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Mad Mate

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Posts posted by Mad Mate

  1. Are you saying that code from RevisedSCS branch can be installed regardless SR installed or not?

    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.

    I highly doubt that DavidW will do this. He recently wrote that lot of SR design choices are not as want. Besides it's a lot of work and only the person who knows SR inside-out should do this.

    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. Yes, unless the RevisedSCS changes will be introduced to SCS and applied only when SR will be detected.

     

    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. Fix merged, thanks Mad Mate!

    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.

  5. Errors:

    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 ;)

     

    From the BD forums:

    Did install of latest BG2EE and SCS (log attached) and everything went without problem, even Smarter beholders.

    WeiDU.rar

  6. "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.

     

    Something I just remembered to mention now is when cloning spells as different filenames, instances of immunity spell opcodes (318/324) need to be updated so that they self-block the effects of the new spell rather than the original copied spell. SCS liberally clones spells, so I would integrate this change into the clone spells macros or whatever they are called.

    That would be great if someone can write code. All about cloning spells is in sfo\filetype\lib_spl.tpa

    It starts with:

     

    DEFINE_ACTION_FUNCTION clone_spell

    INT_VAR allow_missing=0

    STR_VAR

    spell=""

    edits=""

    editstring=""

    BEGIN

    LAUNCH_ACTION_FUNCTION clone_template

    STR_VAR file_list= ~%spell%~

    file_ext=~SPL~

    edits

    editstring

    allow_missing

    END

    END

     

  7. If anyone's still interested, the thing with DS and EE 2.5 was that the DS code would add and delete effects in the same loop, but would not necessarily do so in the correct order, so which would produce incorrect results for some inputs (for example, it deletes an effect located last; delta is -1, then adds an effect at position 0, i.e., at fx_off + delta * fx_size, or 0x30 bytes before fx_off). EE 2.5 contains or contained files that would trigger this oversight. I posted a simple fix here and in the DS thread at SHS, but apparently I toil in obscurity.

     

    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?

  8. 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...

  9. The DRAGBLUE.BCS I have doesn't contain any references to Tamah's creature file. From my amateur snooping, it doesn't look like the IsAscension variable is set when dragblue.ssl is compiled.

    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.

  10. Dragon form Abazigal is not getting the SCS version of his script with Ascension and Smarter Abazigal. The only script attached to to DRAGBLUE.CRE is the class script ABAZDRAG.BCS, which is obviously not an SCS script. For one thing, it's way too short. DRAGBLUE.BCS, which obviously IS an SCS script, is in my override folder but it isn't used by anything.

    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~
  11. 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+1
    with

    PATCH_IF level>22 BEGIN
    SET av_5=av_5+1
    END
    PATCH_IF level>23 BEGIN
    SET av_6=av_6+1
    END
    I 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...)

  12. Please do. I've re-installed to see if it's a BGT thing, and now I don't have the bug in my BGT install. I don't get it.

     

    Slapri.cre has two level 5 spells, Mass cure both. No 6th or 7th level spells. :rolleyes:

    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.

  13.  

    Not on current install. I don't even have Spell Rev now and the bug is there. (fwiw, my first guess was Refinements - SCS uses a specific cleric HLA which gives them extra 6th and 7th slots, so I tought this was working wrongly so it gives this ability to cleric of any level in BG2. It isn't. :rolleyes: )

    As I said, I can only get in in BGT install. BG2 alone is fine.

    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.
  14. Not on current install. I don't even have Spell Rev now and the bug is there. (fwiw, my first guess was Refinements - SCS uses a specific cleric HLA which gives them extra 6th and 7th slots, so I tought this was working wrongly so it gives this ability to cleric of any level in BG2. It isn't. :rolleyes: )

    As I said, I can only get in in BGT install. BG2 alone is fine.

    Hm, I'll try to reproduce this, if you give weidu.log of your BGT install. I can do install tonight.
  15. Bleh. I've got the same bug again. At least they have Unholy Word now. :rotflmao:

    I cannot reproduce the bug on a BG2-only install, regardless of my mod selection. I've tried with Questpack, w/o Questpack, Refinements, w/o Refinements, on a BG2 only install it works fine.

    If I use BGT, they get level 6 & 7 spells. Change-log shows nothing new - same as above, only Stratagems. I'm lost here. :(

    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?

  16. Abazigal's lair has the 4 drakes from Ascension as expected, but when Abazigal turns into a dragon Tamah does not spawn. Looking around with NearInfinity shows that Tamah's .CRE file is in the override folder but nothing references it.

    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
  17. I know. The problem is that even low-level clerics (see rethug03. level) get some really high-powered stuff. If they get FoD or not is random - I've checked him now, indeed he doesn't have FoD this time. He does have Aerial Servant (6th) and Unholy Word (7th) instead. :D His script is 2ECL3 - he should I guess get level 3 spells MAX.

    Also, the priest in Slaver's boat will have same issues (just see their list of memorized spells). I can't vouch for others (there aren't many clerics of low-level in BG2) but these two surely aren't level 14.

    Sure, there is something wrong. My Rethug03.cre also has 2ECL3 script, 6th level cleric and these spells:

    Tw07YMY.jpg

     

    and priest on Slaver's boat (SLAPRI.CRE), 10th level cleric, 2ECL5 script and these spells:

    Jylldbt.jpg

    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):

     

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4170 // Increase the price asked by Gaelan Bayle -> Gaelan wants 40,000 gold pieces: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30

     

     

    Change-log on these 2 CRE files would be helpful to find which component added these high level spells.

  18. It's still there. Just check Stalman's script, you'll see the "warning" sign.

    As per priests, the cleric in Suna ambush casts it, as do random Hobgoblin shamans.

    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:

     

    IF

    !GlobalTimerNotExpired("castspell","LOCALS")

    Global("shapeshift","LOCALS",0)

    HaveSpell(CLERIC_FINGER_OF_DEATH) // SPPR708.SPL (Finger of Death)

    !StateCheck([PC.0.0.FIGHTER_THIEF],STATE_NOT_VISIBLE)

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],0,SANCTUARY)

    CheckStatLT(Myself,50,SPELLFAILUREPRIEST)

    !CheckStat([PC.0.0.FIGHTER_THIEF],2,WIZARD_SPELL_TRAP)

    See([PC.0.0.FIGHTER_THIEF])

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],99,RESISTMAGIC)

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],0,WIZARD_SPELL_DEFLECTION)

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],0,WIZARD_SPELL_TURNING)

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],0,WIZARD_SPELL_TRAP)

    !CheckStat([PC.0.0.FIGHTER_THIEF],1,CLERIC_SHIELD_OF_THE_ARCHONS)

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],0,SCRIPTINGSTATE2)

    OR(2)

    GlobalTimerNotExpired("seedefences","LOCALS")

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],0,DW_ITEM_SLAY)

    !CheckStat([PC.0.0.FIGHTER_THIEF],7,WIZARD_SPELL_IMMUNITY)

    Allegiance(Myself,ENEMY)

    !Allegiance([PC.0.0.FIGHTER_THIEF],ENEMY)

    !CheckStatGT([PC.0.0.FIGHTER_THIEF],50,RESISTMAGIC)

    THEN

    RESPONSE #100

    SetGlobalTimer("castspell","LOCALS",ONE_ROUND)

    Spell([PC.0.0.FIGHTER_THIEF],CLERIC_FINGER_OF_DEATH) // SPPR708.SPL (Finger of Death)

    RESPONSE #300

    Continue()

    END

     

     

    Stalman.rar

     

    RETHUG03.rar

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