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Sword Coast Stratagems now available for BG:EE

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  • PeccaPecca Member Posts: 2,174
    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?
  • DavidWDavidW Member Posts: 823
    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).
  • PeccaPecca Member Posts: 2,174
    Ah, I see. You're right, they say it after engaging in combat.
  • PeccaPecca Member Posts: 2,174
    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.
  • DavidWDavidW Member Posts: 823
    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.
    Dexter
  • BalquoBalquo Member, Developer Posts: 2,746
    Yeah, you should stick that on the redmine if you haven't already. Can't imagine that being a difficult fix.
  • DavidWDavidW Member Posts: 823
    @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.
    Dexter
  • PalanthisPalanthis Member Posts: 283
    edited August 2013
    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.

    Thanks again !
    Post edited by Palanthis on
    lunarDexter
  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    @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.
    Dexter
  • DavidWDavidW Member Posts: 823
    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!
    AntonDexterSchopenhauer
  • PeccaPecca Member Posts: 2,174
    Everything runs smoothly now. Thanks!

    I still can't believe no-one missed battlecries for such a long time...:)
  • DavidWDavidW Member Posts: 823
    Eureka!

    (& yes, it's surprising.)
    DexterIchigoRXC
  • BerconBercon Member Posts: 486
    @DavidW Hey David, we are discussing what spells dispels what in this thread, could you comment on the behavior Breach spell with SCS? http://forum.baldursgate.com/discussion/comment/341869/#Comment_341869
    Wisp said:

    Bercon said:


    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).

  • Xav123Xav123 Member Posts: 3
    edited August 2013
    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 ...

    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)

    Press ENTER to exit.


    Press ENTER to exit.
    Post edited by Anton on
  • WispWisp Member Posts: 1,102
    @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.
  • ZoGarthZoGarth Member Posts: 47
    edited August 2013
    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.
  • Xav123Xav123 Member Posts: 3
    Thanks I'll give those a shot.
  • BerconBercon Member Posts: 486
    @Xav123 Please hide long walls of texts into spoiler tags.
    Anton
  • Xav123Xav123 Member Posts: 3
    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!
  • jfliederjflieder Member Posts: 115
    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.
  • DexterDexter Member Posts: 253
    edited August 2013
    @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.

    Love SCS. Thank you very much!
    Post edited by Dexter on
    JuliusBorisov
  • IzrealIzreal Member Posts: 3
    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.
  • DavidWDavidW Member Posts: 823
    Half a guess, but try creating a directory called "override" in your BG directory.
  • AtymAtym Member Posts: 2
    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.
  • IllustairIllustair Member Posts: 877
    Does this work on iPad? Mine is not jailbroken.

    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
  • lunarlunar Member Posts: 3,460
    edited September 2013
    @Illustair

    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
    DexterIllustair
  • IllustairIllustair Member Posts: 877
    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?
  • lunarlunar Member Posts: 3,460
    edited September 2013
    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.
  • PalanthisPalanthis Member Posts: 283
    edited September 2013
    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 ?
  • BazzaBazza Member Posts: 57
    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.

    Sorry if these have already been brought up!
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