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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 /
  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.
  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
  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 ot
  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 Window
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