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SCS Bone Fiend issue


geg_Ma3gau

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The AI mage

Well you got the "The" there, so do tell us which The AI mage it was ?

Make a --change-log from the mage .cre file which will tell us everything that ts needed to be known. And possibly the same thing from the spells.ids -file. And the .spl file... and the summoned .cre file. :p Yes, the change from one of those is involved and this should tell us almost everything. .. we possibly need to know.

PS, the archive in the linked post is very old, so if you use it, do not let it overwrite the weidu.exe in the game folder, but either use the one already there or use the latest official file to your Operation Systems own binary archive from here.

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@geg yes neutral and evil get the spell ive tested multi /dual and single class clerics and summon DK works fine.. least from PC casting it. on related topic I. havent encountered a Bonefiend from AI mage.. but perhaps i havent gotten to where you get that result

 

 

would love to know where you get that bonefiend so i can specificlly test EE to see if it gives wierd results

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The AI mage

Well you got the "The" there, so do tell us which The AI mage it was ?

Make a --change-log from the mage .cre file which will tell us everything that ts needed to be known. And possibly the same thing from the spells.ids -file. And the .spl file... and the summoned .cre file. :p Yes, the change from one of those is involved and this should tell us almost everything. .. we possibly need to know.

PS, the archive in the linked post is very old, so if you use it, do not let it overwrite the weidu.exe in the game folder, but either use the one already there or use the latest official file to your Operation Systems own binary archive from here.

 

Ill try to do that if i remember the mage I ve got the SCS with "god plays no dice" or something set to 0 so the spells that the mages memorize are kinda random no?. For now, i d like to mention that the "smarter Fiends" on scs 30 installs with errors after i installed SR v4.

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The AI mage

Well you got the "The" there, so do tell us which The AI mage it was ?

Make a --change-log from the mage .cre file which will tell us everything that ts needed to be known. And possibly the same thing from the spells.ids -file. And the .spl file... and the summoned .cre file. :p Yes, the change from one of those is involved and this should tell us almost everything. .. we possibly need to know.

PS, the archive in the linked post is very old, so if you use it, do not let it overwrite the weidu.exe in the game folder, but either use the one already there or use the latest official file to your Operation Systems own binary archive from here.

 

Ah i remember. it was Lavok, the main mage boss in the Planar Sphere.

How do i get the creature's .cre file name?

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my WEIDU.log

 

 

// 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 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 9
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2111 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at their level (not twice their level): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3080 // Move the Cloak of Mirroring: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6023 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; only selected casters in Shadows of Amn do: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6561 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 7
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 7
~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 #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 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2092 // Change Experience Point Cap -> Level 30 Experience Point Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2293 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With Un-Nerfed Druid Spell Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3020 // Identify All Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: 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 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs Don't Fight: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3124 // Stop Haer'Dalis-Aerie romance from starting: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v16

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v16

 

 

LAVOK01.cre(took the evil version, there s also a good aligned version 02)

 

[WeiDU.exe] WeiDU version 23700

override/LAVOK01.CRETB#"SPACE"stratagems_external/backup/stratagems/6030/LAVOK01.CRE
override/LAVOK01.CRETB#"SPACE"stratagems_external/backup/stratagems/6100/LAVOK01.CRE
override/LAVOK01.CRETB#"SPACE"bg2_tweaks/backup/3020/LAVOK01.CRE
Mods affecting LAVOK01.CRE:
00000: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
00001: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
00002: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items: v16

 

 

 

Out of all the cacofiend/summon death knight spells i got all their logs and they are all empty, except of one:

 

[WeiDU.exe] WeiDU version 23700

override/dw#cacof.SPLTB#"SPACE"stratagems_external/backup/stratagems/6510/dw#cacof.SPL
Mods affecting DW#CACOF.SPL:
00000: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30

 

 

 

 

The death knight creature:

 

[WeiDU.exe] WeiDU version 23700

override/DVDEATHK.CRETB#"SPACE"stratagems_external/backup/stratagems/1000/DVDEATHK.CRE
override/DVDEATHK.CRETB#"SPACE"stratagems_external/backup/stratagems/6000/DVDEATHK.CRE
override/DVDEATHK.CRETB#"SPACE"stratagems_external/backup/stratagems/6030/DVDEATHK.CRE
override/DVDEATHK.CRETB#"SPACE"bg2_tweaks/backup/3020/DVDEATHK.CRE
Mods affecting DVDEATHK.CRE:
00000: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 1000 // Initialise mod (all other components require this): v30
00001: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6000 // Smarter general AI: v30
00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
00003: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items: v16

 

 

 

 

Bone fiend files found:

 

[WeiDU.exe] WeiDU version 23700

override/DBONEF01.CRETB#"SPACE"bg2_tweaks/backup/3020/DBONEF01.CRE
Mods affecting DBONEF01.CRE:
00000: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items: v16
[WeiDU.exe] WeiDU version 23700
override/DW#SUMBF.CRETB#"SPACE"bg2_tweaks/backup/3020/DW#SUMBF.CRE
Mods affecting DW#SUMBF.CRE:
00000: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items: v16
[WeiDU.exe] WeiDU version 23700
override/GORBAT5.CRETB#"SPACE"bg2_tweaks/backup/3020/GORBAT5.CRE
Mods affecting GORBAT5.CRE:
00000: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items: v16
[WeiDU.exe] WeiDU version 23700
override/OHHBONEG.CRETB#"SPACE"bg2_tweaks/backup/3020/OHHBONEG.CRE
Mods affecting OHHBONEG.CRE:
00000: ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ 0 3020 // Identify All Items: v16

 

 

this doesnt seem like much info

 

Note that explicitly "50% more hp, smarter fiends" in one of those logs installed with warnings. it is scs component

 

Im 90% sure its that scs component.

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The problem is somewhere here:

 

WeiDU version 23700
override/dw#cacof.SPLTB#"SPACE"stratagems_external/backup/stratagems/6510/dw#cacof.SPL

Mods affecting DW#CACOF.SPL:
00000: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30

 

The .spl itself should not summon a Bone Fiend in the first place. Maybe that dw#cacof.spl is responsible of that.

 

After that, whoever thought it was a good idea to make that fiend immune to +3 weapons made a big mistake.

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Just want to throw in a cent: SCS indeed will generate some errors on improved fiends, and given that it has that fancy all-in-one installation feature it's kinda hard to spot and screen in the first place.

 

(although one can abort initial installation and install any desired components separately as usual afterwards)

 

A research must be done on this, since it will probably demand some fix on Demi's part as well, thus affecting overall SR development pace.

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I was thinking about that.

 

If i install scs' improved AI etc, but dont install smarter fiends (+50% hp etc), then ill have all the fiends in game according to the previously installed SR v4 but with SCS' general smarter AI, right? Will they be able to use all the abilities that SR and scs grant? I just thought one could try and not install the smarter fiends component and see how it goes.

 

I mean, can one just omit the SCS' fiend component? I also have "all creatures have maxed HP" from spell tweaks, so i perhaps wont miss the +50% hp from scs. But i need to know how will the AI operate without the SCS' "fiends + 50% hp " component.

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research must be done on this, since it will probably demand some fix on Demi's part as well, thus affecting overall SR development pace.

I make a mod that is intended to install after most other ones... so I think I am in a position to assert that this is incorrect. It's the responsibility of SCS to maintain compatibility since SCS installs after, and changes, SR components. Demi can't really do anything about this, nor should he have to. Either way this should probably be reported in the SCS forum so DavidW is at least aware of it.

 

Anyway, aTweaks does a much better job with fiends than SCS imho, so you could just omit that one SCS component.

 

(Although that will introduce its own issues, specifically overwriting Summon Death Knight with aTweaks' Cacofiend... I think. And the problem there is, unlike SCS, aTweaks is not being actively maintained. But I think you can edit its .tp2 file to remove changes to that spell.

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i recall from previous atweaks thread convo that atweaks and SR wont really play nicely as Demis version of fiends is much tougher buffed more "fiendish" so to speak than atweaks and atweaks fiends over Sr will indeed revert all the Sr work re DK and other fiends.. back to atweak standards not SR

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Really? I didn't realize Demi touched fiends at all. aTweaks makes fiends very close to PnP (though I don't think PnP fiends has quite so many immunities), and makes them very powerful without resorting to SCS techniques (which imho venture into cheese-land).

 

The larger point is, this bone fiend thing is not an SR bug, it's just a mod conflict issue. By choosing certain components from certain mods, any player is perfectly capable of playing with fiends configured however they want: per SR, SCS, or aTweaks. I don't think this calls for any action by Demi.

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... very close to PnP ...

That's some times way more cheese than it's supposed to be in a BG2 game, see the party members Hit Points are not capped/spliced to a quater at level 9 in PnP, Thac0 is not capped at level 21, saves are not capped at 0, and there's usually not a party of 6 in the game, or summons cap of 5.

The PnP is not a good source when it comes to BG2 level games(, or at all actually as the engine doesn't support tile system, but has to simulate them through different kind of rules). Yes, in this case the level rules actually start at level 10, or spell level 5.

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the party members Hit Points are not capped/spliced to a quater at level 9 in PnP,

Yes they are...

 

Thac0 is not capped at level 21,

Yes it is...

 

saves are not capped at 0,

Yes they are...

 

and there's usually not a party of 6 in the game,

Sure there often is...

 

or summons cap of 5.

The PnP is not a good source when it comes to BG2 level games(, or at all actually as the engine doesn't support tile system, but has to simulate them through different kind of rules). Yes, in this case the level rules actually start at level 10, or spell level 5.

Well yeah the summoning cap was really a nod to the limited hardware capabilities in 1998 iirc. I don't know what the 'tile system' is but I don't think it's from 2E ADnD. And you're correct that PnP doesn't really scale past level 20 very well... but that's because gameplay past level 20 is in the realm of godly powers and clashes of armies and that kind if thing that is more geared toward actual role-playing than tactical individual combat (which is all that BG contains).

 

Long story short, and way off topic, imho it was Bioware's mistake to take the game so quickly into epic levels, instead of slowing down XP advancement and spending more of the game in the sweet spot of levels 7-15. The game would be perfectly fun, and appropriately challenging, if you finished SoA around levels 15-16, and then finished ToB right at level 20 - after all that is the traditional cap, and hitting deity-level power after that would dovetail perfectly with the game's story.

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