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New version of Sword Coast Stratagems (v32) available

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  • DavidWDavidW Member Posts: 823
    @AndreaColombo - yes, exactly. But IWDification works for non-EE and is compatible with SCS - use that.
    @Minsc2017 - I prefer vanilla to SR, but more out of nostalgia for AD&D and general familiarity than any deeper reason.
  • Kiwi_LifterKiwi_Lifter Member Posts: 24
    David,

    I didn't think we'd ever see a new version of this mod and, as a consequence, had given up playing Baldur's Gate. Now, I'm certain to boot it up again before III comes out. Thank you for sharing your meticulous and sensible work.
  • DavidWDavidW Member Posts: 823
    You're welcome!
  • theCrowtheCrow Member Posts: 1
    Gusinda wrote: »
    Hi @polymorphedsquirrel, I haven't had any problems installing this version of SCS onto the mobile platform (Android) using the method discussed previously. Works fine, although in some instances, it bogs down due to the low processing power of mobile devices. You just need to be wary of conflicts with some other mods.

    Gus

    Could you point me to the correct guide on installing mods for the current Android games? I've tried searching but I always end up to this thread where the first post links to this post that has strikethrough all over it.

    I've got both the Android and PC (GOG) versions of the games and I'd like to install SCS on SoD and BG2 (since I've already played through BG).

    Thanks in advance.
  • GusindaGusinda Member Posts: 1,915
    @theCrow, I will send you a PM so that we don't clutter up this thread.

    Gus
  • _Luke__Luke_ Member, Mobile Tester Posts: 1,535
    Gusinda wrote: »
    @theCrow, I will send you a PM so that we don't clutter up this thread.

    Gus

    I think you should update the Android thread, so that everyone is up to date....
  • polymorphedsquirrelpolymorphedsquirrel Member Posts: 114
    I have a question about SCS warrior's intelligence - and capabilities - with regard to different damage types. Mainly, are they smart enough to recognize high resistance/high AC to the damage of their weapon and do they - at least sometimes - have a backup to switch?. These are separate questions, as adding additional weapons to the inventory of NPCs is easy enough for other mods, but messing around with AI scripts of SCS is asking for trouble (and has a considerably higher learning threshold).
  • DavidWDavidW Member Posts: 823
    They should be able to recognize protections, but they don’t usually carry backup weapons.
  • jmerryjmerry Member Posts: 3,829
    I'm currently running my first SCS playthrough, on 32.4. I decided to play around with the druid shapeshifting tokens, and noticed a serious issue: rather than being usable only by the druid that makes them (as the description states), they're usable by all druids, monks, and shamans. In other words, you could have Cernd create a greater werewolf token and then have Jaheira or Rasaad use it.

    It's probably impossible to create a self-only restriction as they're currently implemented, but the restrictions really should be tightened so that classes/kits that can't create the tokens can't use them either. Some combinations are quite abusable; a level 20 Monk using a Greater Werewolf token has 100% magic resistance, for example.

    Observed in both BGEE and BG2EE. No errors were reported installing the mod to either game. This is, of course, entirely about the "Improved Shapeshifting" component.
  • MalinorMalinor Member Posts: 11
    IWD spells fail to install on my ios BG: no spell SP#906 in override.
    Any ideas?

    I think that you can solve this problem by copying a file named: SPWI906.spl from spell_rev\spwi9## to override-directory.

    The spell revisions and the iwd-spell component have an another installation error: %CLERIC_CAUSE_SERIOUS_WOUNDS_IWD%.spl not found in chitin.key.(ERROR: Failure ("resource [%CLERIC_CAUSE_SERIOUS_WOUNDS_IWD%.spl] not found for 'COPY'))
    I don't know how to solve this problem.
  • AedanAedan Member, Translator (NDA) Posts: 8,550
    @DavidW
    @Sarnid, an Italian user, reported this error while installing SCS. Any idea of what is causing this?
  • jessejmcjessejmc Member Posts: 141
    I think I've found a few bugs in SCS v32.5 on BGEE "Improved NPC customisation and management (BGEE,BG2EE,EET)".

    1) No Mage/Thief selection, but two Fighter/Mage/Thiefs. In leveller/customise.tpa, both are mapped to 10 (13 is missing).

    2) Sorcerors are given mage starting spells. At level 1: Armor, Burning Hands, Identify, Magic Missile, and Sleep.

    There are some issues with how experience is granted. For the following, I have granted myself 161,000 experience, and the experience cap has been removed by the Tweaks Anthology.

    3) Imoen is granted enough experience to level to 10 as a thief. She's dual classed to a mage then removed and added to the party. She's granted 220,000 experience to reach mage level 9.

    4) Neera is changed to a Fighter/Mage. She's granted 250,000 in both classes for level 9/10. This works similarly for Fighter/Cleric and Cleric/Mage. Probably others. Kagain as a Fighter/Cleric gets 125,000 in both classes for level 8/8.

    5) Imoen, Neera, and Xzar are changed to Sorceror. Neera is granted 135,000 for level 9 (as intended, probably extra mage spells but forgot to check). Imoen and Xzar are granted 2,500 for level 2.

    6) Montaron is changed to a single class Fighter and gets no experience. If set to a single class Cleric, he is granted 110,000 and level 8.

    7. Fighter/Mage/Thief doesn't grant experience for anyone. Fighter/Mage/Cleric does.

    I didn't do an exhaustive test of npc and class combinations. I had noticed some things at a lower experience amount, around 6,500, but I wasn't documenting it at the time. It seemed like Jaheira as a single class was granted half of the experience, but I haven't had time to double check.
  • DavidWDavidW Member Posts: 823
    @jessejmc: That’s helpfully detailed: I’ll follow up when I can.
  • DavidWDavidW Member Posts: 823
    Aedan wrote: »
    @DavidW
    @Sarnid, an Italian user, reported this error while installing SCS. Any idea of what is causing this?

    I can’t read Italian, so I’ll need someone to report it in English.
  • AedanAedan Member, Translator (NDA) Posts: 8,550
    @DavidW
    Basically, he got the error message you can read in the post I linked (written in English) while trying to install the first component of the mod, which is essential to install the other ones.
  • DavidWDavidW Member Posts: 823
    Sure, I get that, but I run install tests before doing releases, and that component installs fine on my computer. So I need him to provide me with more information: which version of the game; which version of SCS; which other mods; what weidu.log.
  • TiggerdyretTiggerdyret Member Posts: 10
    Hi David,
    Did you ever get to look into my debug log from the failed installation of SCS after having installed SR?

    Here the thread with some updated details:
    https://forums.beamdog.com/discussion/76695/how-to-get-scs-working-with-spell-revision#latest

    Thanks :)
  • ^ What jessejmc says.
    Recruited Xan with a party at L5/25K XP each, changed him to F/M as he should be, and he got 36K points in BOTH classes (L6/L6). As the result, I am rather unexpectedly going to keep him ><

    Also:
    If the original kit was a specialist mage, say Xzar being a Necromancer, the 'choose class' step will show 'Necromancer', etc. 'Fighter/Necromancer', instead of 'Mage'. I don't remember anymore if the kit choice options are correct and I am not sure about kits of other classes, but suspect it's the same. Still, a wonderful component!

    I have also a question regarding enemy contingencies: you wrote you don't limit yourself to the effects available to players. Are their triggers listed anywhere I could check? And does it mean you hardcode some options on a lower level, or it is in fact possible to create a player contingency-like spells with other triggers?
  • DavidWDavidW Member Posts: 823
    ^ What jessejmc says.
    Recruited Xan with a party at L5/25K XP each, changed him to F/M as he should be, and he got 36K points in BOTH classes (L6/L6). As the result, I am rather unexpectedly going to keep him ><
    Will chase.
    Also:
    If the original kit was a specialist mage, say Xzar being a Necromancer, the 'choose class' step will show 'Necromancer', etc. 'Fighter/Necromancer', instead of 'Mage'. I don't remember anymore if the kit choice options are correct and I am not sure about kits of other classes, but suspect it's the same. Still, a wonderful component!

    I *think* that was intentional (I don’t recall for sure).

    As a point of interest, the workload for coding this component was roughly:
    Dual-classed characters: 90%
    Multi-classed characters: 9%
    The rest: 1%
    I have also a question regarding enemy contingencies: you wrote you don't limit yourself to the effects available to players. Are their triggers listed anywhere I could check? And does it mean you hardcode some options on a lower level, or it is in fact possible to create a player contingency-like spells with other triggers?

    Enemy contingencies (in SCS and the vanilla game) are always faked: they’re force-cast from script and don’t use the Contingency opcode at all. If you look at the code in stratagems/mage/ssl/generalblocks/renew.ssl you’ll be able to find the conditions used.

  • Thanks, I will have a look.
    As for the leveller component, I remembered now that Valerie (mod NPC Sorcerer) was granted much to few points at joining, too (turned out level 2 in a level 5 party)
  • jmerryjmerry Member Posts: 3,829
    Because I seem to be doing more testing than this component ever got before in the course of my playthrough, here are two bugs with "Improved Shapeshifting":

    - The descriptions of the earth elemental token and fire elemental token say they deal crushing damage. In game, they actually deal slashing damage. I'm pretty sure the description is what's intended, and the items should be changed to match it.
    - Using a shapeshift token while under Adalon's drow illusion hangs the game. While you get a bit of a grace period if she transforms you with one equipped, attempting to equip one, unequip one, or load a save with a token equipped on a character with the illusion active hangs the game indefinitely. I worked around that in my game by removing the "Use EFF file" portion of Adalon's effect from all of my shapeshifters in EEKeeper, and was able to continue.

    The former should be easy to fix, while the latter looks considerably more troublesome.

    Game version 2.5 (Mac, GoG), SCS version 32.4. I've got a save made under the influence of the latter bug, if you need it.
  • DavidWDavidW Member Posts: 823
    Ah, interesting. I’ll have a look.
  • jessejmcjessejmc Member Posts: 141
    @DavidW: Thanks for all your hard work! Out of Candlekeep with 345 experience on 32.6 (Tweaks Anthology is only other mod), and Imoen, Montaron, and Xzar all gain maximum levels. Xzar hit 40 (TA cap remover). I didn't take Imoen and Montaron all the way to 40 because I got tired of distributing thief points, but it's reasonable to assume they would have. Each one also gained hit points on the initial level from 0 to 1.
  • DavidWDavidW Member Posts: 823
    Well, that’s annoying, since I tested with those specific characters. Either something else I did broke it or there’s an edge case I’m missing. Unfortunately it’ll probably be a couple of weeks at least till I can check it out properly - that last update was squeaked in while I had a window.

    Thanks for picking it up in any case.
  • jessejmcjessejmc Member Posts: 141
    I've noticed it happen twice but keep forgetting to test it explicitly, but it looks like when a thief dual classes, they get the special abilities that grant +5% thief skills again.
  • jmerryjmerry Member Posts: 3,829
    An update on that shapeshift token/drow illusion bug I mentioned - it's definitely a bug in the game exposed by the mod.
    Someone else gave the Big Metal Unit to a character early, and had the same problems. It looks like any item with a transformation effect when equipped causes the crash when combined with the transformation effect of the drow illusion. You just can't get any such items in SoA unless you use mods or cheat.
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