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GrimJim

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Posts posted by GrimJim

  1. After looking into it a bit more I'm pretty confident it's the Wider Selection of Random Scrolls component. It seems to work by randomly replacing some random treasures in containers with scrolls. But it looks like the function that determines how to do the swapping doesn't properly handle RNDTRE01.item or RNDTRE02.itm and will instead replace them with NULL.itm instead of a scroll, which results in the glitchy non-items in game.

  2. In my current playthrough, Firkaag and Thaxll both had their normal HP when I fought them in chapter 6, despite playing the entire game on Hardcore difficulty and not doing any fine-tuning. I think this is because the spell that gives them an HP boost has a very long but still finite duration, so if you enter their area but don't actually fight them for a long time (as I did in my playthrough) then the HP bonus will wear off and not get reapplied. Temporarily lowering the difficulty in their sight and then turning it back up before attacking them seemed to fix it.

  3. I think I figured out the issue with mage AI in 33.5 and up. It looks like it has to do with the file stratagems/mage/ssl/meleeblocks/standard_mage.ssl. For whatever reason, 33.5 completely deleted the contents of this file which seems to handle the usage of Melf's Meteors and other attacks. I think it can be fixed by replacing the contents of this file with the last good version. You then just need to change line 250 from

    INCLUDE FILE(%scsroot%/genai/ssl/shoot.ssl)

    to

    INCLUDE FILE(%MOD_FOLDER%/genai/ssl/shoot.ssl)

    and then reinstall the Smarter Mages component. 

  4. I figured out the bug in the last post. Irenicus's script is using the wrong version of Mislead in his opening chain which is screwing up his script. To fix this, open up finiren.bcs and replace line 33 with
    ForceSpellRES("dw#0w607",Myself)

    He doesn't come fully buffed even if you have full prebuffs installed, so that's an issue, but at least he'll actually fight.

  5. From death fog description, "...All animal life not immune to acid...". Surely that doesn't include undead. It's just acid.

    Globe of blades is open to interpretation, I guess. That would mean "globe of +4 blades", at least.

    Spell descriptions have a lot of PnP fluff that isn't actually implemented. There are plenty of undead in the game that are vulnerable to acid and death fog. Kangaxx's lich form certainly is. But perhaps those weren't the best examples. I don't see any reason why demiliches should be immune to horrid wilting from a wish but not regular horrid wilting.

     

    On another note, Suneer's prebuffs may prevent him from being killed by the Avatar of Rillifane when you summon him in the temple in Suldanessellar. It looks kind of silly.

  6. For the "Make the starting dungeon slightly harder" component, if you kick Imoen out of your party before your first rest, you can rest as many times as you want.

     

    The "Spellcasting Demiliches" component says that demiliches should be vulnerable to spells level 6 or higher. However, demilich.itm grants them immunity to to a number of high level spells like death fog and globe of blades. Is this intentional?

  7. Spell Shield does not block Breach from the Wand of Spell Striking or "I wish for my enemies' magical defences to be utterly destroyed!" Perhaps it's intentional that it doesn't block Breach from Wish, but that would mean that there's no counter to such a powerful effect.

     

    Not sure if this is caused by SCS, but Pierce Magic from the Wand of Spell Striking is blocked by stuff like Spell Immunity: Abjuration and Spell Turning.

  8. Secret Word only gets bumped up to power level 5 if you install the Beta Core Fixes part of the fixpack. This is to make it able to remove Globe of Invulnerability.

     

    Calling this a fix seems debatable though. The behaviors of Spell Thrust and Secret Word are consistent with their descriptions, even if they aren't logically consistent with each other.

  9. Thank you for your help with this. I don't want to fiddle with my install until my current game is complete. but I'll try that as soon as it is.

     

    Regarding my previous issue about my game not being transferred over to ToB, I believe the issue is with the "Recover lost items from Hell" component.

     

    EDIT:

     

    I had a chance to test Mad Mate's changes and they worked. Thanks!

     

    I can also confirm that "Recover lost items from Hell" was the cause of the other glitch.

  10. Also with Fire Shields, whenever I cast one I get the "You cannot cast multiple instances of the same contingency spell on yourself." message, which makes no sense.

     

    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.

  11.  

    I was playing a solo character.

     

    I think that's likely the culprit. This is, I believe, an old vanilla bug.

    Thank you for doing the research on this, but I don't think I ever had this problem in solo games in non-SCS installs. I remember it would sometimes take a couple of tries, but in my current game I tried at least 30 times before giving up.

     

    On another note, I'm wondering about the issue raised in this thread. I don't have Improved Shapeshifting installed and the same thing happens: Cernd doesn't change into a werewolf and therefore is very likely to lose to Faldorn. Perhaps this is intentional but it's a significant change to the quest and it isn't mentioned in the readme.

  12.  

    In the dream after Irenicus steals your soul, it is very difficult to get Bhaal to follow you inside.

     

     

    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?

     

    I was playing a solo character. Talking to Imoen first did not make a difference.

  13. After the first fight in the Planar Prison, some of the thralls may wander off to the cell with Haer'Dalis and get themselves killed on the petrification traps in front of it. In one case the Master of Thralls got killed this way.

     

    In the dream after Irenicus steals your soul, it is very difficult to get Bhaal to follow you inside. In my current game he absolutely refused to come inside and I had to use the console to spawn him there.

  14. I'm having basically the same issues as reported in this thread. SoA goes fine but at the end of SoA the game isn't transferred over to ToB. By that I mean that the save still shows up in the SoA half of the main menu rather than the ToB half. Attempting to continue it eventually leads to game breaking bugs. I have to manually import the save into ToB to proceed.

     

    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.

     

    During the first fight at the Throne, both of the fallen solars also spawn with 2 mariliths, a succubus, and an alu-fiend (i.e., the same enemies the fallen solar in vanilla spawns with). The extra demons have vanilla abilities even with "Ascension demons use SCS abilities and AI" installed.

     

    In order to be able to put Spell Immunity into contingencies and spell trigger, I have to manually edit CONTINGX.2DA. Nothing in the SCS readme indicates that this is necessary.

     

    I really enjoyed SCS overall and so running into all these bugs at the end was disappointing.

     

    Game Version: GOG, Non-EE

    OS: Windows 8.1 Pro

    WeiDU.log:

     

     

    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
    ~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
    ~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
    ~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
    ~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
    ~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v16
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: 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 #5010 // Move Boo into Minsc's pack: 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 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: 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 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30

     

     

     

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