate Dead (arcane) in the EE version below level 15 don't seem to have the same scripting as the L15+ Skeleton Warriors. The different summons don't fundamentally have any different abilities, so I'd guess the same script should work fo
  11. Just to make sure it hasn't been overlooked: I'm still (with RC10 as of March 28) seeing the same "parse errors" that Xorton saw, namely things like the following: [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr30.baf] PARSE ERROR at line 712 column 1-27 Near Text: ) syntax error ERROR: parsing [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr30.baf]: Parsing.Parse_error ERROR: error compiling [tb#_compile_eval_buffer/weidu_external/workspace\ssl_out\dw#pr30.baf]: Parsing.Parse_error ERROR: compiling [weidu_external/workspace\ssl_out\dw#pr30.baf]! Sto
  12. 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)
  13. 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
  14. 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
  15. Snark acknowledged and appreciated, but the main part of the post was really about potential workarounds.
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