DavidW Posted March 1, 2011 Share Posted March 1, 2011 Version 17 of SCS is now out. This is a fairly minor release unless you're a Korean speaker: other than the new translation, I'm releasing now to fix a couple of annoying compatibility problems and to incorporate ToBEx (for technical reasons, incorporating ToBEx on SCSII and not SCS could cause problems on BGT installs). Changelog: New or heavily modified components New component: make spell sequencers schoolless New component: slower reputation increase New component: give better proficiency choices and kits to fighters (and also sort out various errors in fighter files) New component: more realistic wolves and dogs "Allow antimagic spells to penetrate Improved Invisibility" component now has a single-target option ToBEx integration: version Beta 0019 of ToBEx installs automatically as part of "Initialise" component Minor tweaks, optimisations, and additions Priests now cast low-level healing spells as part of Ease-of-Use AI (thanks to TheBigg for code) Instituted scs.ini, basically as a way to incorporate specialised requests without messing up the mod's overall structure too much Consolidated various fixes into an "initialise" component that also installs Detectable Spells and ToBEx Moved detectable items back into the main Initialise component (this can be overridden via scs.ini) Under-the-hood change: some old macros updated to properly allow for the possibility of spells with extended effects Under-the-hood change: Ease-of-Use AI recoded to use SSL Updated Detectable Spells to be the same as SCSII v16 Spiderwebs are now single-target Updated to WEIDU v227 Bugfixes Priest spellcasting is no longer prevented by effects that give mages a casting-failure chance (this was causing problems in mods that allow armour to be worn by mages with spellcasting failure chances) Creatures with slings and shields now fight correctly Change to smarter general AI: Enemies should no longer be able to locate players they've never seen yet [technical detail: change to chase.ssl] Oozes and jellies no longer lose their ranged attacks Chapter 3 assassins should now spawn a bit more reliably Compatibility fixes Slightly esoteric compatibility fix: the "mage_smart_clones", "mage_alacrity" and "mage_make_timestop" macros no longer choke on spells with an extended header (thanks, Galactygon) Link to comment
Salk Posted March 1, 2011 Share Posted March 1, 2011 Hello DavidW! About this: Moved detectable items back into the main Initialise component (this can be overridden via scs.ini) For users like me that did not want detectable items installed, what would you suggest to do? Thanks! UPDATE: Forget this, sorry. I noticed that the new readme is actually available and tells me what to do. Link to comment
DavidW Posted March 1, 2011 Author Share Posted March 1, 2011 Hello DavidW! About this: Moved detectable items back into the main Initialise component (this can be overridden via scs.ini) For users like me that did not want detectable items installed, what would you suggest to do? Thanks! UPDATE: Forget this, sorry. I noticed that the new readme is actually available and tells me what to do. You can still do everything you could do before - I just wanted to move that option to a "power user" category, to keep it from confusing most users. Link to comment
PetrusOctavianus Posted March 2, 2011 Share Posted March 2, 2011 Congratulations on a new version! I'm almost tempted to replay BG again now. BTW, any plans for IWD versions? Link to comment
DavidW Posted March 2, 2011 Author Share Posted March 2, 2011 Congratulations on a new version! I'm almost tempted to replay BG again now. BTW, any plans for IWD versions? Not any time soon... Link to comment
Dermit Posted March 2, 2011 Share Posted March 2, 2011 Awesome Dave, looking forward to trying this out! Link to comment
Dakk Posted March 4, 2011 Share Posted March 4, 2011 Congratulations on a new version! I'm almost tempted to replay BG again now. BTW, any plans for IWD versions? Not any time soon... How usable are SCS(II) for IWD-in-BG2? Link to comment
Miloch Posted March 4, 2011 Share Posted March 4, 2011 How usable are SCS(II) for IWD-in-BG2?Offhand, I'd say "it ain't." SCS(2) makes reference to many specific creatures that exist only in BG2 etc. In theory, one could generalise it to another game - at least those parts that could be generalised - but it would require a lot of redaction. Inasmuch as it's still the BG2 engine, it wouldn't require a massive effort but the effort wouldn't be trivial. Moreover, IWD-in-BG2 is still in beta status and DavidW has asked for testing with a minimal number of mods to aid bugfixing reports, so clearly putting SCSx on it right now wouldn't be a good idea. Or so I would guess. Link to comment
Dakk Posted March 4, 2011 Share Posted March 4, 2011 Straightforward enough - thanks ol' orc Link to comment
ScuD Posted March 5, 2011 Share Posted March 5, 2011 I've noticed after installation of Smarter Mages/Priests some CREs were added a non-existent spell SPELL_FI. That's probably a leftover from some previous macros usage. Link to comment
DavidW Posted March 6, 2011 Author Share Posted March 6, 2011 I've noticed after installation of Smarter Mages/Priests some CREs were added a non-existent spell SPELL_FI. That's probably a leftover from some previous macros usage. No, not quite. They're actually being given the "spell" SPELL_FILE_ARRAY_CHOMATIC_ORB or something similar (spelling mistake intentional), i.e. it represents a place where I've got the spell.ids entry of the spell wrong in the externalised files that determine spell choice. (Damn, I hoped I'd caught all of those errors.) Can you tell me where you found these spells? (EDIT: Are you sure this is caused by SCS and not SCSII?) Link to comment
Galactygon Posted March 6, 2011 Share Posted March 6, 2011 No, not quite. They're actually being given the "spell" SPELL_FILE_ARRAY_CHOMATIC_ORB or something similar (spelling mistake intentional), i.e. it represents a place where I've got the spell.ids entry of the spell wrong in the externalised files that determine spell choice. (Damn, I hoped I'd caught all of those errors.) Just out of curiosity (I haven't downloaded any of the new versions yet) - does this have to do with accommodating for ADD_SPELL? -Galactygon Link to comment
DavidW Posted March 6, 2011 Author Share Posted March 6, 2011 No, not quite. They're actually being given the "spell" SPELL_FILE_ARRAY_CHOMATIC_ORB or something similar (spelling mistake intentional), i.e. it represents a place where I've got the spell.ids entry of the spell wrong in the externalised files that determine spell choice. (Damn, I hoped I'd caught all of those errors.) Just out of curiosity (I haven't downloaded any of the new versions yet) - does this have to do with accommodating for ADD_SPELL? -Galactygon No. (SCS doesn't add any spells, or any useable by the PCs at any rate.) I changed the system of spell allocation for different reasons (mainly to make it easier to edit, and also to facilitate better compatibility (when I get around to it) with SR and Spell Pack). Link to comment
ScuD Posted March 6, 2011 Share Posted March 6, 2011 (EDIT: Are you sure this is caused by SCS and not SCSII?)My bad, it is SCSII. Feel free to move these messages to the appropriate forum. Do you need a list of CRE files affected? Link to comment
Graoumf Posted March 6, 2011 Share Posted March 6, 2011 I've got a question about this strings' block: @14100=~(Evocation)~@14101=~(Invocation/Evocation)~ @14102=~(Conjuration/Summoning,Invocation/Evocation)~ I think terms in @14100 and @14101 are changed by those in @14102, but how? Because there are 4 schools in @14102... Link to comment
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