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New version of Sword Coast Stratagems (v32) available

DavidWDavidW Member Posts: 691
edited July 16 in General Modding
After six months in testing, version 32 of Sword Coast Stratagems is now released.

Sword Coast Stratagems (SCS) is a collection of interconnected mini-mods for Baldur's Gate (on the BGT/BGTUTU/BGEE versions) and Baldur's Gate II. It is primarily a tactical and AI-enhancement mod: the idea is to make the game's combat more interesting, tactically challenging, and realistic by more effective use of, and choices of, creatures' abilities. It also contains a few rule tweaks and ease-of-use features.

Version 32 is a major revision (the largest since the old 'SCS' and 'SCSII' mods were merged). Highlights include a new integrated difficulty-control system, inclusion of the Icewind Dale spell system, substantial revision of spellcaster AI, six new components, much fuller compatibility with the Spell Revisions mod, some streamlining of the mod's overall structure, and a major decrease in installation time.

Grab it direct here. You can also visit the extensive project pages, readme, or SCS forum for more information.

EDIT: now updated to v32.4; links are unchanged.

Post edited by DavidW on
GirewanOlvynChuruleeuxMantis37OrlonKronsteenStummvonBordwehrLuke93DoubledimasGrond0StefanOBrecherAaeightFlashburnLudwig_IIRaduzielJuliusBorisovThacoBellRik_KirtaniyahistamiiniGusindaCrevsDaakAedanAbelBelegCuthalionPeccatypo_tillyramiAndreaColomboBorco
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Comments

  • RaduzielRaduziel Member Posts: 4,462
    @DavidW A suggestion if I may: instead of making the Rod of Resurrection act as a Rod of Raise Dead, why not make it work only in deceased party members?

    This closes the healing exploit without making the item somehow useless.

    I'm using this feature in Deities of Faerûn and the balance so far is very good.

  • DavidWDavidW Member Posts: 691
    Raduziel wrote: »
    @DavidW A suggestion if I may: instead of making the Rod of Resurrection act as a Rod of Raise Dead, why not make it work only in deceased party members?

    This closes the healing exploit without making the item somehow useless.

    I wasn't really trying to close the healing 'exploit'. I don't mind if the rod is used for healing too. The issue I want to address is that ubiquitous resurrection means that death is not a very serious condition.

    JuliusBorisovAndreaColombo
  • O_BruceO_Bruce Member Posts: 2,759
    My smile was growing wider and wider the more I was reading about changes. Thank you!

    JuliusBorisovBelegCuthalion
  • ThacoBellThacoBell Member Posts: 9,063
    Can anyone shed a little light on how long the install takes for them? I was gonna try SCS for the first time with the previous version, but after waiting overnight (about 15 hours actually) the mod was still installing.

  • OlvynChuruOlvynChuru Member Posts: 2,190
    @ThacoBell I do know that if you left-click on the WeiDU screen, it pauses the installation until you press Enter. It's possible you accidentally paused the installation and left it paused overnight.

  • ThacoBellThacoBell Member Posts: 9,063
    OlvynChuru wrote: »
    @ThacoBell I do know that if you left-click on the WeiDU screen, it pauses the installation until you press Enter. It's possible you accidentally paused the installation and left it paused overnight.

    No, the, uh, codeline? Whatever its called, it was clearly running.

  • BrecherBrecher Member Posts: 29
    ThacoBell wrote: »
    Can anyone shed a little light on how long the install takes for them? I was gonna try SCS for the first time with the previous version, but after waiting overnight (about 15 hours actually) the mod was still installing.

    When i was installing SCS v32 RC10 on EET , it took less than 1 hour to install all components on a standard notebook with SSD harddrive.

    ThacoBell
  • DavidWDavidW Member Posts: 691
    V32 should be somewhat faster than V31 on a clean install, and dramatically faster - i.e., an hour or so instead of 20 hours - on a heavily modded install.

    JuliusBorisovThacoBellAndreaColombo
  • DanacmDanacm Member Posts: 654
    High level mages use mantle type spells or absolut immunity, rather than pfmw ?

  • ThacoBellThacoBell Member Posts: 9,063
    That's...better. An hour is awfully long for a single mod though. My whole install takes about 20 mins to set up manually.

  • DavidWDavidW Member Posts: 691
    If it’s too long for you, don’t install it.

  • ThacoBellThacoBell Member Posts: 9,063
    I'm on the fence. I am curious about it. SCS should be the last mod in an installation, correct?

  • FlashburnFlashburn Member Posts: 1,718
    It doesn't have to be dead last, just installed toward the end because it's a very systematic AI tweak mod. It's more like in the middle of my BG2EE install, though.

    v31 took about 2 hours to install the last time I did it. I haven't tried any of the v32 versions yet because I'm still doing a playthrough, but I expect that the install time should be at least 25% faster. It's worth it for how it completely changes the way fights play out, forcing you to play smarter, learn from your mistakes, and use every party member's full potential to win.

    ThacoBellJuliusBorisovOrlonKronsteen
  • zelurkerzelurker Member Posts: 109
    1st thanks for v32, installs much faster here, I gave up on previous versions which were way too slow flor me, this time I installed most of it...
    ... and I think I found a bug related to greywolf ! I am pretty sure it comes from this mod because his encounter was working normally in my previous playthrough and I added only spells revision and this mod and now it doesn't. What happens : when he arrives the group gets much more scattered than previously, but after the talk, he just does nothing. You can talk to either Prisme or Greywolf but nothing happens. You can even attack Greywolf, he doesn't turn hostile. So you can just kill him and take his sword without a fight actually !
    I installed most ai improvements + spells, everything last in my installation.
    Here is the relevant part of the weidu.log, but most of the comments are in french :
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #3505 // Wider selection of random scrolls in Baldur's Gate I: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4000 // Ours plus rapides: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4020 // Loups et chiens sauvages plus realistes: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4030 // Metamorphose amelioree: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4050 // Reduit la vitesse a laquelle la reputation augmente -> La reputation augmente au 2/3 de sa vitesse normale: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #4115 // Thieves assign skill points in multiples of five: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #5900 // Initialise les composants de l'IA (requis pour les composants tactiques et d'IA): v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6000 // IA generale plus efficace: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6010 // Meilleurs appels a l'aide: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6030 // Mages plus intelligents: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6040 // Pretres plus intelligents: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6100 // Potions pour PNJ: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6200 // Araignees ameliorees: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6300 // Sirenes et dryades plus intelligentes: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6310 // Vers charognards legerement plus coriaces: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #6320 // Basilics plus intelligents: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7040 // Chasseurs de primes deplaces: v32 RC8
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #4 #7060 // Ile de Balduran amelioree: v32 RC8

    JuliusBorisov
  • DavidWDavidW Member Posts: 691
    OK, I see what's going on here - Greywolf's script differs quite a lot between EE and original, and I hadn't noticed (the code here mostly predates EE). Will fix; thanks for letting me know.

    JuliusBorisovRaduzielCrevsDaakAndreaColombo
  • LethlianLethlian Member Posts: 20
    Just checking in. Might be me, but is anyone else having trouble downloading this latest version from the gibberling site today?

  • ThacoBellThacoBell Member Posts: 9,063
    I really enjoyed the tougher Nashkel mines component. Made the dungeon an actual modest challenge, rather than a boring walk.

  • GreenerGreener Member Posts: 370
    I'm having a few issues installing this... I've figured it out...

  • ThacoBellThacoBell Member Posts: 9,063
    So are things that were changed by the mod that are undocumented in the readme? Because I had to cut through about 100 gnolls when rescuing Dynaheir.

  • OlvynChuruOlvynChuru Member Posts: 2,190
    @ThacoBell

    Did you have Extra Expanded Enhanced Encounters installed? That mod adds a ton of gnolls to the Gnoll Stronghold.

    ThacoBellCrevsDaak
  • ThacoBellThacoBell Member Posts: 9,063
    @OlvynChuru It does? That really needs some documentation. Does it also give chainmail to all the gnolls it adds?

  • DavidWDavidW Member Posts: 691
    ThacoBell wrote: »
    So are things that were changed by the mod that are undocumented in the readme? Because I had to cut through about 100 gnolls when rescuing Dynaheir.
    OlvynChuru wrote: »
    @ThacoBell

    Did you have Extra Expanded Enhanced Encounters installed? That mod adds a ton of gnolls to the Gnoll Stronghold.

    It is somewhat difficult to document changes caused by other people’s mods...

    ThacoBellelminster
  • ThacoBellThacoBell Member Posts: 9,063
    DavidW wrote: »
    ThacoBell wrote: »
    So are things that were changed by the mod that are undocumented in the readme? Because I had to cut through about 100 gnolls when rescuing Dynaheir.
    OlvynChuru wrote: »
    @ThacoBell

    Did you have Extra Expanded Enhanced Encounters installed? That mod adds a ton of gnolls to the Gnoll Stronghold.

    It is somewhat difficult to document changes caused by other people’s mods...

    Hahahha, yeah. I thought it was this mod, because giving gnolls armor seemed like a difficulty mod thing to do.

  • subtledoctorsubtledoctor Member Posts: 11,139
    DavidW wrote: »
    If someone can confirm that the Tome and Blood conflict is with SCS v32 official release and not with an earlier RC, let me know and I’ll fix it. There’s no conceptual incompatibility with T&B here.

    Confirmed. Unfortunately my recent TnB update did not avert the issue. This means the incompatibility is with TnB's giving specialist mages the ability to spontaneously cast spells from within their specialty, using other spells' slots.

    That component adds an extra spell ability with minimum level 51. The ability looks like this:
    ezvtrb5pcnjs.png
    x5np7z9zehh4.png

    This part of the SCS AI component does not like it:
    bgyw2ulngxpo.png

    If I remove that spell ability, SCS installs fine. (All those extra global effects make no difference, they are fine.)

    If you want to inspect the spell as modified by TnB, in order to see what might be tripping up SCS, I'll attach it to this post.

  • DavidWDavidW Member Posts: 691
    edited June 10
    I get no error on a clean install of SCS initialization over a full install of T&B. I suspect it's only if SR is also present; will check further.

    EDIT: actually it might have been that I was using an older version of T&B. In any case, can reproduce the bug on SR+T&B.

    Post edited by DavidW on
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