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Simon280586

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Everything posted by Simon280586

  1. Interesting. Hope the changes work out for you, they seemed to do the trick for me.
  2. I have the component 'Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30' installed, but having just picked up the cloak in ToB I noticed that the animation was still active. A change log of the .itm file (clck26) shows this: So no mention of the component actually editing the file. Weidu log: Having looked at the mirror_cloak.tpa file in stratagems/ease, it's easy to make the change manually. But maybe someone can figure out why this didn't install?
  3. Interesting, thanks. Frame rate issues aside, it's basically impossible to see what's going on. For reference, the area is AR3010, and the Glabrezus are either teltan1.cre or teltan2.cre. Actually, watching this video of an SCS playthrough, the projectile effects appear much less obtrusive. I suspect that the 1ppv4 component 'softer spell effects' is what is making them more visible in my game. Here's what I see in comparison. I believe that these 1pp effects are also implemented in BG2EE, which may explain why there was that post on the Beamdog forums. critto, do you happen to know how I can disable these effects from the summoning spells in my game? (edit - setting 'projectile effect' to none (1) in the 'spell ability' section of these summoning spells seems to do the trick)
  4. In Watcher's Keep 3rd level (Maze) there's a room with a rune-covered pillar that says 'These are runes of warding. They speak of the Imprisoned One and are sealed with helm's symbol.' In this room there are 6 Glabrezus. Each continually summons fire elementals and salamanders, as well as having fire shields up and creating various AoE clouds. Very quickly the frame rate drops to single digits. There seems to be no limit to their summoning abilities. It's such a tiny room that even a fight with 6 Glabrezus (who all have PfMW) would be a challenge, without all the summons and clouds. Is this encounter working as intended? I found a thread about this on the Beamdog forums too: http://forums.beamdog.com/discussion/31139/watchers-keep-maze-scs edit: I notice that the clouds are created by each Glabrezu at the same time as they summon a creature, yet the combat log makes no mention of them. It seems to me that this must be a bug, because the result is that there are up to 30 cloud effects being rendered at the same time (each demon summons 5 creatures).
  5. Ah, that explains it! I do indeed have that component installed. So neither SCS nor fixpack intend to make secret word work on liches, it's just a minor side effect of having both installed together. Cheers.
  6. Pierce magic and higher, I guess. Of course this would make liches more difficult. Does secret word affect liches in vanilla? I was discussing the issue in the general mod forum (http://gibberlings3.net/forums/index.php?showtopic=27340&hl=) because I was trying to work out why spell thrust wasn't working on liches but secret word was. My thoughts are that either both should work, or neither. If secret word working on them is intentional, that's cool. I was just reporting it because it seemed like it might have been an oversight.
  7. I noticed that Secret Word is working on liches, who are normally immune to levels 1-5. This is due to the SCS component that allows Breach to affect liches, which does so by removing the blanket level 5 immunity of liches while individually adding immunities to level 5 spells. Secret word, not being a level 5 spell, is overlooked, which leaves liches vulnerable to its effects (which operate at power level 5). I assume this is an oversight - it's certainly an easy thing to miss.
  8. Did some more detective work. I think this is a SCS bug (or maybe vanilla), and I think it can be easily fixed. Basically the priest is dual-wielding but also has a sling equipped, so when he switches weapon it causes an animation crash. Here's one post I found: http://www.shsforums.net/topic/58010-attacking-priest-of-cyric-in-north-forest-causes-crash/?p=576398 And another: http://www.shsforums.net/topic/57491-ar18priecre-assertion-failed-seems-to-be-an-animation-problem/?p=570676 Here's a changelog on AR18PRIE.cre from my install:
  9. I just had the game crash with the following error: I don't know whether this is actually related to SCS at all, but when googling the error message I found the following post on Beamdog's forums from a few years ago, which references the exact same location and encounter where I had my crash: http://forums.beamdog.com/discussion/comment/438109/#Comment_438109 weidu log:
  10. I can confirm both of the issues above. I was about to report the fire shield thing myself.
  11. I have the component 'Slightly weaken insect plague spells, and let fire shields block them: v30' installed, but insect plague still penetrates fire shield. I've noticed this in a couple of different encounters, once with Tolgerias in the Planar Sphere, and once with Irenicus in Spellhold. Weidu log: edit: I notice that there is a comment in stratagems' insect_plague.tpa file that reads: However, in the .spl files for fire shields (spwi403 and spwi418), opcodes 206 (granting immunity to insect plague and creeping doom) appear to be listed after 232. Maybe a bug?
  12. I think that's likely the culprit. This is, I believe, an old vanilla bug. I haven't played solo myself in BG2, but searching 'bhaal follow dream' in google seems to give good results. For instance this post from 2004: Source. See also here.
  13. I just played this part a few days ago, with no problems (SCS v30). Did you speak to Imoen first? Also, are you playing a solo character?
  14. Not a bug, but it would be cool if Imoen had 'enchanted weapon' memorised when you get her back in Spellhold (assuming you installed the 'party loses items in Spellhold' component). Otherwise, you have to rest - and this doesn't mesh well with Unfinished Business's 'Bodhi hunts you down in Spellhold' component, where you're in a race against time.
  15. The player can, but I think the AI targets a specific character (because the spell 'chases' the target even if you move). Yeah, but in any case he should still go for melee attacks even if he can't use spells. I had a look at the creature files (dw#rrak2.cre and rakruh01.cre) and noticed something interesting. They don't have sequencer, web or stinking cloud in their known or memorised spells, but they do have more memorised spells than known spells. Supposedly they have true sight and death spell memorised, but not 'known'. I did a change-log and nothing other than SCS touches these files.
  16. Seems to be a slight bug or oversight with the script for Ruhk, the Rakshasa in the first level of the Spellhold dungeon. His normal behaviour is to cast a number of spells, one after the other (fireball > acid arrow > chromatic orb > lightning bolt > magic missile x2) before going for melee attacks. However, if an improved invisibility character attacks him alone, he does nothing until the invisibility runs out or he dies (presumably because he doesn't have a target for his spells). The script that triggers these spells is (I think) mage8d.bcs. This script only appears to be used on creature files dw#rrak2.cre and rakruh01.cre. I'm not sure if this is an SCS script or not.
  17. Yep, that's pretty much what I did. I just wanted to point it out because, for people like me who don't follow the mod scene closely except when they start to play again, the readmes are extremely valuable in ensuring compatibility. So the more accurate they are, the better.
  18. The SCS readme recommends putting the G3 Tweakpack after SCS: But apparently there is a possible conflict. Here's a quote from a post by polytope over at the Bioware forums: (24 Jan 2014, maybe outdated?) Also mentioned by Jarno Mikkola in the G3 forums: (02 March 2015) Fortunately I found these posts back when I was in the process of making a new installation, and I've been meaning to post here so that the readme can be updated if necessary. Cheers.
  19. I made a post a few pages back about the Warden summoning a fiend which attacked him, since my party was out of sight. Just now I saw a similar thing happen - a Yuan-Ti mage summoned a cacofiend (Nabassu), which attacked him. Again it was out of sight of my party. Looking through the SCS readme, I noticed that this should not be happening (emphasis mine): Here's my Weidu log in case someone can spot another mod that is in conflict with SCS Improved Fiends (can't see anything obvious myself).
  20. In my game Minsc is a barbarian and therefore immune to backstab. Thieves still try to backstab him, which means they often waste their main offensive threat. Not sure if this is actually a bug (can/should the AI detect classes?), but thought it was worth mentioning.
  21. Posting the links to a couple of bug threads to make it easier for DavidW when he checks back on these forums: Breach not working on rakshasas Mages cast short-duration spells instantly at start of combat when they shouldn't
  22. Not sure if this is a bug, exactly, but I have a save where the Warden of the planar prison often summons a fiend (a Glabrezu) without having 'protection from evil' applied. It generally turns out badly for him (and according to the combat log, he doesn't fight back). It's part of a chain contingency which activates when he sees my party. Also, he never seems to chase me if I back away a few metres after he sees me. If I wanted I could just let all his protections run out.
  23. Can anyone who has used this mod before confirm: When the trolls 'die' and are replaced by the damage-immune version, does the new troll 'play dead'? On my install, the new trolls are still able to move and attack. I wonder whether this is intentional? I had a look through the scripts and creature files and noticed that the process goes something like this: Whereas the default behaviour is: Basically I'm wondering if the Polytweaks Troll 2 is meant to use the same script as Troll 1. I would have thought the new troll is meant to play dead. Thoughts? edit: I did some tests with the ice trolls in the keep. I changed trolic02.cre to use trolic02.bcs (rather than trolic01.bcs). Now the trolls behave as I would expect - when they 'die', they are replaced by a new troll which plays dead, is immune to most damage, and if left alone will eventually get back up and revert to the original script. And they can be killed directly, for example with a flame arrow spell. It's awesome! However, since I have no modding experience, I am unsure what to do next. If I edit the relevant .cre files using Near Infinity, will this affect the Weidu uninstall process? Here's a list of the creature files with possibly incorrect scripts: edit 2: I backed up the files above (copying them from the override folder) and edited the originals - assigning each the script corresponding to its name. It seems to work well. edit 3: This mod is seriously awesome. There's something incredibly satisfying about doing some fire/acid damage and then killing a troll with normal weapons. Trolls are no longer a chore! edit 4: noticed another (possible) minor bug. From the tp2 file: obsice04.cre is actually a mountain bear, according to Near Infinity. The snow troll is obsice01.cre.
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