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Everything posted by 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 // Change Free Action to Protect Against Stun: v13 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #116 // Remove Thieving Start Bonuses from Bard and Ranger Skills: v13 ~EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.9 ~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.5 ~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original Version (new upgrades in a list): v45 ~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original Version (new upgrades in a list): v45 ~ITEMUPGRADE/ITEMUPGRADE.TP2~ #0 #12 // Install supplemental Cespenar audio for Item Upgrade: v45 ~BOLSA/BOLSA.TP2~ #1 #0 // Bolsa: v5 ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #0 // Black Wolf Talisman ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #1 // Chain of Drakkas' Fury ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #2 // House of Despana Insignia ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #3 // Kegsplitter of Shaengarne Ford ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #4 // Kresselack's Full Plate Mail ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #5 // Mantle of the Coming Storm ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #6 // SkullFlail ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #7 // Spear of White Ash ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #8 // Twelve Paces ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #9 // Belib's Everlasting Torch ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #10 // Binding Sash of the Black Raven ~IWDITEMPACK/SETUP-IWDITEMPACK.TP2~ #0 #11 // Young Ned's Knucky ~ROLLES/ROLLES.TP2~ #1 #0 // Rolles Safyer: v5.0.2 ~ROLLES/ROLLES.TP2~ #1 #10 // Bag of Holding in Irenicus Dungeon: v5.0.2 ~RUAD/RUAD.TP2~ #0 #0 // Ruad Ro'fhessa (SoA): v29.2.0 ~STUFFOFTHEMAGI/SETUP-STUFFOFTHEMAGI.TP2~ #0 #0 // Stuff of the Magi: v5 ~UNDERREP/SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2 ~LEUI-SOD/LEUI-SOD.TP2~ #0 #0 // lefreut's Enhanced UI (SoD skin) - Core component: 4.2 ~LEUI-SOD/LEUI-SOD.TP2~ #0 #1 // lefreut's Enhanced UI (SoD skin) - BG2 vanilla bams for spells: 4.2 ~LEUI-SOD/LEUI-SOD.TP2~ #0 #9 // lefreut's Enhanced UI (SoD skin) - Small right sidebar buttons: 4.2 ~LEUI-SOD/LEUI-SOD.TP2~ #0 #10 // lefreut's Enhanced UI (SoD skin) - Quests in journal collapsed by default: 4.2 ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 3.6 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v6.1.0 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #15 // Thrown Spiritual Hammers: v6.1.0 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v6.1.0 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #35 // +1 throwing weapons: v6.1.0 ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #50 // Additional magic items: v6.1.0 ~A7-CONVENIENTEENPCS/SETUP-A7-CONVENIENTEENPCS.TP2~ #0 #1 // Modify Enhanced Edition NPCs -> Disable all NPCs: v4.1 ~A7-CONVENIENTEENPCS/SETUP-A7-CONVENIENTEENPCS.TP2~ #0 #301 // Make NPC-specific items available for everyone: v4.1 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #25 // Sorcerer: Magus: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #31 // Sorcerer: Favored Soul: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #33 // Sorcerer: Sylvan Disciple: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #35 // Sorcerer: Revenant Disciple: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #37 // Sorcerer: Amorphous Disciple: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #40 // Revised Specialists: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #45 // Arcane Crafting: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #48 // Armored Casting for Bards: 0.9.4 ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #55 // Revised Metamagic -> Metamagic spells, fill sequencers free (usable by Arcanist/Multi Sorcerers): 0.9.4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #180 // Unique Containers -> Fixes only: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep Class Restrictions: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1225 // Adjust Cromwell's Forging Time -> Instant forging (original BG2 default): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1330 // NPCs Cannot Use Doors: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2161 // Alter Weapon Proficiency System -> BG-Style Weapon Proficiencies, With Weapon Styles (the bigg): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multiclass Restrictions -> Install options one and two (everyone can multiclass anything): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install options one and two (everyone can multiclass anything): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi-Classes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi-Classes -> Loosen Equipment Restrictions for Druid Multi-Classes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 (Angel): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3140 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Originals from EoU (Karzak, Blucher): v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3175 // Disable Romances: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3195 // Alter Hostile Rest Spawns -> Decrease frequency by 50%: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3290 // Personalize automatic save names -> Use scheme: 000000000-Protagonist-Save-Name: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3310 // Start New Games with Party AI Turned Off: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v9 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3330 // Make party members less likely to die irreversibly: v9 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #322 // Use Icewind Dale's Dimension Door animation -> Slow animation speed (matches BG2): v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.53 ~EETACT2/SETUP-EETACT2.TP2~ #0 #0 // Core Component: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #180 // Westley Weimer's "Kuroisan", the Acid Kensai: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #210 // Gebhard Blucher's Lich in the Docks: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #260 // Ishan's "Always Toughest Random Spawns in Dungeons": v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #450 // Westley Weimer's Streamlined Trolls: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #460 // Westley Weimer's Fighter-Class Archer Kit: v0.73 alpha 2016022103 ~EETACT2/SETUP-EETACT2.TP2~ #0 #470 // Westley Weimer's Anti-Paladin Kit: v0.73 alpha 2016022103 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.28 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #600 // Add expiration notifications for item buffs: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #500 // Reveal all hidden doors: v2.5 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #700 // Allow Spell Shield to block Wish Breach and Mordenkainen's Disjunction: v2.5 ~KLATU/SETUP-KLATU.TP2~ #0 #1000 // The Gloves of Goodman Hayes: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #1020 // Prepared Wishes: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #1040 // Give Hexxat an Inactive Fighter Class: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #1050 // Appropriate XP Rewards for Cowled Enforcers: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2000 // Streamlined Wizard Spell Progression: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Streamlined Sorcerer Spell Progression: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2050 // Prevent Wish Spells from Interrupting Caster: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2180 // Charisma has a stronger Effect on Store Prices: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2190 // Modal Buff AI Script: 1.7 ~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation I've attached the .debug file, but it doesn't seem very informative :(. I'm not sure if I'm doing something wrong... Anyone else have this issue? FWIW, I tried moving the EET_END mod to *after* the SCS install, but it doesn't seem to help. setup-stratagems.debug
  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 of battle (previous experiment was without any enemies around), and it *didn't* turn hostile, it kept attacking hostiles. Tried another experiement after that battle and it turned hostile with a green circle (whereas the first experiment it turned hostile with a red circle.)
  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 Invisible, and cast the PfM scroll on him before he gives his speech there's no problem. It works as expected -- his sequencer fires, and attacks using his darts(?), but does not cast any spells.
  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 hardest enemy by metagaming me :).
  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 for all the different summons? (I'm specifically referring to the 'follow player around bit'.) The shadow version of the Umber Hulks summoned by Shades(?) seems to only do non-lethal damage? Not sure if intentional, but it certainly seems a bit odd. The Planar Sphere Noble Efreeti starts casting Flame Arrows at itself as soon as I enter the level. EDIT: To add: The L11 skeletons also have an annoying thing where if their target goes invisible they'll continually go 'Skeleton Warrior: Target gone'. (Usually your summons just 'say' this once, but the skeletons will keep saying it continually until the target reappears and/or a different target is forced. If there are no enemeis you can force-retarget the skeleton on, you cannot get rid of the Target Gone thing. Super-annoying when you have Auto-pause: Target Destroyed/Gone set.)
  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]! Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR: [AR18PRIE.CRE] -> [override/AR18PRIE.CRE] Patching Failed (COPY) (Parsing.Parse_error) Stopping installation because of error. Here's the relevant block of the file where there error is: IF GlobalTimerNotExpired("castspell","LOCALS") !StateCheck([PC.0.0.BARD],STATE_INVISIBLE) OR(2)!CheckStatGT(Myself,0,SANCTUARY)!GlobalTimerNotExpired("attack_under_sanctuary","LOCALS") See([PC.0.0.BARD]) Allegiance(Myself,ENEMY) !Allegiance([PC.0.0.BARD],ENEMY) !StateCheck([PC.0.0.BARD],STATE_IMMOBILE) !StateCheck([PC.0.0.BARD],STATE_FEEBLEMINDED) !CheckStatGT([PC.0.0.BARD],0,HELD) !StateCheck([PC.0.0.BARD],STATE_MIRRORIMAGE) OR(2) CheckStat(Myself,0,WEAPON_ENCHANTMENT) !CheckStat([PC.0.0.BARD],4,WIZARD_PROTECTION_FROM_MAGIC_WEAPONS) OR(2) CheckStatGT(Myself,0,WEAPON_ENCHANTMENT) !CheckStatGT([PC.0.0.BARD],0,ENCHANTMENT_IMMUNITY) OR(2) CheckStatGT(Myself,1,WEAPON_ENCHANTMENT) !CheckStatGT([PC.0.0.BARD],1,ENCHANTMENT_IMMUNITY) OR(2) CheckStatGT(Myself,2,WEAPON_ENCHANTMENT) !CheckStatGT([PC.0.0.BARD],2,ENCHANTMENT_IMMUNITY) OR(2) CheckStatGT(Myself,3,WEAPON_ENCHANTMENT) !CheckStatGT([PC.0.0.BARD],3,ENCHANTMENT_IMMUNITY) OR(2) CheckStatGT(Myself,4,WEAPON_ENCHANTMENT) !CheckStatGT([PC.0.0.BARD],4,ENCHANTMENT_IMMUNITY) OR(2) CheckStatGT(Myself,5,WEAPON_ENCHANTMENT) !CheckStatGT([PC.0.0.BARD],5,ENCHANTMENT_IMMUNITY) !HasItem("MORSWORD",[PC.0.0.BARD]) OR(3) CheckStatLT([PC.0.0.BARD],100,RESISTCRUSHING) CheckStatLT([PC.0.0.BARD],100,RESISTPIERCING) CheckStatLT([PC.0.0.BARD],100,RESISTSLASHING) !CheckStatGT([PC.0.0.BARD],0,STONESKINS) !HPPercentGT([PC.0.0.BARD],20) Range([PC.0.0.BARD],4) THEN RESPONSE #100 SetGlobal("validtarget","LOCALS",1) SelectWeaponAbility(SLOT_WEAPON1,0) AttackReevaluate([PC.0.0.BARD],30) END Line 712 is the line !Allegiance([PC.0.0.BARD],ENEMY) EDIT: Installing on Win64, but using a 32-bit WeiDU (for some reason the BGT install fails with the 64-bit WeiDU from Stratagems). EDIT#2: I've had a peek at a few of the other files where there are parse errors, but there doesn't really seem to be any obvious problem with the syntax and it's dissimilar to the above "problematic" line. I wonder if there's a higher-level problem here than just the syntax... Let me know if you want the full set of output files. I've got them stashed away.
  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 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?
  15. Snark acknowledged and appreciated, but the main part of the post was really about potential workarounds.
  16. 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...)
  17. @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!
  18. 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.)
  19. Heh, what timing ktgrey! Just posted about the exact same weirdness with the Planetar :).
  20. 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)
  21. 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.
  22. 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.
  23. 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.
  24. 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...)
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