Does SCS give more spells than a mage should have? For example once i had added Silke to my party, she had 2 level 3 spells only as her maximun spell level. In SCS, against me, she used stoneskin as pre-cast, stoneskin again later, 2 minor spell sequence and more magic than she should have in terms of level 2 and 1 spell.
So, is that right?
I like SCS for the better AI from the enemies, but i don't intent to overpower everything against me, i want fair fights in the objectived difficult for each battle of the game, for me and my enemies.
In simple words, no. The mod doesn't "add spells" that shouldn't be there.
As you can see in the readme, this is the rule for casters in SCS :
"This component also makes some systematic adjustments in the levels of NPCs. The unmodded game is very inconsistent: it often makes casters much too-low-level for the spells they have (this matters because many spells have different effects at different levels, and also because Dispel Magic depends on the difference in levels between the casters. SCS goes through every arcane caster in the game and modifies their level according to the following rule: an NPC is raised to the lowest level consistent with all the spells s/he knows, except that no-one is raised to a level that would let them cast higher-level spells than they actually have, and (almost) no-one has their level reduced by SCS II. This is then fine-tuned manually.
Finally, many wizards will be specialists of one sort or another (I use necromancers, conjurers, invokers and enchanters), and this should - hopefully - lead to a little more variety in the kind of spell use you see.
The component uses whatever memorization rules are in the game. If you've installed a component which changes the number of spells a caster of a given level can learn, this will apply to enemy mages too".
Now, i don't remember there is a note on Silke in the readme, but i know a lot of people have talked about how she was strong in SCS. This is mostly because the PC party is very low level when they meet her.
If i remember right (and that should make sense by the readme), Silke in vanilla had a high level (8 or 10 i think), but didn't had the right number of memorized spells. As David said, he NEVER reduced an NPC level, so i guess he went the other way by adding the spells she should know at her level.
I also think he made her an enchanter, which add a slot for her level 4 spells.
Anyway, she is rightfully dangerous in SCS, but she doesn't "Cheat" in some way - she is just by far the highest level mage the party can meet in the first chapters of the game, for some obscure designer reason in vanilla game.
Actually, i like it that way. Mages ARE dangerous, and some are really good compared to others. But they don't have more spells that they should in SCS
Remember what the readme said : "SCS plays fair. SCS tries extremely hard not to cheat. It's impossible within the engine to be completely certain of this, but as far as I can manage, no SCS mage does anything that the party can't"
So i was wrong, she isn't an enchanter but a 10th level bard. As David says she has the following spells : "Silke is a 10th level bard; at that level she gets 3 first level, 3 second level, 2 third level, and one fourth level spell." I think she has a "free" Stoneskin because SCS always assume mages cast one before sleep when they can ( ie when they are at least 7th level). I guess she use her 4th level slot for a second stoneskin.
But then i'm a little annoyed by the two sequencers (two 4th level spells also) you spoke of. She has one "free" again, because she could have cast it before sleep. But not two i think ... Maybe there is a glitch here after all, but then it's just one more spell than she should, unless i'm missing something
EDIT ; actually no mage can have two sequencers at the same time. Are you really sure about the second one ??
hi! i have no experience with this mod, but from what I've gathered so far it enhances mob intelligence (at the risk of a few new glitches!). Can someone who has tested it for more than 10 minutes please tell me if this mod in its current build is worth installing to someone who thinks the BGEE enounters are a little too manipulative in terms of kiting/separating mobs? A simple yes/no will do nicely...
Long answer: Yes, the mod is very modular and customisable. There are some glitched parts:Mulahey, and Davaeorn battles are kinda buggy so don't install those parts. However, if you install 'smarter general AI' component, you will see a huge improvement on enemy intelligence:no more seperating mobs, enemies will agressively pursue your characters anf shout at each other to alert the whole group, will use their potions and wands, archers will go for unarmored mage like targets first, etc.
Smarter mages component is a BIG improvement for enemy mages. Ditto for smarter priests. You can try with each option to see if it suits your tastes. If you choose full pre-buff option, enemy mage will come prepared at the start of the combat, spells like mirror image, shield, globe of invulnerability, stoneskin etc. will be previously casted. The mage will target his spells inteligently, wander around in between casting spells to foil melee attacks, use a cast/attack strategy, use up potions and wands, go invisible-flee-gulp potions to heal-come back later strategy, some mages even will have minor spell sequencers so they can use mirror image+invisibility in an emergency, or magic missilex2 to kill you. In short, the enemy will use all of his resources to the limit and will fight tooth and nail to defeat you.
In my installation his special script was broken. He would just stay there sometimes. Not game-breaking, as you could just kill him easily. I've edited his file via DLTCEP and given him improved general mage script (dw#invoker5) so he could use his spells. I sure missed his dimension door around/blast party from all angles approach. If he is fixed in the newest version, I don't know. (I have the previous version and it worked for me so did not bother to get the latest mod version)
Muhaley doesn't drop his holy symbol anymore, but neither it's necessary to be rewarded by the mayor of Naskhel anyway. Or maybe that was an bug, who knows.
Ok, good to know. I didn't make it to Davaeorn on my last playtrhough with SCS so i couldn't say. I guess we'd better not install his special script then, for now. There's no mention of it in the newest SCS version so i'd say this part is still broken.
Can I install it and then apply a future update on an ongoing game?
@Blash A game update wipes the override folder and all installed mods clean away. In fact, it is reccomended to uninstall all mods before a game update, then to reinstall them, just to be on the safe side to avoid bugs and game crashes. With Weidu it is very simple to uninstall/re-install mods, too! Plus SCS has some randomisation in every installation, it gives mages and priests new random spells and sequencers in every installation! :-)
Can I install it and then apply a future update on an ongoing game?
@Blash A game update wipes the override folder and all installed mods clean away. In fact, it is reccomended to uninstall all mods before a game update, then to reinstall them, just to be on the safe side to avoid bugs and game crashes. With Weidu it is very simple to uninstall/re-install mods, too! Plus SCS has some randomisation in every installation, it gives mages and priests new random spells and sequencers in every installation! :-)
wait... i just installed this to try a MP session... if it's randomized even a little in terms of enemy mage/priest spells on each install, how will that hold up?
also, is there a bigger text on this mod somewhere than the readme? i get the feeling you guys know so much about it!
@raelcari I am not familiar with the mp, but I think the server (who builds up the game) will determine the enemies so the enemies will have spells of the server person's installation.
You may try visiting SCS forums at Gibberlings 3 site.
Quick question about the SCS "Potions for NPCs" component. If an enemy NPC normally carries a certain potion in the unmmodded version of BG, will they potentially use that potion with this mod?... or will they only use the potions that are given to them randomly by the mod?
For example, I belive that Taugosz in the bandit camp normally drops a Potion of Fortitude and a Potion of Firebreath when you kill him. With "Potions for NPCs" installed, will he potentially use those potions during the battle? (If so, awesome!, I'm all about as much realism as possible)
Quick question about the SCS "Potions for NPCs" component. If an enemy NPC normally carries a certain potion in the unmmodded version of BG, will they potentially use that potion with this mod?... or will they only use the potions that are given to them randomly by the mod?
For example, I belive that Taugosz in the bandit camp normally drops a Potion of Fortitude and a Potion of Firebreath when you kill him. With "Potions for NPCs" installed, will he potentially use those potions during the battle? (If so, awesome!, I'm all about as much realism as possible)
I never saw him using his potion of firebreath, he uses other potions a lot, though. I think the AI is programmed to use the potions on themselves only, and, well, you use a firebreath potion on an enemy. Other enemies do use their wands of lightning, heavens etc. surprisingly well!
Quick question about the SCS "Potions for NPCs" component. If an enemy NPC normally carries a certain potion in the unmmodded version of BG, will they potentially use that potion with this mod?... or will they only use the potions that are given to them randomly by the mod?
For example, I belive that Taugosz in the bandit camp normally drops a Potion of Fortitude and a Potion of Firebreath when you kill him. With "Potions for NPCs" installed, will he potentially use those potions during the battle? (If so, awesome!, I'm all about as much realism as possible)
I never saw him using his potion of firebreath, he uses other potions a lot, though. I think the AI is programmed to use the potions on themselves only, and, well, you use a firebreath potion on an enemy. Other enemies do use their wands of lightning, heavens etc. surprisingly well!
So how do I install this? I've tried to extract it to both the BG:EE main folder and the 00766 one, neither of which worked. Now all I have is two sets of a whole bunch of extracted files and folders that I don't know what to do with.
Readme doesn't seem to say anything about BG:EE, or where to extract files, or anything.
@Chow does it give error that it can't find dialog.tlk? Dialog.tlk is inside language/en_us folder. Make a hard copy of dialog.tlk file and keep it in a safe place. If anything goes awry this is your backup dialog.tlk. Then paste one copy of it under 0076 folder. Make sure there is override folder under 0076. Then try scs.exe again. Scs.exe now should see the dialog.tlk under 0076 folder and modify it.
After installation, the modified dialog.tlk should be copied back to language/en_us for the game to recognise changes. That's why you should keep the original dialog.tlk in some place safe, as back up.
It's not enough.. with languages other than English there is another file for female gender text, you have to do the same with that one too. Anyway, I read somewhere the procedure to create a permanent link in the folder pointing to the necessary files, so that you don't have to move them every time.
Three questions: 1st do I have to start a new game - 2nd if multiplayer does each player need to install the mod or just the host - If all players have to install, I assume they have choose the same components ...or not? Thanks
huh, what? That's a link for the official patch, i meant to know if a fix to improved mulahey (an enhancement of Sword Coast Stratagems mod) has any chance to be fixed soon.
I did care about pointing to the right source of information, so you can read and understand the whole matter, or you can read not and go on wondering. Writing more useless questions I think is called spam.
Dude i have to ask, do you have a mental problem? Whit all due respect, see that i'm asking to @DavidW and members of this project, the bring of BG SCS to BG:EE, if they have an schedule set to fix an specific bug introduced and present only into a game modded by SCS.
Improved Mulahey isn't something vanilla, thus no fix can come from official channel!
...so you can read and understand the whole matter, or you can read not and go on wondering. Writing more useless questions I think is called spam.
Is this stupidity towards me really necessary, did my previous reply offended you in some way i'm not aware of?
Ps: i already follow the patch thread and i'm already updated in the last posts there.
Comments
So, is that right?
I like SCS for the better AI from the enemies, but i don't intent to overpower everything against me, i want fair fights in the objectived difficult for each battle of the game, for me and my enemies.
As you can see in the readme, this is the rule for casters in SCS :
"This component also makes some systematic adjustments in the levels of NPCs. The unmodded game is very inconsistent: it often makes casters much too-low-level for the spells they have (this matters because many spells have different effects at different levels, and also because Dispel Magic depends on the difference in levels between the casters. SCS goes through every arcane caster in the game and modifies their level according to the following rule: an NPC is raised to the lowest level consistent with all the spells s/he knows, except that no-one is raised to a level that would let them cast higher-level spells than they actually have, and (almost) no-one has their level reduced by SCS II. This is then fine-tuned manually.
Finally, many wizards will be specialists of one sort or another (I use necromancers, conjurers, invokers and enchanters), and this should - hopefully - lead to a little more variety in the kind of spell use you see.
The component uses whatever memorization rules are in the game. If you've installed a component which changes the number of spells a caster of a given level can learn, this will apply to enemy mages too".
Now, i don't remember there is a note on Silke in the readme, but i know a lot of people have talked about how she was strong in SCS. This is mostly because the PC party is very low level when they meet her.
If i remember right (and that should make sense by the readme), Silke in vanilla had a high level (8 or 10 i think), but didn't had the right number of memorized spells. As David said, he NEVER reduced an NPC level, so i guess he went the other way by adding the spells she should know at her level.
I also think he made her an enchanter, which add a slot for her level 4 spells.
Anyway, she is rightfully dangerous in SCS, but she doesn't "Cheat" in some way - she is just by far the highest level mage the party can meet in the first chapters of the game, for some obscure designer reason in vanilla game.
Actually, i like it that way. Mages ARE dangerous, and some are really good compared to others. But they don't have more spells that they should in SCS
Remember what the readme said :
"SCS plays fair. SCS tries extremely hard not to cheat. It's impossible within the engine to be completely certain of this, but as far as I can manage, no SCS mage does anything that the party can't"
Here it is : http://forums.gibberlings3.net/index.php?showtopic=16740&hl=silke&fromsearch=1
So i was wrong, she isn't an enchanter but a 10th level bard. As David says she has the following spells : "Silke is a 10th level bard; at that level she gets 3 first level, 3 second level, 2 third level, and one fourth level spell."
I think she has a "free" Stoneskin because SCS always assume mages cast one before sleep when they can ( ie when they are at least 7th level). I guess she use her 4th level slot for a second stoneskin.
But then i'm a little annoyed by the two sequencers (two 4th level spells also) you spoke of. She has one "free" again, because she could have cast it before sleep. But not two i think ...
Maybe there is a glitch here after all, but then it's just one more spell than she should, unless i'm missing something
EDIT ; actually no mage can have two sequencers at the same time. Are you really sure about the second one ??
Short answer:yes.
Long answer: Yes, the mod is very modular and customisable. There are some glitched parts:Mulahey, and Davaeorn battles are kinda buggy so don't install those parts. However, if you install 'smarter general AI' component, you will see a huge improvement on enemy intelligence:no more seperating mobs, enemies will agressively pursue your characters anf shout at each other to alert the whole group, will use their potions and wands, archers will go for unarmored mage like targets first, etc.
Smarter mages component is a BIG improvement for enemy mages. Ditto for smarter priests. You can try with each option to see if it suits your tastes. If you choose full pre-buff option, enemy mage will come prepared at the start of the combat, spells like mirror image, shield, globe of invulnerability, stoneskin etc. will be previously casted. The mage will target his spells inteligently, wander around in between casting spells to foil melee attacks, use a cast/attack strategy, use up potions and wands, go invisible-flee-gulp potions to heal-come back later strategy, some mages even will have minor spell sequencers so they can use mirror image+invisibility in an emergency, or magic missilex2 to kill you. In short, the enemy will use all of his resources to the limit and will fight tooth and nail to defeat you.
But i wasn't aware the Davaeorn improvement was buggy. What's the problem ?
In my installation his special script was broken. He would just stay there sometimes. Not game-breaking, as you could just kill him easily. I've edited his file via DLTCEP and given him improved general mage script (dw#invoker5) so he could use his spells. I sure missed his dimension door around/blast party from all angles approach. If he is fixed in the newest version, I don't know. (I have the previous version and it worked for me so did not bother to get the latest mod version)
There's no mention of it in the newest SCS version so i'd say this part is still broken.
also, is there a bigger text on this mod somewhere than the readme? i get the feeling you guys know so much about it!
edited for typos
You may try visiting SCS forums at Gibberlings 3 site.
For example, I belive that Taugosz in the bandit camp normally drops a Potion of Fortitude and a Potion of Firebreath when you kill him. With "Potions for NPCs" installed, will he potentially use those potions during the battle? (If so, awesome!, I'm all about as much realism as possible)
Readme doesn't seem to say anything about BG:EE, or where to extract files, or anything.
After installation, the modified dialog.tlk should be copied back to language/en_us for the game to recognise changes. That's why you should keep the original dialog.tlk in some place safe, as back up.
Anyway, I read somewhere the procedure to create a permanent link in the folder pointing to the necessary files, so that you don't have to move them every time.
2-yeah all multi players should have the exact mod installation.
Read pages 6 and 7 ;-)
The devs doesn't fix bugs introduced by mods.
Improved Mulahey isn't something vanilla, thus no fix can come from official channel!
Is this stupidity towards me really necessary, did my previous reply offended you in some way i'm not aware of?
Ps: i already follow the patch thread and i'm already updated in the last posts there.