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krevett
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Posts posted by krevett
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Thanks I'm on my phone and didn't thought about quoting the link
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My question was just because david don't always maintain the git repo in a playable state (as he says use at your own risk). You should download the latest RC9 from git under the "releases" tab and start fresh with that one.
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Are you using the RC of stratagems or dit you download the git repo?
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2 hours ago, subtledoctor said:
Off topic, we seem to be in a reverse-race to be the last person to play SoD...
Haven't played it too
even if I own all ee games I'm still using good old classics (waiting a french translation for bg2ee, english don't bother me but I'm so disappointed it's still not translated and anyway I'm a bit of a old-school guy...)
Sorry for the off-topic
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9 hours ago, chimaera said:
Sorry for the computer illiterate question, but just to be sure: it's set to 0, so if I change the value to 1 it won't install?
I have also one question regarding the HLAs, as I'm not sure if the following is intented or not: I have the 'HLAs are innate abilities' installed. I have dual-classed my mage after she got her fist HLA (improved alacrity) and, even though her mage class is still inactive, that ability gets refreshed upon resting.
No problem with the question you're right it should not install if set to 1.
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You must configure the stratagems.ini file if you don't want some spell/item modifications but you can't obviously do this in-game as it changes the files themselves.
Edit: you must do it before install of course the parameter in question is no_initial_change_insect_plague
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V32 is out and has much better compatibility with ee than v31 even if it's still in RC state it's fairly stable so if you're on enhanced edition you should use it instead of v31.
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Comment the code out it should work but you're right to not delete these files.
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You can be limited by ram even with 32gb with 32 bits apps as they're using only 2-3Gb max.
But i'm not sure this is the reason you get the error. Give a try to 64bit version to see if the error shows up (a google search will lead you to a download type weidu 246)
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Do you use 64 or 32 bit weidu exe? SCS has many components and since I started using the 64bit version I never had the error anymore I don't know if it's related or not.
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I don't understand why people are complaining about the widget. Even if you can't remove it at install time you can do it the fist 5 seconds you're starting your new game...
And it screams "mod!" really makes me laugh. Don't install mods then ^^
DavidW is already working hard to release an upgraded version of stratagems and I think he'd better dedicate it's working time to correct bugs rather than adding a component that has really no added value to the mod...
Edit: if you take my case, I like to play on hardcore most of the time but like some components to be on insane or LoB. When I start a new game I launch the widget once, set the corresponding variables and remove it, it takes about 30 seconds to do this!
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From v32 Readme
"You can override these difficulty settings for each component separately. A new power has been added to your protagonist's innate ability bar; activating it will bring up a dialog menu that allows you to set a difficulty for each component that you have installed. (For a very small number of components, there are additional difficulty settings above INSANE: SUPER-INSANE and LEGACY OF BHAAL. These are, intentionally, only activatable using the fine-tuned control (or if you have Legacy of Bhaal installed); this is so you don't blame me when your tenth-level party gets eaten by liches using Dragon's Breath.)
If you find the difficulty-control power annoying (and if you have the cheat console enabled) you can remove the control via a dialog option. The control dialog can be activated by typing C:CreateCreature("dw#diffi"). (Power users can also set difficulty variables directly at the console; see under Customisation.)"
No need to make it an optional component, the only real thing needed is as always read the readme ^^
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8 hours ago, Guest Guest Arthas said:
Also I've got a feature request: in my playthroughs, I usually face Ust Nasta defense. Is there any chance you could create some powerful and unique items to appeal the players that actually destroy a whole city of drows?
I don't think that creating powerful items is the goal of scs... I usually face the city too but only do it for XP and that's already nice. BG2/ToB is already full of powerful items
and even more if you got itemp upgrades installed!
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Hi david, just a small thing I think the code has not changed since v31 for spellhold and license cost components. I never used them before but noticed a small bug (with french translation) in original BGT. The string for the license cost is messed up in the french version (ie 50.000 instead of 5.000) so it is not replaced. For the spellhold cost, the french version use "20 000" with a space so again the string is not replaced. Just need to add the following "20 000" => "%asking_price_string%" "15 000" => "%actual_price_string%" and 50.000 => %pricestring% to correct this.
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I know you're waiting to have a stable release as it's a really niche problem as you said but I can give a bit more information about the hla not importing.
If I start a multiplayer game in bgt with v31 and import they are lost as I said earlier but only for characters imported in the player 1 slot.
However on eet with v32rc7 I did not manage to get them to show, in all slots result is the same.
In both cases i'm using ease of use ai.
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Ok that's what I thought better be prepared when travelling above level 3 then
thanks.
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Hi David,
Until now, I never used the " Improved Deployment for Parties of Assassins " component and I have a question about it. Since they appear during random encounter, if you flee the encounter do you get the chance to meet them again or is the encounter lost forever?
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Well it took me a bit of time to get used to the syntax (and still havig a hard time ^^ my only experience in scripting is for personal entertainement a bit of vb and quite a bunch of nwn scripting ^^) but anyway I managed to do what I was looking for. I found some useful macros in another topic and with a bit of research and tweaking (and looking through cdtweaks/stratagems scripting too even if stratagems is using his own libraries it's really interesting to look at). In fact macro were useful as I had more than one item to change and some with more charges than other and I also wanted to change these items in cre/sto and are so I'm using a COPY_EXISTING_REGXP to loop through. I checked with NI and it seems OK, items are there with desc and charges as appropriate as well as creatures and stores edited.
Thanks for the reply!
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Well indeed that does it in v31 in bgt too!!
I told you it was not the case because I managed to import characters keeping hla at first (I don't know why it worked the first time in fact and I'm happy I kept the saved game as a backup) but it doesn't work anymore (that's really strange since I didn't change anything since...).
Anyway you're right it's really niche (I'm only doing this for quick testing purposes) and NI still exists if I really want those hla back...
I'm just starting to get into weidu and try to understand the code (I'm using v31 as a base) just for personal entertainment and I'm really impressed by your commitment. It was quite hard to understand at first until I found your sfo docs (nice to leave your notes and comments for others to "try" to understand).
Anyway I'm happy I managed to restore ii and integrate it directly in my v31 install.
Now waiting for the stable v32 to do a full reinstall of my EET
Really one of the best mods in existence aroud here (can't imagine playing again on a vanilla AI)!!
Edit: Export seems to work fine (by looking at files with NI) it's when importing that hla get removed
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Hi I'm interesred in learning how to patch files using weidu but I'm a bit lost ^^
I'd like to patch some items with limited charges to make them once/day instead as well as updating sto/cre/are that contains the item and descriptions.
I've seen some macro posted in the corresponding thread but I'm really beginning and I must say that I don't know how to use all this coding...
If someone has some time to lose with me and could explain how to start?
Thanks!
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While browsing some file with NI, I've seen that mages with hla (like kangaax and odamaron) have their memorized spells as wizard rather than innate with "Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v32 RC7" thus not using them.
I've browsed the same files with my v31 install and these spells are correctly memorized as innate for these creatures. Did you change something in the HLA code?
Edit: What's funny is that I managed to install "Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v21" on top (by adding *.mrk files from another install to allow it). A little editing was needed to make the wraith and the sword act correctly and the cutscene to play as intended but everything is working and irenicus has HLA as innate with v21's code and is using them ^^
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On 12/25/2018 at 6:50 PM, Lord_Tansheron said:
- there appears to be something wrong with at least some level-based spawns, as a number of them seem to have been absent completely. I put the setting on "always max level spawns" in the difficulty adjustment skill, and the following spawns were not there: Yuan-Ti mages in Mekrath's lair; beholder ambush in the sewers; pack of Yuan-Ti in the derelict temple area just east of the entrance; pack of beholders/shadows just past the bridge trial in the derelict temple area; lich in the undead town. Possibly more that I'm just forgetting. If trigger zones were present (such as with the beholder ambush or the lich) I did make sure to cross them, and I reloaded multiple times to try and get them to show.
I'm playing with "Tie difficulty of level-dependent monster groupings to the difficulty slider: v32 RC7" on hardcore and while testing Yuan-ti in mekrath lair as well as beholders and shadows past the bridge spawned correctly. However In the same area, the yuan-ti before the bridge trial were replaced by ghasts and I can confirm that there was no lich in the undead town.
Edit: Indeed there seems to be a problem with the "Legacy of bhaal" setting, doing the same run no spawns...
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OK I have done a few tests concerning hla and can give more details:
If I level up and pick some mage/priest hla then save the game and load, no problem hla are still there.
If I export the character, start a new game (either BG1, BG2, TOB, or BP) mage/priest hla are removed.
Other hla (fighter, thief, etc...) are left untouched so no problem.
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You can play on tactical but manage mage to have hla with the widget (I think).
Improved Irenicus in Hell
in Sword Coast Stratagems
Posted
2-ways to do this: just wait and perhaps see the component added back and updated to new scs standard (i said perhaps or.....not) or just like me if you want to add things for yourself dig in the files, learn about what you can do with davidW language and adapt it for yourself...of course it require time, trials and many reinstall of the game but you'll have it the way you like![;) ;)](//content.invisioncic.com/u284679/emoticons/default_wink.png)