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Mad Mate

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Everything posted by Mad Mate

  1. RevisedSCS is highly dependant to SR. It was made by Kreso because SCS was not reflecting SR changes. Kreso and everybody else thought it was because of ssl, but fact was SCS never detected SR properly. Kreso found bug that Refinements was not detected, but didn't know SR and IR was also not detected. So he went changing ssl files so they reflect SR. Bug was simple install order bug and now it is fixed. SCS v31 RC3 is not SR dependent. It will detect SR and make scripts according on what you have. As Jarno said, current v31RC3 is not official SCS version, I would call it "community" bugfixed SCS v30. Well, I hope he does. He even asked which one should he be using. I like his vision regarding SCS, and hope he doesn't mind our bug fixing. Anyway, if he doesn't, like I already said, you can always write your own custom library in ssl folder. Maybe kreso (or some other expert player/modder) come back and write one down. There is great potential there.
  2. Difference between SCS RC3 and RevisedSCS now are only in ssl files (files that make up scripts). Main SCS v30 had a bug that it wasn't detecting SR at all, and Kreso did a great job to change those ssl files to behave like you have SR installed. I like some of his changes and use them in my personal build, but I think that it was not a proper way to change SCS behavior. Proper way should be via custom library files in ssl (those didn't work also in v30, but now it is also fixed). Kreso tried that back then, but as it didn't work, he used "direct editing of ssl" solution. Now, all that bugs are fixed and SCS v31RC3 detects SR properly and uses SR dependant parts of ssl scripts. So SCS v31RC3 is not only for "without SR". Only thing, now, that SCS RC3 doesn't do is using new SR4 changes, because it was made for SR3. I hope DavidW will manage that in new release.
  3. I recommended BWS mostly because you use very outdated Ascension v1.5 BETA_20160601. Grab last one here: https://github.com/BigWorldProject/Ascension/archive/master.zip And I don't know is it recommended to use BG2Fixpack's components on BG2EE. Also some of the mods have different versions specifically for EE. In short, BWS will help you to avoid problems other players already had and fixed.
  4. It looks like some of the mods you installed broke SCS. I suggest using BWS for downloading latest versions of mods, and installing mods in correct order with fixes for each mod (BiG-World-Fixpack).
  5. Sorry, I'm new to this. I created new PR. Is now better? I see that fix made it to RC3 anyway.
  6. Thank you Alien, for all work you have done. Just one request, can BWS automatically update ds.tph in mods that are using it? In my test setup, 2 post up, clean BG2EE+BiGWorldProject-Ascension-20170708+SCSv31RC2, one spell got corrupted, SPIN920.SPL. At first, I thought that it was SCS fault again, but after uninstalling component by component, culprit turn out to be Ascension, precisely DS part of it. It still uses old DS.
  7. This is fixed. Get latest master ( https://github.com/Gibberlings3/SwordCoastStratagems/archive/master.zip ) until CamDawg release new RC version.
  8. Fixed: https://github.com/Gibberlings3/SwordCoastStratagems/pull/4 It happened because when I fixed Spell & Item Revision detection, now SCS actually reads what is in library files in ssl folder. And typo was in library_notir.slb, which my game never use (I always install IR). Note for other modders and players: Look in ssl folder of SCS, there are libraries which SCS uses to make scripts for enemies. Most of them was never used because of wrong install order which is now fixed. You can now even make custom main library and put name of library in ini file. Example of usage is in library_ir.slb: TRIGGER=SINecromancy !HasItemEquiped("plat16",scstarget)This code will be added to enemy scripts if you have IR installed. This means that if enemy mage spots that you have this armor, he won't use Finger of death on you and switch to different tactics. Bartimaeus Did install of latest BG2EE and SCS (log attached) and everything went without problem, even Smarter beholders. WeiDU.rar
  9. "Improved Abazigal" was my fault and latest pull, that was merged, included fix. But "Smarter Beholders" has nothing with other components. They don't depend on each other. Most likely install stopped at Beholders after first error and didn't continue. Debug from install would be nice or just part that indicate error... I don't have EE's installed so I can't test it. That would be great if someone can write code. All about cloning spells is in sfo\filetype\lib_spl.tpa It starts with:
  10. Thank you, Wisp! In latest DS (3.95), current one, in SCS it is: SPRINT sort_array auxil LPM sort_array instead (like in your fix): SORT_ARRAY_INDICES auxil NUMERICALLY Should we change it?
  11. All 3 functions are defined in caster_shared\caster_shared.tph
  12. Yes, it is. SCS always fail when it encounter corrupted item or spell file. Find out what mod, installed before SCS, corrupted that file. Attach your weidu.log &/or SCS debug, so anybody can help you. Probably some new mod or recent version...
  13. DVPLANGA.ITM, Mage Robe is installed in game, but it is not on PLANGOOD.CRE. It could be intended, but weapon & ring (DVPLANGW & DVPLANGR) are already on it.
  14. You're right again. IsAscension variable is missing. To fix this (I tested this all afternoon), add in ascension\abazigal_dragon.tpa (line 3, before // compile scripts): // detect Ascension Tougher Abazigal ACTION_IF FILE_EXISTS_IN_GAME ~abazdg02.cre~ BEGIN OUTER_SPRINT ~sslvariables~ ~%sslvariables%~^~&IsAscension=True~ END Only other file that needs "IsAscension variable" is melissan\melissan.tpa, so add same line as above at same place.
  15. I think you are right. And you found-out why Tamah doesn't appear if Asc-based components of SCS is installed. Re-spawn block for Tamah is only in DRAGBLUE.BCS. To fix this, I think it is enough to add in ascension\abazigal_dragon.tpa (somewhere in MAKE_PATCH (~line 20)): swap_script=>~abazdrag=>dragblue~
  16. Or you could do, like it is done in mage\mage_shared.tph: replace in priest\priest_shared.tph (line 412): SET av_5=av_5+1 SET av_6=av_6+1with PATCH_IF level>22 BEGIN SET av_5=av_5+1 END PATCH_IF level>23 BEGIN SET av_6=av_6+1 ENDI tested this and no extra spells for low level priests.Only thing I'm not sure is what levels are intended for extra spells (22,23 like here or...)
  17. And I found out what is happening, but I don't know is it a bug or feature. It only happen, when you have Refinements & SCS #6024 // Add high-level abilities (HLAs) to All component installed. "Problem" is in priest\priest_shared.tph: In line 347: PATCH_IF ~refinements~=1 BEGIN SET ~num_hla_innate~=level - 22 // enlightenment (benefit is extra spell levels, handled below) SET enlightened=1 and later at 411: PATCH_IF VARIABLE_IS_SET ~enlightened~ BEGIN SET av_5=av_5+1 SET av_6=av_6+1 END If you decomment second part, you get normal spell levels. I don't know why DavidW did this or there is some typo or bug here. Maybe, somebody more experienced at code (CrevsDaak?) could look at this. EDIT: I think extra spells should get priests higher of 22nd level, but here even lower ones gets them. Something here don't work right.
  18. Hm, I'll try to reproduce this, if you give weidu.log of your BGT install. I can do install tonight. I confirm it. I got Unholy Word & Heal. Will try to debug tomorrow.
  19. Hm, I'll try to reproduce this, if you give weidu.log of your BGT install. I can do install tonight.
  20. Kreso, I'm intrigued by this. I did another install and spell-books are still fine. I guess that SCS, in your case, reads wrongly priest\spellchoices\demivrgvs\cleric_evil.2da table. Did you change anything in it?
  21. This is intended, if you installed Smarter Abazigal. Why, don't ask me. From ascension\abazigal.tpa: // delay Tamah LAF get_area_script STR_VAR area=ar6005 RET script=script END LAF swap_text STR_VAR files= ~%script%.bcs~ swaps=~CreateCreature("ABAZDG02",\[1224.1287\],0)=>NULL~ END
  22. Kreso, can you do a change-log of slapri.cre & rethug03.cre, so we can find what components added high-level spells? Thanks!
  23. Sure, there is something wrong. My Rethug03.cre also has 2ECL3 script, 6th level cleric and these spells: and priest on Slaver's boat (SLAPRI.CRE), 10th level cleric, 2ECL5 script and these spells: So, no spells higher of 5th level. Did you change anything in ini file? It could be some SCS component that I don't use. My weidu.log (SCS part): Change-log on these 2 CRE files would be helpful to find which component added these high level spells.
  24. I checked Stalman script, and in my install it is correctly compiled. I'll put his script in attach so you can check it. And I found out about Suna ambush priest. It is RETHUG03.CRE, but creature (in my install) don't have FoD memorized, so it shouldn't fire. In his script there are these multiple blocks with FoD, but they require creature have FoD among his spells: Stalman.rar RETHUG03.rar
  25. kreso, that was bug in v29, corrected in v30. Can you tell me which priest uses FoD? I can't find any priest, lower of level 12, that uses it, in my install.
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