Jump to content

Bugs/Issues & Hotfixes for SR V3.1 (June 25th 2013)


Demivrgvs

Recommended Posts

I just posted a crash report on 1PP forum about this crash

 

ASSERTION FAILED! Return Address: 0x9CCAD1 File: ChVidImage.cpp Line: 1910 Expression: !((dwFlags & CVIDIMG_TRANSLUCENT) && (dwFlags & CVIDCELL_BRIGHTEST)) Message: (null)

This issue was reported on this very same page 5 posts before yours (though there it was caused by Djinnn's gaseous form) and in that case "Crashes stopped with a combination of the new driver and disabling 3d animations in BG2 config".

 

The strange thing is that I cannot reproduce the isse even with 3d acceleration on.

 

At the moment, changing their animation to human with attachable wings, as per Spell Rev, gets around the problem. It looks cool, too.

 

As a side note, or feedback for Spell Rev, after some playtesting I think celestials are too strong right now. Currently I'm leaving them as per PnP Celestials (I admit I gave them a few personal tweaks, but I didn't really BUFF them cause I noticed they already seemed ok), and they are insanely strong. Without getting a vorpal hit, they 3-hit a balor, who is already also buffed (even quite heavily, I'd say, with SCS and PnP Fiends in aTweaks installed).

I'm really confused by your statements...it doesn't sound like you are using SR's celestials, are you?

 

That being said, yes, celestials probably are bit too powerful, and I may very slightly nerf them, but for the most part they deserve theit current power lvl.

Link to comment

No I'm not using SR's celestials. I used SR's celestials just for 1 quick test fight. All that just to say SR's celestials, who don't seem as overpowered as PnP's, are still strong. But of course I don't mind that.

 

BTW,

Cause Mortal Wounds was using the same .ITM and .SPL as Cause Critical Wounds

Shapechange still gives innate abilities to change to Earth and Fire Elementals, though from the spell description I guess that's not intended

And Holy Word's "blindness & deafness" set of effects was using "slowness & deafness" like Unholy Word

 

Resurrection SPPR712 is still removing the old shapechange abilities. I mean SR's Shapechange and Polymorph Self already changed the innate abilities to different .SPLs

Link to comment

Some issues with Fiend summons. (Install with SCS improved Fiends)

 

installed the hotfix and the demon behavior followed the new script appropriately except for the gate spell. When I do the two lower level summons I get the % chance that they will follow me, with the gate spell the pit fiend automatically becomes hostile and attacks. has anyone else had this problem? any suggestions?

 

- Nobody answered this post from two years ago. It's a bug(?) for me too.

 

- I'm pretty sure i already asked this before, is it not possible to make summoned fiends attack enemy Liches? They just ignore them. (Iirc DavidW said it has something to do with the Lich's attributes.)

 

- Enemy summoned Death Knights are sometimes attacked by other enemies.

 

- AI's Gate summons a Cornugon, Player's Gate summons the hostile Pit Fiend. Why this difference?

 

Edit: I uninstalled SCS improved fiends and the Pit Fiend animation changed to Balor and it is still automatically hostile.

 

Anyone else having issues with Sunfire? Sometime when cast the effect doesn't trigger. Some other animation or effect is blocking it perhaps?

Link to comment

When I do the two lower level summons I get the % chance that they will follow me, with the gate spell the pit fiend automatically becomes hostile and attacks. has anyone else had this problem? any suggestions?

- Nobody answered this post from two years ago. It's a bug(?) for me too.

I have no clue. :( I just checked the relative scripts and they are identical. If only the pit fiends are affected by this issue my guess is that SCS changes their scripts (or cre files) and the interaction creates the issue. Another odd thing is that afaik only the last versions of SCS started to cause these issues, am I wrong?

 

I'm pretty sure i already asked this before, is it not possible to make summoned fiends attack enemy Liches? They just ignore them. (Iirc DavidW said it has something to do with the Lich's attributes.)

I assume SCS tweaked liches to be immune to their own fiends, maybe the implementation causes them to be fully immune or not detectable?

 

Enemy summoned Death Knights are sometimes attacked by other enemies.

o.O I'll try to reproduce this...

 

AI's Gate summons a Cornugon, Player's Gate summons the hostile Pit Fiend. Why this difference?

That's because SCS tweaked these spells to make them summon both devils and demons. SR did not, you still get only vanilla's creatures.

 

Anyone else having issues with Sunfire? Sometime when cast the effect doesn't trigger. Some other animation or effect is blocking it perhaps?

The files seem fine...does anyone else has a similar issue?

Link to comment

Hi Demi thanks for the quick reply. I just checked the SPGATE.EFF. It summons DEMPITSU.CRE. I compared the script (DVPITSU.BCS) with that of the summoned Glabrezu and it's definately the wrong script. It doesn't have the 85%/15% allegiance check and the Pit Fiend attacks ANYONE. Do you have another script? Why do i have the wrong one? :)

 

EDIT: dvpitsu.bcs has it's last change in 2010. And there is no copy in the latest hotfix zip.

That's because SCS tweaked these spells to make them summon both devils and demons. SR did not, you still get only vanilla's creatures.


Allright.

I assume SCS tweaked liches to be immune to their own fiends, maybe the implementation causes them to be fully immune or not detectable?

 

Yes, although i don't understand why liches need to be different to every other caster in this respect. It's not that others won't summon fiends.

 

 

 

Enemy summoned Death Knights are sometimes attacked by other enemies.
o.O I'll try to reproduce this...

Perhaps it's other fiends too, i'm not sure. At least the fiends don't care and attack only the player.

 

And yeah the latest SCS version is more unstable. Vampires are still buggy and now fiends. I also encountered a few more general bugs in my install than i'm used too.

Link to comment

Hi Demi thanks for the quick reply. I just checked the SPGATE.EFF. It summons DEMPITSU.CRE. I compared the script (DVPITSU.BCS) with that of the summoned Glabrezu and it's definately the wrong script. It doesn't have the 85%/15% allegiance check and the Pit Fiend attacks ANYONE. Do you have another script? Why do i have the wrong one? :)

No idea why you got the wrong one. Try putting this into your override folder (no need to re-install, but you may want to save your SCS-modified file just in case).

 

Let me know if it works.

 

I assume SCS tweaked liches to be immune to their own fiends, maybe the implementation causes them to be fully immune or not detectable?

Yes, although i don't understand why liches need to be different to every other caster in this respect. It's not that others won't summon fiends.

I don't know, but I seem to recall something about regarding liches summoning fiends within small areas (e.g. liches the one guarding Daystar), could it be to protect them? Mmm...

Link to comment

 

No idea why you got the wrong one. Try putting this into your override folder (no need to re-install, but you may want to save your SCS-modified file just in case).

 

Let me know if it works.

 

Yes it works. You should put it in the zip file on page 1. Another thing, what animation should the Pit Fiend have? Because it has the TANARRI animation, which is not right. :)

 

Edit: Perhaps put the right .cre file in the hotfixpack as well.

Link to comment

@Incantatar, Tanarri animation is the correct one albeit shared by the baalor too (the latter should just have slightly different color -brown I think - and in theory it should wield a vorpal sword and a flaming whip). Vanilla's pit fiend animation has nothing in common with how a pit fiend should look like. When it comes to the problem you experienced with the scripts I fear it's SCS doing it, because I simply made you put there again SR scripts to make them work again, and I never touched those scripts in the last 2 years.

 

Btw, I had beta testers try Sunfire and it works fine for them. No idea which issue you (seldom?) seem to encounter.

Link to comment

@Incantatar, Tanarri animation is the correct one albeit shared by the baalor too (the latter should just have slightly different color -brown I think - and in theory it should wield a vorpal sword and a flaming whip). Vanilla's pit fiend animation has nothing in common with how a pit fiend should look like. When it comes to the problem you experienced with the scripts I fear it's SCS doing it, because I simply made you put there again SR scripts to make them work again, and I never touched those scripts in the last 2 years.

 

Btw, I had beta testers try Sunfire and it works fine for them. No idea which issue you (seldom?) seem to encounter.

Alright, but dvpitsu.bcs is not changed by the hotfix like the other fiend scripts (and cres).

 

This is the dvpitsu.bcs installed by SR3, i opened it right in the package.

 

 

IF
    Die()
THEN
    RESPONSE #100
        ReallyForceSpellDead(Myself,RED_HOLY_MIGHT)
        DestroySelf()
END

IF
    See(LastSummonerOf(Myself))
THEN
    RESPONSE #100
        Enemy()
        Continue()
END

IF
    HasItem("dw#sumfi",Myself)
THEN
    RESPONSE #100
        DestroyItem("dw#sumfi")
        Continue()
END

IF
    OR(3)
        See([0.0.DEMONIC.0.0.0.CHAOTIC_EVIL])
        See([0.0.0.TANARI.0.0.CHAOTIC_EVIL])
        See([0.0.0.0.0.SUMMONED_DEMON.CHAOTIC_EVIL])
THEN
    RESPONSE #100
        AttackOneRound(LastSeenBy(Myself))
END

IF
    See(NearestEnemyOf(Myself))
    !GlobalTimerNotExpired("fearaura","LOCALS")
THEN
    RESPONSE #100
        SetGlobalTimer("fearaura","LOCALS",TWO_ROUNDS)
        ReallyForceSpell(Myself,DEMON_FEAR)
        Continue()
END

IF
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3008")
    !AreaCheck("ar3004")
    !CheckStatGT(NearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(SecondNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(ThirdNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(FourthNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(FifthNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(SixthNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(SeventhNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(EighthNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(NinthNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !CheckStatGT(TenthNearestEnemyOf(Myself),0,TRUE_SIGHT)
    !StateCheck(Myself,STATE_IMPROVEDINVISIBILITY)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec(Myself,WIZARD_IMPROVED_INVISIBILITY)
    RESPONSE #100
        Continue()
END

IF
    !GlobalTimerNotExpired("fireball","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    See([ANYONE])
    !StateCheck([ANYONE],STATE_DISABLED)
    !CheckStatGT([ANYONE],0,HELD)
    !CheckStatGT([ANYONE],100,RESISTMAGIC)
    !CheckStat([ANYONE],6,WIZARD_SPELL_IMMUNITY)
    !CheckStatGT([ANYONE],50,RESISTFIRE)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec([ANYONE],WIZARD_FIREBALL)
        SetGlobalTimer("fireball","LOCALS",FIVE_ROUNDS)
    RESPONSE #100
        Continue()
END

IF
    !GlobalTimerNotExpired("stun","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    !CheckStatGT([0.0.0.LONG_BOW],50,RESISTMAGIC)
    !CheckStatGT([0.0.0.LONG_BOW],0,WIZARD_SPELL_DEFLECTION)
    !CheckStatGT([0.0.0.LONG_BOW],0,WIZARD_SPELL_TURNING)
    !CheckStatGT([0.0.0.LONG_BOW],0,WIZARD_SPELL_TRAP)
    !CheckStat([0.0.0.LONG_BOW],1,CLERIC_SHIELD_OF_THE_ARCHONS)
    !CheckStatGT([0.0.0.LONG_BOW],0,CLERIC_CHAOTIC_COMMANDS)
    !StateCheck([0.0.0.LONG_BOW],STATE_IMMOBILE)
    !CheckStatGT([0.0.0.LONG_BOW],0,HELD)
    !CheckStat([0.0.0.LONG_BOW],2,WIZARD_SPELL_IMMUNITY)
    See(NearestEnemyOfType([0.0.0.LONG_BOW]))
    HPPercentLT([0.0.0.LONG_BOW],90)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec(LastSeenBy(Myself),WIZARD_POWER_WORD_STUN)
        SetGlobalTimer("stun","LOCALS",FIVE_ROUNDS)
    RESPONSE #10
        Continue()
END

IF
    !GlobalTimerNotExpired("stun","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    !CheckStatGT([0.0.0.CLERIC_ALL],50,RESISTMAGIC)
    !CheckStatGT([0.0.0.CLERIC_ALL],0,WIZARD_SPELL_DEFLECTION)
    !CheckStatGT([0.0.0.CLERIC_ALL],0,WIZARD_SPELL_TURNING)
    !CheckStatGT([0.0.0.CLERIC_ALL],0,WIZARD_SPELL_TRAP)
    !CheckStat([0.0.0.CLERIC_ALL],1,CLERIC_SHIELD_OF_THE_ARCHONS)
    !CheckStatGT([0.0.0.CLERIC_ALL],0,CLERIC_CHAOTIC_COMMANDS)
    !StateCheck([0.0.0.CLERIC_ALL],STATE_IMMOBILE)
    !CheckStatGT([0.0.0.CLERIC_ALL],0,HELD)
    !CheckStat([0.0.0.CLERIC_ALL],2,WIZARD_SPELL_IMMUNITY)
    See(NearestEnemyOfType([0.0.0.CLERIC_ALL]))
    HPPercentLT([0.0.0.CLERIC_ALL],90)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec(LastSeenBy(Myself),WIZARD_POWER_WORD_STUN)
        SetGlobalTimer("stun","LOCALS",FIVE_ROUNDS)
    RESPONSE #10
        Continue()
END

IF
    !GlobalTimerNotExpired("stun","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    !CheckStatGT([0.0.0.DRUID_ALL],50,RESISTMAGIC)
    !CheckStatGT([0.0.0.DRUID_ALL],0,WIZARD_SPELL_DEFLECTION)
    !CheckStatGT([0.0.0.DRUID_ALL],0,WIZARD_SPELL_TURNING)
    !CheckStatGT([0.0.0.DRUID_ALL],0,WIZARD_SPELL_TRAP)
    !CheckStat([0.0.0.DRUID_ALL],1,CLERIC_SHIELD_OF_THE_ARCHONS)
    !CheckStatGT([0.0.0.DRUID_ALL],0,CLERIC_CHAOTIC_COMMANDS)
    !StateCheck([0.0.0.DRUID_ALL],STATE_IMMOBILE)
    !CheckStatGT([0.0.0.DRUID_ALL],0,HELD)
    !CheckStat([0.0.0.DRUID_ALL],2,WIZARD_SPELL_IMMUNITY)
    See(NearestEnemyOfType([0.0.0.DRUID_ALL]))
    HPPercentLT([0.0.0.DRUID_ALL],90)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec(LastSeenBy(Myself),WIZARD_POWER_WORD_STUN)
        SetGlobalTimer("stun","LOCALS",FIVE_ROUNDS)
    RESPONSE #10
        Continue()
END

IF
    !GlobalTimerNotExpired("stun","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    !CheckStatGT([ANYONE],50,RESISTMAGIC)
    !CheckStatGT([ANYONE],0,WIZARD_SPELL_DEFLECTION)
    !CheckStatGT([ANYONE],0,WIZARD_SPELL_TURNING)
    !CheckStatGT([ANYONE],0,WIZARD_SPELL_TRAP)
    !CheckStat([ANYONE],1,CLERIC_SHIELD_OF_THE_ARCHONS)
    !CheckStatGT([ANYONE],0,CLERIC_CHAOTIC_COMMANDS)
    !StateCheck([ANYONE],STATE_IMMOBILE)
    !CheckStatGT([ANYONE],0,HELD)
    !CheckStat([ANYONE],2,WIZARD_SPELL_IMMUNITY)
    See(NearestEnemyOfType)
    HPPercentLT([ANYONE],90)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec(LastSeenBy(Myself),WIZARD_POWER_WORD_STUN)
        SetGlobalTimer("stun","LOCALS",FIVE_ROUNDS)
    RESPONSE #50
        Continue()
END

IF
    !GlobalTimerNotExpired("meteorswarm","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    See([ANYONE])
    !StateCheck([ANYONE],STATE_DISABLED)
    !CheckStatGT([ANYONE],0,HELD)
    !CheckStatGT([ANYONE],100,RESISTMAGIC)
    !CheckStat([ANYONE],6,WIZARD_SPELL_IMMUNITY)
    !CheckStatGT([ANYONE],50,RESISTFIRE)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec([ANYONE],WIZARD_METEOR_SWARM)
        SetGlobalTimer("meteorswarm","LOCALS",1000)
    RESPONSE #100
        Continue()
END

IF
    !GlobalTimerNotExpired("unholyword","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3008")
    !AreaCheck("ar3004")
    See([ANYONE])
    Alignment([ANYONE],MASK_GOOD)
    Range([ANYONE],10)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec(Myself,CLERIC_UNHOLY_WORD)
        SetGlobalTimer("unholyword","LOCALS",1000)
    RESPONSE #100
        Continue()
END

IF
    !GlobalTimerNotExpired("symbol","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    !StateCheck(SecondNearest,STATE_DISABLED)
    !CheckStatGT(SecondNearest,0,HELD)
    !CheckStatGT(SecondNearest,50,RESISTMAGIC)
    See(SecondNearest)
    False()
THEN
    RESPONSE #100
        Continue()
END

IF
    !GlobalTimerNotExpired("symbol","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    !StateCheck([ANYONE],STATE_DISABLED)
    !CheckStatGT([ANYONE],0,HELD)
    !CheckStatGT([ANYONE],50,RESISTMAGIC)
    See([ANYONE])
    False()
THEN
    RESPONSE #100
        Continue()
END

IF
    !GlobalTimerNotExpired("symbol","LOCALS")
    !GlobalTimerNotExpired("castspell","LOCALS")
    !AreaCheck("ar3004")
    !AreaCheck("ar3008")
    !StateCheck(LastSeenBy(Myself),STATE_DISABLED)
    !CheckStatGT(LastSeenBy(Myself),0,HELD)
    !CheckStatGT(LastSeenBy(Myself),50,RESISTMAGIC)
THEN
    RESPONSE #100
        SetGlobalTimer("castspell","LOCALS",ONE_ROUND)
        SpellNoDec(LastSeenBy(Myself),WIZARD_NPC_SYMBOL_FEAR)
        SetGlobalTimer("symbol","LOCALS",FIVE_ROUNDS)
    RESPONSE #100
        Continue()
END

IF
    See([ANYONE])
THEN
    RESPONSE #100
        AttackReevaluate(LastSeenBy(Myself),30)
END

IF
    ActionListEmpty()
    !Detect(NearestEnemyOf(Myself))
    !AreaCheck("ar3004")
    InMyArea(Player1)
    InMyArea(Player2)
    InMyArea(Player3)
    InMyArea(Player4)
    InMyArea(Player5)
    InMyArea(Player6)
THEN
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player1) // Teleport Without Error
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player2) // Teleport Without Error
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player3) // Teleport Without Error
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player4) // Teleport Without Error
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player5) // Teleport Without Error
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player6) // Teleport Without Error
END

IF
    ActionListEmpty()
    !Detect(NearestEnemyOf(Myself))
    !AreaCheck("ar3004")
    InMyArea(Player1)
    InMyArea(Player2)
    InMyArea(Player3)
THEN
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player1) // Teleport Without Error
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player2) // Teleport Without Error
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player3) // Teleport Without Error
END

IF
    ActionListEmpty()
    !Detect(NearestEnemyOf(Myself))
    !AreaCheck("ar3004")
    InMyArea(Player1)
THEN
    RESPONSE #100
        ReallyForceSpellRES("dvtelpor",Player1) // Teleport Without Error
END

 

 

The one you uploaded is not in my downloaded packages!

Link to comment

To remove lich's immunity to player summoned fiends in SCS you need to remove the protection from creature opcode in lich.itm and dw#licim.spl for anyone interested.

I'll need to see if this breaks anything with the AI.

 

 

Unrelated: Should Fire Shield be not castable under Spell Shield? Seems silly to me.

Link to comment

In my game, with this hotfixe, summoned death knights and glabrezus work fine but pit fiends are still always hostiles :/

 

edit: forget that, just saw the fix a few posts above, it works ;p

 

Another little thing: protection from energy/magic energy prevent to gain hp with larloch's minor drain and vampiric touch.

Link to comment

[bG1EE]

 

Healing at temples seems bugged out for me. Cure Light Wounds (50 GP) heals 2-8, while Cure Critical Wounds (100 GP) heals 45-50ish HP.

 

Problems:

- Firstly, the healed amount should be fixed; in-game text suggests 8 resp. 17 HP.

- Secondly, CLW sometimes heal very little

- Thirdly, CCW heals a ginormous amount of HP

 

The healed amount for CCW roughly corresponds to maximum healing (level 20) for the priest spell with the same name. CLW on the other hands heals like like priest spell with the same name, but cast with level 1.

 

Weidu:

 

 

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 7
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 5
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.71
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.71
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.71
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.71
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.71
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Allow Spellcasting in Armor -> With a Chance of Arcane Casting Failure: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #1090 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics Only: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 5
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 5
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v16
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v4.1
~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v4.1
~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20
// Recently Uninstalled: ~KIT_REV/KIT_REV.TP2~ #0 #130 // Revised XP Progression: Beta 20

 

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...