The fix doesn't seem to solve everything. I don't still get sounds from attacking monsters. For example, when an ogre attacks a party he should say "Me will smash your face." Can it be yet another script?
It's probable that they say their attack line when actually reaching attack range, rather than when they first see you. If so, that's intentional (or rather: a predicted consequence of something else).
I tested that ogre and compared it to a vanilla. In vanilla the ogre says "Me will smash your face." on sight (which is sound BATTLE_CRY2) and has subtitles, then attacks and during combat he says "I will crush." (which is sound SELECT_COMMON1), that isn't subtitled.
Now with SCS, the ogre has no battle cry sound and when he reaches attack range he says select common sound (I will crush) twice. So the battle cry sound is missing entirely.
Okay, I can reproduce this (on oldstyle BG2, too). There are multiple scripting commands that can be used to attack, all with slightly different effects. It turns out the one I use doesn't play a battle cry. (Congratulations for noticing, btw - it must have been true in SCS for years and you're the first to mention it.)
I use the command I do for a reason, so it can't be reverted, but it's a shame not to have the battle-cries, so I'll see if they can be reinstated somehow.
@Balquo: done @Pecca: okay, I've reintroduced battle-cries. This one can't be hotfixed; you'll need to reinstall if you want to implement the change on your system.
Hey, just want to say it's nice to see that you're back David. Keep up the good work! Seems you're coming back at the right time, with BGEE available again
EDIT : hmm well i'm on it, do you think you'll have time in near future to make SCS working with the new quests of BGEE (Neera's quests for example ?)
Also i just saw you updated SCS to have one copy of all the level 5 spells available in Sorcerous Sundries, which is a really great news to me !! I actually asked for something like this earlier but you didn't seem to approve it. I'm really glad you changed your mind
Suggestions on this one : IMHO i think two copies would have been better, to allow for two mages in the PC's group to have a chance to taste all the new spells , but well, this is already nice this way. If i may add, maybe some of the more potent spells (like Breach, protection from normal weapons, spell shield, spell immunity...) should be placed as loot from some of the most powerful wizards of BGEE, like Davaeorn or even Shandalar (which some players like to kill) or also on the global loot from the "Tougher chapter end battle" for chapters 4, 5 and 6. Another option is to place some of them in Durlag dungeon (or on Aec'Letec loot) : i don't think you added any spells there until now, and this would make sense since you can use level 5 spells on these sections of BG.
Last but not least : you didn't updated the readme on this point, so for now we don't know that level 5 spells are available on sorcerous sundries.
@DavidW Just stopping by to tell, that I'm really glad to see You back online. I'm waiting for few mods to be released (and a patch of course) until I'll start my new adventure with BGEE, but rest assured that SCS will be definitely among the ones that I'll install. Probably it will be stripped from beta label by then:)
I remember I played it a while back with one of the first releases and even then it have been a lot of fun. Can't imagine how will it be this time, when mod is massively fleshed out.
Apologies to all - the version that was available yesterday somehow got corrupted and didn't install properly. The current version should be okay (definitely installs on my machine at any rate). Thanks to Pecca for spotting this!
I believe even in SCSII with modified Breach spell, it does go through SI:A, but not through other spell protections.
As I said, with component 2010 of SCSII 21, Breach does not pass though any spell protections, including SI: Abjuration. Later versions of SCS appear to be bugged and Breach affects liches, but still passes though spell protections (contrary to the description of the component).
Hello, I love the mod but I am having trouble installing some components. have spent the afternoon looking how to get Sword Coast Strategems installed into BGEE. Help!
Love the old BG, and now my kid loves watching me play
I've linked dialog.tlk file to its new location in BGEE, and created an override folder in my folder, in this case C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766
Here is the error text:
Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ... Copying and patching 1 file ...
Installing file(s) nashkelwolf_ee.d Compiling 1 dialogue file ... WARNING: internal label [2] not found in processed DLG [SHOPKN] ERROR: processing .D actions [tb#compile_patches/stratagems/initial\dlg/nashkelw olf_ee.d]: Invalid_argument("index out of bounds") Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error.
ERROR Installing [Initialise mod (all other components require this)], rolling b ack to previous state Will uninstall 2185 files for [stratagems\setup-stratagems.tp2] component 1000. Uninstalled 2185 files for [stratagems\setup-stratagems.tp2] component 1000. ERROR: Invalid_argument("index out of bounds") Detailed error information can be found in the file setup-stratagems.debug . For help troubleshooting installation problems, go to the Sword Coast Stratagems fo rum at forums.gibberlings3.net. Automatically Skipping [Initialise mod (all other components require this)] beca use of error. Using Language [English]
SKIPPING: [Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses] This component requires the core "initialise" component to be installed
SKIPPING: [More consistent Breach spell (always affects liches and rakshasas; do esn't penetrate Spell Turning)] This component requires the core "initialise" component to be installed
SKIPPING: [Antimagic attacks penetrate improved invisibility] This component requires the core "initialise" component to be installed
SKIPPING: [Iron Skins behaves like Stoneskin (can be brought down by Breach)] This component requires the core "initialise" component to be installed
SKIPPING: [Inquisitors dispel at 1.5 x their level (not twice their level)] This component requires the core "initialise" component to be installed
SKIPPING: [Slightly weaken insect plague spells, and let fire shields block them ] This component requires the core "initialise" component to be installed
SKIPPING: [Make spell sequencers, spell triggers, and contingencies learnable by all mages] This component requires the core "initialise" component to be installed
SKIPPING: [Replace BG1-style elemental arrows with BG2 versions] This component requires the core "initialise" component to be installed
SKIPPING: [Replace +1 arrows with nonmagical "fine" ones] This component requires the core "initialise" component to be installed
SKIPPING: [Fine weapons are immune to the iron crisis] This component requires the core "initialise" component to be installed
SKIPPING: [Re-introduce potions of extra-healing] This component requires the core "initialise" component to be installed
SKIPPING: [Faster Bears] This component requires the core "initialise" component to be installed
SKIPPING: [Grant large, flying, non-solid or similar creatures protection from W eb and Entangle] This component requires the core "initialise" component to be installed
SKIPPING: [More realistic wolves and wild dogs] This component requires the core "initialise" component to be installed
SKIPPING: [Improved shapeshifting] This component requires the core "initialise" component to be installed
SKIPPING: [Make party members less likely to die irreversibly] This component requires the core "initialise" component to be installed
SKIPPING: [Reputation increases at about 2/3 the normal rate] This component requires the core "initialise" component to be installed
SKIPPING: [Allow NPC pairs to separate] This component requires the core "initialise" component to be installed
SKIPPING: [NPCs go to inns] This component requires the core "initialise" component to be installed
SKIPPING: [Move NPCs to more convenient locations] This component requires the core "initialise" component to be installed
SKIPPING: [Allow Yeslick to use axes] This component requires the core "initialise" component to be installed
SKIPPING: [Skip Candlekeep altogether (warning: breaks the 4th wall!)] This component requires the core "initialise" component to be installed
SKIPPING: [Ease-of-use party AI] This component requires the core "initialise" component to be installed
SKIPPING: [Move Boo into Minsc's pack] This component requires the core "initialise" component to be installed
SKIPPING: [Remove the blur graphic effect from the Displacer Cloak] This component requires the core "initialise" component to be installed
SKIPPING: [Stackable ankheg shells, winterwolf pelts and wyvern heads] This component requires the core "initialise" component to be installed
SKIPPING: [Ensure Shar-Teel doesn't die in the original challenge] This component requires the core "initialise" component to be installed
SKIPPING: [Initialise AI components (required for all tactical and AI components )] This component requires the core "initialise" component to be installed
SKIPPING: [Smarter general AI] This component requires the core "initialise" component to be installed
SKIPPING: [Better calls for help] This component requires the core "initialise" component to be installed
SKIPPING: [Mages cast some short-duration spells instantly at start of combat, t o simulate pre-battle casting] This component requires the core "initialise" component to be installed
SKIPPING: [Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting] This component requires the core "initialise" component to be installed
SKIPPING: [Half the potions dropped by slain enemies break and are lost] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Spiders] This component requires the core "initialise" component to be installed
SKIPPING: [Smarter sirines and dryads] This component requires the core "initialise" component to be installed
SKIPPING: [Slightly harder carrion crawlers] This component requires the core "initialise" component to be installed
SKIPPING: [Smarter basilisks] This component requires the core "initialise" component to be installed
SKIPPING: [Improved doppelgangers] This component requires the core "initialise" component to be installed
SKIPPING: [Tougher Black Talons and Iron Throne guards] This component requires the core "initialise" component to be installed
SKIPPING: [Improved deployment for parties of assassins] This component requires the core "initialise" component to be installed
SKIPPING: [Dark Side-based kobold upgrade] This component requires the core "initialise" component to be installed
SKIPPING: [Relocated bounty hunters] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Ulcaster] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Balduran's Isle] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Durlag's Tower] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Demon Cultists] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Cloakwood Druids] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Bassilus] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Drasus party] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Red Wizards] This component requires the core "initialise" component to be installed
SKIPPING: [Improved Undercity party] This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-two end battle] This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-three end battle] This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-four end battle] This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-five end battle] This component requires the core "initialise" component to be installed
SKIPPING: [Improved final battle] This component requires the core "initialise" component to be installed
SKIPPING: [Improved minor encounters] This component requires the core "initialise" component to be installed
NOT INSTALLED DUE TO ERRORS Initialise mod (all other components require this)
@Xav123 Installing your game to C:\Program Files is known to cause problems for WeiDU mods. It's recommended you install your game(s) to a custom location, like C:\Games.
Make a new folder called override in your 0766 folder. Also, make sure that you moved your dialog.tlk from your Lang / en-US folder to your main 0766 folder, then after installing put it back in your Lang / en-US folder.
All it appears that a combination of moving BGEE to C:\games, hard linking dialogue.tlk, and moving the install files to the BGEE\data\0766 folder seems to have worked. Thanks!
Thanks to @DavidW for putting in the time to make this mod BG:EE compatible! I am new to modding and am looking to try this mod as well as the Dark Horizons mod when I finally get a chance. Has anyone had any trouble with these two mods running at the same time, and which one should be installed first? Thanks in advance for any response.
@DavidW I think I've found and exploit and I wanted to tell you about it just to check if it's an actual exploit or some local problem (I'm not english so excuse any non sense or grammar mistake).
I've tried this in a few fights and it always goes the same:
- send your familiar ahead of the party until it's within sight of an enemy (say hobgoblins at FAI or ogre with the belt of piercing) - surprisingly enemies do nothing even if they see the familiar (they actually stay still) - stop the familiar (if your familar reaches melee range with one creature then that creature -and only that creature even if there are more around- attacks the familiar - pelt the enemy with arrows while they are standing still
This works only if enemies see your familiar first. Of course the easiest solution is *don't do that*, but it's Just weird behaviour, have you ever heard of this before or is it a local issue?
And here's something else, I installed the useful 'reduced reputation increase 1/2' component. Ten out of ten times (reloading a previous save) returning Joia's ring gives the party +1 reputation, is this supposed to work that way? Note that clearing cloakwood mines nets +1 rep instead of the usual +2, so that part is fine.
Hi tried two times to install this great looking mod in the ''override'' folder, and also did the cmd prompt as per the read me, but still getting : '' SKIPPING (mod name) : This component requires the core "initialise" component to be installed. I searched the forums but didnt find the right answer. Uploaded debug file. Plz help. Thank you.
Hello! I recently encountered a particularly annoying bug with the encounter with Icharyd, the skeleton warrior in Ulcaster. After initially defeating him he calls upon some god or something, which then triggers an event that causes my party to endlessly jump around and quickly become fatigued. This prevents anyone from acting until I reload.
After looking into it, the bug seems to originate from a line in dw#ichar.bcs. For some reason it loops the DayNight(MIDNIGHT) command. After deleting this and recompiling the script it solved the problem.
I have no clue if anyone else has encountered Icharyd with this problem, but I thought I'd throw it out there.
Man, how I wish someone who has time could make a compilation of links to mods that would most likely work on iPad or similar devices. That sure would make a lot of people happy. Hehe
Now I'm thrilled knowing that. I can hardly wait for full BG:EE trilogy run with mods like SCS. What do you think are the chances that if we put up the capability to override dialogue.tlk in feature request, it'll be done; any experts around here on how feasible that is? Apple can be a pain sometimes. Any updates on your run with SCS workaround without dialogue.tlk by the way?
If developers allow dialog.tlk to be overwritten via portraits folder, that would be awesome, it would be possible to install nearly any mod on Ipad. By using the ifunbox and the method I used. (Copy the application to pc, install mods on pc pseudo-install, transfer override files into portraits on Ipad)
As of now there is no way I know of. Stuff that does not add new text and lines work. Spellcasters do prebuff and act smarter and deadly, bandits are cruel enough to shoot unarmored targets, and smart enough to help each other etc. Improved baldurans isle and final fight won't work, since they add quite a lot of new dialogue, which needs to be edited via dialog.tlk file.
Any chance that SCS gets a new, non-beta version before the new patch or Bg2EE releases ? Seems the mod is ok now, despite a few minor bugs still lying around... Also BG2EE will work with the same SCS version, right ?
Hey @DavidW cheers for adding this great mod to BG:EE!
I've noticed a couple of things on my play through.
1. The option to remove all the green robed tutors from Candlekeep doesn't remove the two in the inn. 2. The assassin groups that are moved to random encounters is kool, but they all get bunched into the same encounter! I had the amazon group and the Gullykin group in the same encounter on a solo mission and that was rather impossible! Didn't know if this was intentional.
Comments
Now with SCS, the ogre has no battle cry sound and when he reaches attack range he says select common sound (I will crush) twice. So the battle cry sound is missing entirely.
I use the command I do for a reason, so it can't be reverted, but it's a shame not to have the battle-cries, so I'll see if they can be reinstated somehow.
@Pecca: okay, I've reintroduced battle-cries. This one can't be hotfixed; you'll need to reinstall if you want to implement the change on your system.
Seems you're coming back at the right time, with BGEE available again
EDIT : hmm well i'm on it, do you think you'll have time in near future to make SCS working with the new quests of BGEE (Neera's quests for example ?)
Also i just saw you updated SCS to have one copy of all the level 5 spells available in Sorcerous Sundries, which is a really great news to me !! I actually asked for something like this earlier but you didn't seem to approve it. I'm really glad you changed your mind
Suggestions on this one : IMHO i think two copies would have been better, to allow for two mages in the PC's group to have a chance to taste all the new spells , but well, this is already nice this way.
If i may add, maybe some of the more potent spells (like Breach, protection from normal weapons, spell shield, spell immunity...) should be placed as loot from some of the most powerful wizards of BGEE, like Davaeorn or even Shandalar (which some players like to kill) or also on the global loot from the "Tougher chapter end battle" for chapters 4, 5 and 6. Another option is to place some of them in Durlag dungeon (or on Aec'Letec loot) : i don't think you added any spells there until now, and this would make sense since you can use level 5 spells on these sections of BG.
Last but not least : you didn't updated the readme on this point, so for now we don't know that level 5 spells are available on sorcerous sundries.
Thanks again !
I remember I played it a while back with one of the first releases and even then it have been a lot of fun. Can't imagine how will it be this time, when mod is massively fleshed out.
I still can't believe no-one missed battlecries for such a long time...:)
(& yes, it's surprising.)
Love the old BG, and now my kid loves watching me play
I've linked dialog.tlk file to its new location in BGEE, and created an override folder in my folder, in this case C:\Program Files (x86)\Baldur's Gate Enhanced Edition\Data\00766
Here is the error text:
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
SFO: Applying patch(es) to CRE file(s) pargus wilf nader arlin catura...
...done
Installing file(s) gretek.baf
Compiling 1 script ...
Installing file(s) gretek.d
Compiling 1 dialogue file ...
Extending game scripts ...
Installing file(s) cyderm.d
Compiling 1 dialogue file ...
SFO: Applying patch(es) to CRE file(s) andris beyn marcel dezkie cuchol garan...
...done
SFO: Applying patch(es) to ITM file(s) wand02 wand03 wand08 wand12...
...done
SFO: Applying patch(es) to ITM file(s) wand05 wand07...
...done
SFO: Applying patch(es) to ITM file(s) arow02 ax1h02 ax1h07 blun03 blun05 blun07
bolt02
dagg02 dart02 halb02 hamm02 staf02 sw1h02 sw1h05
sw1h08 sw1h14 sw1h22 sw1h24 sw1h98 sw2h02...
...done
SFO: Applying patch(es) to ITM file(s) arow11 arow1a ax1h03 ax1h05 ax1h06 blun11
bolt06
bull03 dagg03 dagg04 dagg09 halb03 hamm03 staf06
staf07 sw1h06 sw1h09 sw1h23 sw2h06...
...done
SFO: Applying patch(es) to ITM file(s) blun09 blun10 staf05 staf08 sw1h03 sw1h10
sw1h13 sw1h15 sw2h03 sw2h07...
...done
SFO: Applying patch(es) to ITM file(s) hamm04...
...done
SFO: Applying patch(es) to ITM file(s) sw1h16...
...done
SFO: Applying patch(es) to ARE file(s) AR0125...
...done
Installing file(s) nashkelwolf_ee.d
Compiling 1 dialogue file ...
WARNING: internal label [2] not found in processed DLG [SHOPKN]
ERROR: processing .D actions [tb#compile_patches/stratagems/initial\dlg/nashkelw
olf_ee.d]: Invalid_argument("index out of bounds")
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
Stopping installation because of error.
ERROR Installing [Initialise mod (all other components require this)], rolling b
ack to previous state
Will uninstall 2185 files for [stratagems\setup-stratagems.tp2] component 1000.
Uninstalled 2185 files for [stratagems\setup-stratagems.tp2] component 1000.
ERROR: Invalid_argument("index out of bounds")
Detailed error information can be found in the file setup-stratagems.debug . For
help troubleshooting installation problems, go to the Sword Coast Stratagems fo
rum at forums.gibberlings3.net.
Automatically Skipping [Initialise mod (all other components require this)] beca
use of error.
Using Language [English]
SKIPPING: [Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid
and similar projectiles without pluses]
This component requires the core "initialise" component to be installed
SKIPPING: [More consistent Breach spell (always affects liches and rakshasas; do
esn't penetrate Spell Turning)]
This component requires the core "initialise" component to be installed
SKIPPING: [Antimagic attacks penetrate improved invisibility]
This component requires the core "initialise" component to be installed
SKIPPING: [Iron Skins behaves like Stoneskin (can be brought down by Breach)]
This component requires the core "initialise" component to be installed
SKIPPING: [Inquisitors dispel at 1.5 x their level (not twice their level)]
This component requires the core "initialise" component to be installed
SKIPPING: [Slightly weaken insect plague spells, and let fire shields block them
]
This component requires the core "initialise" component to be installed
SKIPPING: [Make spell sequencers, spell triggers, and contingencies learnable by
all mages]
This component requires the core "initialise" component to be installed
SKIPPING: [Replace BG1-style elemental arrows with BG2 versions]
This component requires the core "initialise" component to be installed
SKIPPING: [Replace +1 arrows with nonmagical "fine" ones]
This component requires the core "initialise" component to be installed
SKIPPING: [Fine weapons are immune to the iron crisis]
This component requires the core "initialise" component to be installed
SKIPPING: [Re-introduce potions of extra-healing]
This component requires the core "initialise" component to be installed
SKIPPING: [Faster Bears]
This component requires the core "initialise" component to be installed
SKIPPING: [Grant large, flying, non-solid or similar creatures protection from W
eb and Entangle]
This component requires the core "initialise" component to be installed
SKIPPING: [More realistic wolves and wild dogs]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved shapeshifting]
This component requires the core "initialise" component to be installed
SKIPPING: [Make party members less likely to die irreversibly]
This component requires the core "initialise" component to be installed
SKIPPING: [Reputation increases at about 2/3 the normal rate]
This component requires the core "initialise" component to be installed
SKIPPING: [Allow NPC pairs to separate]
This component requires the core "initialise" component to be installed
SKIPPING: [NPCs go to inns]
This component requires the core "initialise" component to be installed
SKIPPING: [Move NPCs to more convenient locations]
This component requires the core "initialise" component to be installed
SKIPPING: [Allow Yeslick to use axes]
This component requires the core "initialise" component to be installed
SKIPPING: [Skip Candlekeep altogether (warning: breaks the 4th wall!)]
This component requires the core "initialise" component to be installed
SKIPPING: [Ease-of-use party AI]
This component requires the core "initialise" component to be installed
SKIPPING: [Move Boo into Minsc's pack]
This component requires the core "initialise" component to be installed
SKIPPING: [Remove the blur graphic effect from the Displacer Cloak]
This component requires the core "initialise" component to be installed
SKIPPING: [Stackable ankheg shells, winterwolf pelts and wyvern heads]
This component requires the core "initialise" component to be installed
SKIPPING: [Ensure Shar-Teel doesn't die in the original challenge]
This component requires the core "initialise" component to be installed
SKIPPING: [Initialise AI components (required for all tactical and AI components
)]
This component requires the core "initialise" component to be installed
SKIPPING: [Smarter general AI]
This component requires the core "initialise" component to be installed
SKIPPING: [Better calls for help]
This component requires the core "initialise" component to be installed
SKIPPING: [Mages cast some short-duration spells instantly at start of combat, t
o simulate pre-battle casting]
This component requires the core "initialise" component to be installed
SKIPPING: [Priests cast some short-duration spells instantly at start of combat,
to simulate pre-battle casting]
This component requires the core "initialise" component to be installed
SKIPPING: [Half the potions dropped by slain enemies break and are lost]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Spiders]
This component requires the core "initialise" component to be installed
SKIPPING: [Smarter sirines and dryads]
This component requires the core "initialise" component to be installed
SKIPPING: [Slightly harder carrion crawlers]
This component requires the core "initialise" component to be installed
SKIPPING: [Smarter basilisks]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved doppelgangers]
This component requires the core "initialise" component to be installed
SKIPPING: [Tougher Black Talons and Iron Throne guards]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved deployment for parties of assassins]
This component requires the core "initialise" component to be installed
SKIPPING: [Dark Side-based kobold upgrade]
This component requires the core "initialise" component to be installed
SKIPPING: [Relocated bounty hunters]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Ulcaster]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Balduran's Isle]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Durlag's Tower]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Demon Cultists]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Cloakwood Druids]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Bassilus]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Drasus party]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Red Wizards]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved Undercity party]
This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-two end battle]
This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-three end battle]
This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-four end battle]
This component requires the core "initialise" component to be installed
SKIPPING: [Tougher chapter-five end battle]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved final battle]
This component requires the core "initialise" component to be installed
SKIPPING: [Improved minor encounters]
This component requires the core "initialise" component to be installed
NOT INSTALLED DUE TO ERRORS Initialise mod (all other components require this)
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Installing your game to C:\Program Files is known to cause problems for WeiDU mods. It's recommended you install your game(s) to a custom location, like C:\Games.
I've tried this in a few fights and it always goes the same:
- send your familiar ahead of the party until it's within sight of an enemy (say hobgoblins at FAI or ogre with the belt of piercing)
- surprisingly enemies do nothing even if they see the familiar (they actually stay still)
- stop the familiar (if your familar reaches melee range with one creature then that creature -and only that creature even if there are more around- attacks the familiar
- pelt the enemy with arrows while they are standing still
This works only if enemies see your familiar first. Of course the easiest solution is *don't do that*, but it's Just weird behaviour, have you ever heard of this before or is it a local issue?
And here's something else, I installed the useful 'reduced reputation increase 1/2' component. Ten out of ten times (reloading a previous save) returning Joia's ring gives the party +1 reputation, is this supposed to work that way? Note that clearing cloakwood mines nets +1 rep instead of the usual +2, so that part is fine.
Love SCS. Thank you very much!
I recently encountered a particularly annoying bug with the encounter with Icharyd, the skeleton warrior in Ulcaster. After initially defeating him he calls upon some god or something, which then triggers an event that causes my party to endlessly jump around and quickly become fatigued. This prevents anyone from acting until I reload.
After looking into it, the bug seems to originate from a line in dw#ichar.bcs. For some reason it loops the DayNight(MIDNIGHT) command. After deleting this and recompiling the script it solved the problem.
I have no clue if anyone else has encountered Icharyd with this problem, but I thought I'd throw it out there.
Man, how I wish someone who has time could make a compilation of links to mods that would most likely work on iPad or similar devices. That sure would make a lot of people happy. Hehe
It works on Ipad, with a few caveats. Since you can't edit dialog.tlk on Ipad without jailbreak, any components that add new text won't work. %75 of the mod works flawlessly.
Here is a more detailed thread:
http://forum.baldursgate.com/discussion/16695/amazing-discovery-overriding-cre-files-without-override-folder-and-jailbreak/p1
As of now there is no way I know of. Stuff that does not add new text and lines work. Spellcasters do prebuff and act smarter and deadly, bandits are cruel enough to shoot unarmored targets, and smart enough to help each other etc. Improved baldurans isle and final fight won't work, since they add quite a lot of new dialogue, which needs to be edited via dialog.tlk file.
Also BG2EE will work with the same SCS version, right ?
I've noticed a couple of things on my play through.
1. The option to remove all the green robed tutors from Candlekeep doesn't remove the two in the inn.
2. The assassin groups that are moved to random encounters is kool, but they all get bunched into the same encounter! I had the amazon group and the Gullykin group in the same encounter on a solo mission and that was rather impossible! Didn't know if this was intentional.
Sorry if these have already been brought up!