Jump to content

Angel

Modders
  • Posts

    729
  • Joined

  • Last visited

Everything posted by Angel

  1. I stand corrected then. I thought you had split the story- and tactical components.
  2. I added a 5.1 release that addresses this issue. It just adds three files that I use but aren't in BGEE without SoD. Nothing else has changed.
  3. Looks like you don't have SoD or forgot to install DLC merger. I pretty much assume SoD is there so installations without it are not frequently tested, but I will see what I can do to fix it. Probably just needs a few missing files added.
  4. Alright, v5 of Encounters & Quests is available, which fixes a trio of big bugs that managed to sneak into the v4 version: - Spiders and other BG1 monsters are no longer given over a hundred HP. - The battle script for huecuva now compiles correctly without SCS present. - Several required additions to .ids files did not happen on some installations. - The readme has been updated with a few components that were missing descriptions. In addition, in this version it is once more possible to use Infinity Animations on old BG, although since I have no way to test this it is off by default. It can be enabled in the .ini file. This has no effect on EE, where any missing animations will simply be added. If you enable it you need Infinity Animations with at least the Icewind Dale animations. The exact animations used can be configured in the file mih_eq/shares/monsters/tables/animations.2da.
  5. You can actually see it in the mod, the logic for a giant spider for example is in general/spiders/patches/giant_spider.tph. There are similar files for most other creatures I patch. If you're adventurous you can even try changing them, but you're on your own there, I'm not going to write a big tutorial to it. ^^
  6. Nope, quite correct by P&P rules. A giant spider normally has 4+4 HD, making it a 5 HD creature (every 3 bonus HP adds one HD). It's poisonous (+2) and uses webs (unlisted attack form, +1), making it a 8 HD creature for determining XP (650). The modification at its default settings adds another 3 hd, pushing the total to 11 hd, which is worth 2000 xp. (DMG, page 69 or MC1-4, page 5).
  7. Yes, I found where @DavidW fixes this issue in SCS, and I will implement something similar. Thanks for helping track this one down!
  8. Around 5-6 hp per HD. The huge spider, with default settings, should get 5 hd, 26 hp, thac0 15 and ac 2. (Note that the unmodded game actually already gives spiders a few bonuses; spiders have a better thac0 in BG than they do in pen & paper.) For a classless monster base thac0 is 20 - hd. However, some of the tougher spiders get a bonus. Basically I give them what the MM says, plus the configured HD and AC bonus. Problem with BGT seems to be that the second level field is set to 30, this appears to throw the HP calculation off. For some reason this doesn't happen on EE. Setting the unused second and third levels to 1 seems to solve this issue.
  9. No. This seems to be a BGT quirk; works as designed on BGEE. More HD equals better thac0 and saves. That's just basic core rules.
  10. Or when someone else is crazy enough to er, feels like donating some of their free time and sanity to try and update this highly complex mod. Seriously people, modders are not your work horses, you don't get to make demands of them like that.
  11. I just tested it on a clean copy of BG2 and found no issue, so it must be specific to your installation. Judging by your debug file you have a bad entry in spell.ids, most likely left there by another mod. My spell.ids cleanup routine (removes unused spell.ids entries to free space for new spells) chokes on that. Perhaps you can share your spell.ids? Another possibility is to disable the spell.ids cleanup in the .ini file (recycle_unused_idsnames=0) and see if that fixes your issue.
  12. Yes, I forgot because on Linux that is already present in the OS. Will add, thanks.
  13. Angel

    Suggestion

    Mm, wouldn't be too hard. Just place a servant or some other character there you can talk to, with the option to rest and/or wait until a certain time of day. I just might do this one, but no guarantees. I already have plenty of other stuff to do and my current game is now in Siege. And while we're talking about suggestions, here's mine: An early cameo appearance of Yoshimo. Word of god is that he specifically came to the Sword Coast to look for Tamoko (Unfinished Business explores this in BG2), so it would make sense for him to poke around in Baldur's Gate after Sarevok's defeat.
  14. No, that's not one of mine. With a few exceptions (which mostly have to do with restoring dummied out content), stuff I add starts with "mh". The only spider I currently add is the hairy spider, mh#spdhr.cre. I do dynamically search for spiders (the "Revised Monstrous Spiders" component, "Spider Plague" only affects two BG1 areas) but I currently don't change their equipped pseudo-items except for the wraith spider which I give its proper level-draining bite.
  15. That one isn't complete yet. I forgot to take it out. Sorry.
  16. It's an issue with BG(2)EE 2.6 and SCS, specifically in how spells that summon creatures (opcode #67) work. 2.6 seems to have replaced most of these with effect files (opcode #177) which causes an edit to misfire when installing SCS's mage AI. Basically the enemy is summoning the player Wish djinni instead of their own version. I think this hotfix will cure the issue. It goes in the folder stratagems/mage/ in your game directory. After that you need to reinstall SCS. mage.tpa
  17. No, it applies to spells and effects that allow a saving throw for half damage. In the old engine, that was done by having two damage effects, one that was completely avoidable by a successful saving throw, the other completely unavoidable. In the EE engine, a damage effect can have a new bit that halves the damage on a saving throw instead of fully negating it. For encounters & quests, this applies to winter wolf breath and ankheg spittle, for the spell pack it affects several direct damage spells. If you're not on EE this setting has no effect. Yes, although the default setting actually doesn't change things much, as the wolfweres on Balduran's Isle already have two more hit die than their P&P version. It does correct their thac0 and saves though. This component is also not fully implemented yet, it currently only affects the wolfweres but not the werewolves, or the wererat in SoD, or any other lycanthropes I may have forgotten about. Working on that. Gibberling Mountains, the far south-east of the map. There should be at least three encounters there, possibly more. You may also encounter them in random encounter areas, and they will still be on Ice Island, in the ice room of Durlag's Tower, and in the area of Rasaad's personal quest. Yes. One round is about 6 seconds in the game. One turn is ten rounds or 60 seconds. Numerical values will work too.
  18. Don't worry, it worked normally. The other component you saw is a legacy component for original BG1 and IWD only. This has to do with only one of the five options offered actually working on these engines but WeiDU not handling stacked components with different requirements very well. So it is offered separately for those games only. // why is this here separately? Because WeiDU doesn't handle a pile of // subcomponents with different REQUIRE_PREDICATEs very well. // this allows this component to be installed for BG/IWD.
  19. I do not actively test on EET, but as far as I know they should work. As for the tentacles, why not see for yourself? There is a readme file in the docs folder. And frankly, I think they should be fairly obvious. I suspect it's because several new animation files are included (in lib/resource/missing_files). I don't think a few dozen megabytes should be an issue in this day and age though, but if it does cause a problem I suppose I could look into compressing them. And yes, I know EE can work with .png files but the old engine cannot, and I try to keep things reasonably backwards compatible if I can.
  20. Alright, several people asked me for updates lately, so I decided to just bundle up what I have right now. Here you go: - Item Pack updated to v6 - Spell Pack updated to v4 (and v3 is now properly available too, I forgot to upload it) - Encounters & Quests updated to v4 - Tweaks initial release v1 I have checked that these install cleanly on BGEE, BG2EE, BG2 and BGT and they all worked on my recent BGEE run. Have fun discovering what I have broken this time. ^^
  21. Sorry, I'm a Linux user so I have only so much experience with .exe files, but I think it's actually a self-extracting rar archive that puts a folder called itemupgrade in your game folder. The files should be in there somewhere.
  22. Changing mods on a running game is always a hairy and risky affair, but in this particular case and with these two mods, I think it will work. I would suggest making a backup before you do it just in case though. I think that editing itemupgrade/soa.tpa and itemupgrade/tob.tpa to change "/baf/" to /bcs/" on respectively lines 20 and 69 of these two files will fix this particular error. (Do not change the .baf at the end of the path!) Whether or not the mod will function as intended afterwards I can't guarantee as I haven't tested this (nor has anyone it seems). @CamDawg appears to be the current custodian of ItemUpgrade, perhaps he can take a look. I would do it myself, but I have a couple of other things on my plate right now.
  23. Problem is not in SCS. The error message indicates rather clearly that a file is missing in the ItemUpgrade package. (Checking the source code, it probably means to use itemupgrade/bcs/scs_compat.baf, not itemupgrade/baf/scs_compat.baf.) And as Graion Dilach already indicated, with very rare exceptions (only two I know of are aTweaks and EET_End), you should install SCS last. This goes especially for mods that add items or spells, otherwise the AI won't know about those.
  24. Mm, looks like there is an issue with compiling this particular SSL script. There should be a folder called weidu_external in your game folder that may have more information, particularly the file weidu_external/data/STRATAGEMS/sfo_warnings.txt My first impression is that SCS is encountering some wizard spells it doesn't know how to handle, perhaps due to corruption. Have you tried it on a completely clean game? I don't think it's a permission issue, as SSL scripts other than dw#mage.ssl and dw#lich.ssl seem to compile just fine. Corruption from another mod seems to be the most likely issue.
  25. Well, it's called an "alpha" for a reason. It's mostly untested code. And I'm afraid it's not compatible with WeiDU 247, which was released in October 2020. I don't have a release that is 247-ready just yet. EDIT: Since I have been doing some bug fixing and play testing, I will draft up a beta release. Still no guarantees though. Sorry, writing this kind of mod is really hard.
×
×
  • Create New...