On SCSv32 install (EET+Ascension+IWD spells from SCS);
Tamoko has Finger of Death...umm..I can understand level 6 spells, but FoD in BG1 is quite drastic. Fisrt time I've seen this.
Ditto Liaa. She seems to be a very high-level mage.
Imp.Mantle
Even better, she casts Bigby's at friendly targets:
Also, Fiershield red and blue now behave differently. Red seems to have a power level (feedback damage is blocked by Pro Magic scroll in any case, "spell ineffective" message is displayed in feedback window) while Blue version works like vanilla (hurts even under Pro Magic scroll).
@OlvynChuru But the whole point of the Tamoko fight is that she ISN'T a threat. She makes it very clear that Sarevok ordered her to fight you alone not to slow you down or kill you, but as HER execution.
Tamoko is 10th level in vanilla BG1 and gets adjusted to 14th level as part of 'improved minor encounters'. That's been the case pretty much since SCS1 was released, but I have some time for the view that thematically it's too-high level. Other views welcomed.
Purely tactically I have no problem with her casting Finger of Death. You're 7th or 8th level by now, you should have access to counters.
Liia Jannath is a 16th level mage in vanilla BG1, and it is clear this is intentional - both her level and Belt's (19th) match the levels given in the writeup for the city of Baldur's Gate in the 1990 Forgotten Realms Adventures hardback. On purely tactical grounds it would make sense to lower both their levels, but I am really reluctant to erase such obvious evidence of the labor of love that was BG1.
Liia casting Bigby's Clenched Fist at the party is a completely intentional expression of her irritation at the situation she's been put into, as well as a RP indicator of how she's willing, if necessary, to cast innocents aside for the greater good of Baldur's Gate bug; will fix.
On SCSv32 install (EET+Ascension+IWD spells from SCS);
Also, Fiershield red and blue now behave differently. Red seems to have a power level (feedback damage is blocked by Pro Magic scroll in any case, "spell ineffective" message is displayed in feedback window) while Blue version works like vanilla (hurts even under Pro Magic scroll).
I don't believe SCS changes anything here. Right back in vanilla BG2, the 'blue' and 'red' fire shields have different power values, so they probably behave differently under various spell protections. That was imported unchanged into the EE.
Tamoko is 10th level in vanilla BG1 and gets adjusted to 14th level as part of 'improved minor encounters'. That's been the case pretty much since SCS1 was released, but I have some time for the view that thematically it's too-high level. Other views welcomed.
I don't think I've ever seen her casting a 7th level spell tbh; and first version of SCS I played was v7 Ithink.
Tamoko is 10th level in vanilla BG1 and gets adjusted to 14th level as part of 'improved minor encounters'. That's been the case pretty much since SCS1 was released, but I have some time for the view that thematically it's too-high level. Other views welcomed.
I don't think I've ever seen her casting a 7th level spell tbh; and first version of SCS I played was v7 Ithink.
I've lost track of when the BG1 and BG2 spellcaster code got completely merged. It might have been quite recently, in which case you wouldn't have seen >L6 spells in BG1.
SCS is now updated to v32.2. This is a critical update for users of the old (non-Enhanced-Edition) version, since it fixes some crash bugs. But EE users are advised to install it as well. Download it here at the usual place.
One more bug, albeit this I witnessed in older version of SCS as well - in Durlag's Tower - Fear, Pride Love battle - Fear becomes unkillable for some reason.
Also, he gets immunity to +x weapon which dissapears after a while. But he won't die; his minHP item doesn't go away.
Best bet - he's got troll items. I do remember on previous versions I used wand of Fire on him somethimes; but on EET install even CTRL-y didn't work. Maybe some interraction with new SCS troll component?
I installed Improved Durlag on clean BG1 w/o troll tweaks.
Oddly enough; 1st attempt:
He still becomes damage immune, but I can ctrl-y him; which was impossible on EET.
Oh, I think I see why. Fear is technically coded in the game as a revenant. Revenants, like trolls, also sometimes have that thing where they fall down and you have to use fire to kill them.
Some more bugs:
- druids (with shapeshitft component) get equipable claws. Apperantly one can dual-wield them for double the bonuses (kinda legit, but I don't know if it's intended).
I've tried this with a shapshifter druid. Also, if you equip a paw in off-hand, you can cast spells looking like a werewolf.
- with SR, druids are banned from using Armor of Faith, with SCS they use it in prebuff sequence - same for Chaotic Commands. They do get Free Action, so can use that instead
- Daveorn doesn't drop Stoneskin scroll
Some more bugs:
- druids (with shapeshitft component) get equipable claws. Apperantly one can dual-wield them for double the bonuses (kinda legit, but I don't know if it's intended).
I've tried this with a shapshifter druid. Also, if you equip a paw in off-hand, you can cast spells looking like a werewolf.
Not intended. Making the token two-handed is probably the simplest way to block it.
- with SR, druids are banned from using Armor of Faith, with SCS they use it in prebuff sequence - same for Chaotic Commands. They do get Free Action, so can use that instead
Fixed locally.
- Daveorn doesn't drop Stoneskin scroll
This isn't a bug - I replaced the previous handing-out-scrolls code with something a lot more systematic. That said, maybe Davaeorn having Stoneskin is iconic by now? If so I can easily restore it.
Don't look for subtle explanations of 'Fear'. Some ancient SCS code, presumably written when I was feeling lazy (and/or before a lot of modern tools were available) gives Fear regeneration just by giving him 'trollreg', rather than by applying an effect. The way 'trollreg' is implemented in EE (especially if the SCS troll-regeneration component is installed) then screws up Fear.
I replaced the previous handing-out-scrolls code with something a lot more systematic. That said, maybe Davaeorn having Stoneskin is iconic by now? If so I can easily restore it.
It's convinient I guess.
Also, sorcerers and dargon disciples get sequencer innates a level too quick, given how they gain spell levels. i.e at level 7 sorcerer can't cast 4th level spells; but gets a minor sequencer innate. Again, can't say if this is a bug.
Ahem Sorry to be a bother... but I'm stumped on trying to install SCS component #4100 'Improved NPC customisation and management', and for some reason it's choking on processing 'OHHFAK.bcs', but I cannot seem to understand why
I cannot seem to find any traces left of the actual source file that produces the error after the installer bails out.
Here's the relevant error dump from inside Setup-Stratagems.DEBUG:
Applying patches to script(s) OHHFAK
Copying and patching 1 file ...
[./override/OHHFAK.bcs] loaded, 20216 bytes
[./override/ACTION.IDS] loaded, 16619 bytes
[./override/OBJECT.IDS] loaded, 2452 bytes
[./override/STATE.IDS] loaded, 1277 bytes
[./override/GTIMES.IDS] loaded, 1884 bytes
[OHHFAK.bcs.BAF] PARSE ERROR at line 147 column 1-27
Near Text: OHHFAK
syntax error
[OHHFAK.bcs.BAF] ERROR at line 147 column 1-27
Near Text: OHHFAK
Parsing.Parse_error
ERROR: parsing [OHHFAK.bcs.BAF]: Parsing.Parse_error
ERROR: [OHHFAK.bcs] -> [override] Patching Failed (COPY) (Parsing.Parse_error)
I'll try to attach all info that could be needed to find the problem... and I'm well aware that the issue could be coming from a different mod in my install. In fact, here's the changelog report too:
C:\Games\~Baldurs Gate Home~\(Root)\EET\Install\Steam EET 2.5>weidu.exe --change-log OHHFAK.bcs
[weidu.exe] WeiDU version 24600
[.\CHITIN.KEY] 281 BIFFs, 82165 resources
[.\lang\en_us\dialog.tlk] 323220 string entries
[EET/lang/en_US/prompts.tra] has 56 translation strings
[EET/lang/en_US/setup.tra] has 18 translation strings
[EET/lang/en_US/chapters.tra] has 95 translation strings
[EET/lang/en_US/dialog.tra] has 37 translation strings
[EET/lang/en_US/2da.tra] has 55 translation strings
[EET/lang/en_US/compatibility.tra] has 11 translation strings
[AllThingsMazzy/translations/english/setup-AllThingsMazzy.tra] has 6 translation strings
[EET_Tweaks/lang/en_US/prompts.tra] has 56 translation strings
[EET_Tweaks/lang/en_US/setup.tra] has 92 translation strings
Mods affecting OHHFAK.BCS:
00000: /* created or unbiffed */ ~EET/EET.TP2~ 0 0 // EET core (resource importation)1.0 RC12
00001: ~ALLTHINGSMAZZY/SETUP-ALLTHINGSMAZZY.TP2~ 0 0 // All Things MazzyVersion 1.039
00002: ~EET_TWEAKS/EET_TWEAKS.TP2~ 0 4020 // Higher framerates support1.8
I opened that particular file in Near Infinity and as far as I can see there's nothing wrong in it... which is what has me confused
Anyways, I hope is not something very dumb I'm doing and I'm not seeing
Hope I'm not being too dumb And sorry in advance if it's something I'm doing wrong myself.
I know/guess that ultimately it could be probably something related to the mod All Things Mazzy, but I can't tell what's wrong, and I was hoping to find out why it's failing and then I can properly report to the mod's thread if that's the case!
Thanks, can reproduce. I used an older SCS function that doesn't like scripts that refer to creatures with spaces in their death variables.
Will fix; in the meantime, if you want to work around then:
(1) Open OHHFAK.bcs in Near Infinity and replace 'Renal Bloodscalp' with 'RenalBloodscalp', i.e. remove the space.
(2) Install the SCS component.
(3) Open OHHFAK.bcs again and replace 'RenalBloodscalp' with 'Renal Bloodscalp', i.e. restore the space.
I'm in the middle of a HD swap atm... it'll probably take me a while to get everything back in order again, but as soon as I'm done with that, I'll try the swap trick and report back
@DavidW Any chance to create a Gnoll Stronghold component a la Ust Natha (of course, scaled down to fit BGEE's power level)?
Storming an enemy fortress shouldn't be that easy.
That sounds realistic, but just to be fair, there is a good chance the players will be coming there at really low level, possibly without even having a mage with access to spells like Sleep. It would be extremely punishing and not very fun.
@DavidW Any chance to create a Gnoll Stronghold component a la Ust Natha (of course, scaled down to fit BGEE's power level)?
Storming an enemy fortress shouldn't be that easy.
That sounds realistic, but just to be fair, there is a good chance the players will be coming there at really low level, possibly without even having a mage with access to spells like Sleep. It would be extremely punishing and not very fun.
That's why it should be an optional component just like Ust Natha.
There are some oddities with how AI detects items. None of the items that grant immunites (i.e. Lirarcor) have any additional "detectable" effects on them. Sirens in BG1 readilly waste their charms on a character wielding a charm-resistant item. Has something changed in the way AI is supposed to detect such items? (previously they had like DW_ITEM_CHARM or something sticked onto them, this is gone). This is on IR/SR/EET/SCS install; insane difficulty level.
Also, on EET install, apperantly you get slayer transformation ability before going to spellhold (may be due to chapter assigning).
Other than that, SCS v32 is really good. Much different from previous versions; I like it.
There are some oddities with how AI detects items. None of the items that grant immunites (i.e. Lirarcor) have any additional "detectable" effects on them. Sirens in BG1 readilly waste their charms on a character wielding a charm-resistant item. Has something changed in the way AI is supposed to detect such items? (previously they had like DW_ITEM_CHARM or something sticked onto them, this is gone). This is on IR/SR/EET/SCS install; insane difficulty level.
https://www.gibberlings3.net/forums/topic/29870-scs-v32-and-spell-targetting/
2) One dilemma in previous versions was how to handle magic items that provide protection (e.g., should you cast Domination on someone wearing a Helm of Charm Protection?) Previously, I've erred on the side of detecting these items, on the grounds that while it's a bit unrealistic for a mage to immediately see your items, it's not that obvious, whereas if a mage repeatedly targets someone who's obviously immune to an effect, it breaks immersion.
V32 takes advantage of new scripting options to do something more sophisticated: the *first time* that a spell type is cast, the caster will fail to notice the protective item, but subsequently it is noticed. (So a mage might cast Domination on the protected creature, but won't then try a Dire Charm on the same opponent).
@DavidW Any chance to create a Gnoll Stronghold component a la Ust Natha (of course, scaled down to fit BGEE's power level)?
Storming an enemy fortress shouldn't be that easy.
That sounds realistic, but just to be fair, there is a good chance the players will be coming there at really low level, possibly without even having a mage with access to spells like Sleep. It would be extremely punishing and not very fun.
That's why it should be an optional component just like Ust Natha.
There's a pretty big difference between the two though. Ust Natha is towards the endgame, no matter what, you are a certain power level before getting to it. The Gnoll Stronghold can be accessed at pretty much anytime.
@DavidW Any chance to create a Gnoll Stronghold component a la Ust Natha (of course, scaled down to fit BGEE's power level)?
Storming an enemy fortress shouldn't be that easy.
That sounds realistic, but just to be fair, there is a good chance the players will be coming there at really low level, possibly without even having a mage with access to spells like Sleep. It would be extremely punishing and not very fun.
That's why it should be an optional component just like Ust Natha.
There's a pretty big difference between the two though. Ust Natha is towards the endgame, no matter what, you are a certain power level before getting to it. The Gnoll Stronghold can be accessed at pretty much anytime.
That's why I said scaled down to fit BGEE's power level...
And as an optional component of a difficulty-enhancer mod I don't see why having a tough nut to crack would be such an issue.
Retreat to lick your wounds and reevaluate is something that SCS makes me do a lot, this would be just another area making me scratch my head instead of clicking on something and Alt+Tab to YouTube.
Comments
Tamoko has Finger of Death...umm..I can understand level 6 spells, but FoD in BG1 is quite drastic. Fisrt time I've seen this.
Ditto Liaa. She seems to be a very high-level mage.
Imp.Mantle
Even better, she casts Bigby's at friendly targets:
Also, Fiershield red and blue now behave differently. Red seems to have a power level (feedback damage is blocked by Pro Magic scroll in any case, "spell ineffective" message is displayed in feedback window) while Blue version works like vanilla (hurts even under Pro Magic scroll).
Well, Tamoko fights the party by herself at a time when the party is really powerful, so she needs to be quite tough to pose any threat at all.
Purely tactically I have no problem with her casting Finger of Death. You're 7th or 8th level by now, you should have access to counters.
Liia Jannath is a 16th level mage in vanilla BG1, and it is clear this is intentional - both her level and Belt's (19th) match the levels given in the writeup for the city of Baldur's Gate in the 1990 Forgotten Realms Adventures hardback. On purely tactical grounds it would make sense to lower both their levels, but I am really reluctant to erase such obvious evidence of the labor of love that was BG1.
Liia casting Bigby's Clenched Fist at the party is a completely intentional expression of her irritation at the situation she's been put into, as well as a RP indicator of how she's willing, if necessary, to cast innocents aside for the greater good of Baldur's Gate bug; will fix.
… but I'll fix it anyway.
I don't think I've ever seen her casting a 7th level spell tbh; and first version of SCS I played was v7 Ithink.
I've lost track of when the BG1 and BG2 spellcaster code got completely merged. It might have been quite recently, in which case you wouldn't have seen >L6 spells in BG1.
Also, he gets immunity to +x weapon which dissapears after a while. But he won't die; his minHP item doesn't go away.
I installed Improved Durlag on clean BG1 w/o troll tweaks.
Oddly enough; 1st attempt:
He still becomes damage immune, but I can ctrl-y him; which was impossible on EET.
2nd attempt: he dies just as he should.
- druids (with shapeshitft component) get equipable claws. Apperantly one can dual-wield them for double the bonuses (kinda legit, but I don't know if it's intended).
I've tried this with a shapshifter druid. Also, if you equip a paw in off-hand, you can cast spells looking like a werewolf.
- with SR, druids are banned from using Armor of Faith, with SCS they use it in prebuff sequence - same for Chaotic Commands. They do get Free Action, so can use that instead
- Daveorn doesn't drop Stoneskin scroll
Fixed locally; thanks for the report.
It's convinient I guess.
Also, sorcerers and dargon disciples get sequencer innates a level too quick, given how they gain spell levels. i.e at level 7 sorcerer can't cast 4th level spells; but gets a minor sequencer innate. Again, can't say if this is a bug.
I cannot seem to find any traces left of the actual source file that produces the error after the installer bails out.
Here's the relevant error dump from inside Setup-Stratagems.DEBUG:
I'll try to attach all info that could be needed to find the problem... and I'm well aware that the issue could be coming from a different mod in my install. In fact, here's the changelog report too:
I opened that particular file in Near Infinity and as far as I can see there's nothing wrong in it... which is what has me confused
Anyways, I hope is not something very dumb I'm doing and I'm not seeing
Hope I'm not being too dumb And sorry in advance if it's something I'm doing wrong myself.
I know/guess that ultimately it could be probably something related to the mod All Things Mazzy, but I can't tell what's wrong, and I was hoping to find out why it's failing and then I can properly report to the mod's thread if that's the case!
Will fix; in the meantime, if you want to work around then:
(1) Open OHHFAK.bcs in Near Infinity and replace 'Renal Bloodscalp' with 'RenalBloodscalp', i.e. remove the space.
(2) Install the SCS component.
(3) Open OHHFAK.bcs again and replace 'RenalBloodscalp' with 'Renal Bloodscalp', i.e. restore the space.
I'm in the middle of a HD swap atm... it'll probably take me a while to get everything back in order again, but as soon as I'm done with that, I'll try the swap trick and report back
Thanks again!
Storming an enemy fortress shouldn't be that easy.
That sounds realistic, but just to be fair, there is a good chance the players will be coming there at really low level, possibly without even having a mage with access to spells like Sleep. It would be extremely punishing and not very fun.
That's why it should be an optional component just like Ust Natha.
Also, on EET install, apperantly you get slayer transformation ability before going to spellhold (may be due to chapter assigning).
Other than that, SCS v32 is really good. Much different from previous versions; I like it.
2) One dilemma in previous versions was how to handle magic items that provide protection (e.g., should you cast Domination on someone wearing a Helm of Charm Protection?) Previously, I've erred on the side of detecting these items, on the grounds that while it's a bit unrealistic for a mage to immediately see your items, it's not that obvious, whereas if a mage repeatedly targets someone who's obviously immune to an effect, it breaks immersion.
V32 takes advantage of new scripting options to do something more sophisticated: the *first time* that a spell type is cast, the caster will fail to notice the protective item, but subsequently it is noticed. (So a mage might cast Domination on the protected creature, but won't then try a Dire Charm on the same opponent).
There's a pretty big difference between the two though. Ust Natha is towards the endgame, no matter what, you are a certain power level before getting to it. The Gnoll Stronghold can be accessed at pretty much anytime.
That's why I said scaled down to fit BGEE's power level...
And as an optional component of a difficulty-enhancer mod I don't see why having a tough nut to crack would be such an issue.
Retreat to lick your wounds and reevaluate is something that SCS makes me do a lot, this would be just another area making me scratch my head instead of clicking on something and Alt+Tab to YouTube.