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#41 rajman

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Posted 06 March 2011 - 03:56 AM

It's a test install as only half of SCS2 is installed but i don't think one of the latest components of that mod is going to revert them back ( Smarter Melissan isn't installed yet ). Maybe it's WoP changing something.

// 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]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0019
~TOBEX/TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: Beta 0019
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0019
~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0019
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0019
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0019
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0019
~TOBEX/TOBEX.TP2~ #0 #119 // Remove all race-class restrictions: Beta 0019
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #4 // Heavy Armor Encumbrance -> Dexterity Penalties in Heavy Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #5 // Allow Thieving Skills in Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Revised Shield Bonuses: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #7 // Dual Wielding Changes for Light and Heavy Weapons: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #8 // Items of Protection Can Be Worn with Magical Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Remove Cleric Weapon Restrictions from Multi-classed Clerics: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Weapon Changes: v2
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.40
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.40
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.40
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.40
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.40
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.40
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.40
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.40
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.40
~POTION_REV/SETUP-POTION_REV.TP2~ #0 #0 // Potion Revisions by Demivrgvs: Beta 1
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2190 // Limit Ability of Storekeepers to Identify Items -> Only Mage and Bard Storekeepers Can Identify Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v2
~1PP_PAPERDOLLS/1PP_PAPERDOLLS.TP2~ #0 #0 // 1PPv3: Paperdolls [in progress]
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v16
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v16
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v16
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v16
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v16
~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v16
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v16
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v16
~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v16
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v16
~SCSII/SETUP-SCSII.TP2~ #0 #3521 // Remove unrealistically convenient ammunition from certain areas -> Remove ammo up to the +2 level from random containers: v16
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v16
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v16
~SCSII/SETUP-SCSII.TP2~ #0 #3992 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4003 // Increase the price asked by Gaylan Baele -> Gaylan wants 100,000 gold pieces: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4091 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v16
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v16
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v16
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v16
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v16
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v16
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v3.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v3.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v3.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.50

Edited by rajman, 06 March 2011 - 03:58 AM.


#42 rajman

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Posted 17 March 2011 - 02:16 PM

I can't deal with etherealness: the readme says True Seeing & similar spells should let me detect ethereal creatures but this is not true in my game.

Nabassus have a level drain malee effect; it's rp-ish ( if they're considered mature ones ), but undocumented.

#43 Wisp

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Posted 18 March 2011 - 03:28 AM

I can't deal with etherealness: the readme says True Seeing & similar spells should let me detect ethereal creatures but this is not true in my game.

That suggests there's a problem with secondary types. I'll see if I can reproduce it.

Nabassus have a level drain malee effect; it's rp-ish ( if they're considered mature ones ), but undocumented.

It should say they drain 2 levels on hit. At least, it does so in my local copy.

#44 Wisp

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Posted 21 March 2011 - 02:20 AM


I can't deal with etherealness: the readme says True Seeing & similar spells should let me detect ethereal creatures but this is not true in my game.

That suggests there's a problem with secondary types. I'll see if I can reproduce it.

Just so we are on the same page here: True Sight merely makes ethereal creatures less invisible (screenshot). It doesn't let you attack them or anything. Is this the behaviour you are experiencing, or are you completely unable to detect them?
If it's the latter I don't know what's going on, since it's simply dispelling invisibility and aTweaks doesn't do anything with that, as far as I can tell.

#45 rajman

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Posted 22 March 2011 - 01:18 AM

I don't see the translucent animation either. Will check a bit my install.
Edit: making the invisibility effect dispellable I get the ''spell ineffective'' message anyway.
Edit#2: I had to turn on the brighten for all effects and then set detect invisibility power to level 0, then I could see the translucent animation; I'll live without it anyway because this way the detect bypasses globes and the like.


About the level drain, with 'undocumented' I meant on the readme.

Edited by rajman, 22 March 2011 - 09:51 AM.


#46 Wisp

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Posted 22 March 2011 - 01:21 PM

I don't see the translucent animation either. Will check a bit my install.
Edit: making the invisibility effect dispellable I get the ''spell ineffective'' message anyway.
Edit#2: I had to turn on the brighten for all effects and then set detect invisibility power to level 0, then I could see the translucent animation; I'll live without it anyway because this way the detect bypasses globes and the like.

I'll happily put it out of my mind, then.

ETA of 3.51 is tomorrow.


About the level drain, with 'undocumented' I meant on the readme.

I don't follow. It's mentioned here. Is there somewhere else it should be mentioned but isn't?

#47 rajman

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Posted 23 March 2011 - 12:39 AM


About the level drain, with 'undocumented' I meant on the readme.

I don't follow. It's mentioned here. Is there somewhere else it should be mentioned but isn't?


I'm blind :D

Edited by rajman, 23 March 2011 - 12:39 AM.


#48 -Thailog-

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Posted 04 April 2011 - 04:46 AM

Hey there, great mod.

I've recently upgraded to the latest version of SCS and, since then, I get a parse error whenever I attempt to install aTweaks P&P Fiends after it. It says something about cleric hallow. Is that some kind of special spell that the fiends use?

[atweaks/baf/fiends/fl#adead.baf] PARSE ERROR at line 56 column 1-35
Near Text: )
[CheckStatGT] argument [CLERIC_HALLOW] not found in [Stats.IDS]


Here's my weidu.log:

Spoiler


#49 -Thailog-

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Posted 05 April 2011 - 02:41 AM

I'm also having the same problem which another player previously reported - True Sight and Detect Invisibility aren't revealing ethereal demons in my game.

It might have something to do with Spell Revisions, since that mod somehow changes the way those spells work, as seen here:

http://forums.gibber...t=570&start=570

#50 Wisp

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Posted 05 April 2011 - 09:42 AM

Hey there, great mod.

I've recently upgraded to the latest version of SCS and, since then, I get a parse error whenever I attempt to install aTweaks P&P Fiends after it. It says something about cleric hallow. Is that some kind of special spell that the fiends use?

[atweaks/baf/fiends/fl#adead.baf] PARSE ERROR at line 56 column 1-35
Near Text: )
[CheckStatGT] argument [CLERIC_HALLOW] not found in [Stats.IDS]

Apparently DavidW stopped calling stat 109 CLERIC_HALLOW in the latest version of SCS. I guess I shall have to follow suit. (DS doesn't add the label CLERIC_HALLOW for stat 109 when there already is another label for stat 109.)
The only consequence of this is that Arcanaloths, Nycaloths, Ultoloths and their skeletal summons will treat everything as if their weapon enchantment was sufficient to hit it, regrdless of whether or not it actually is.

Edited by Wisp, 05 April 2011 - 09:57 AM.


#51 Wisp

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Posted 05 April 2011 - 09:54 AM

I'm also having the same problem which another player previously reported - True Sight and Detect Invisibility aren't revealing ethereal demons in my game.

It might have something to do with Spell Revisions, since that mod somehow changes the way those spells work, as seen here:

http://forums.gibber...t=570&start=570

It's because (I guess) Spell Revisions changes the power level of True Sight to 6, which means etheralness suddenly grants immunity to it. Not much I can do about that. It's something you'd have to take up with Demi and friends, I think.

#52 -Thailog-

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Posted 14 April 2011 - 12:58 PM

For some reason, the scroll of Cacofiend is unusable by Illusionists in my game.

I'm not sure whether this is due to aTweaks or Spell Revisions.

#53 Wisp

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Posted 15 May 2011 - 04:52 AM


Hey there, great mod.

I've recently upgraded to the latest version of SCS and, since then, I get a parse error whenever I attempt to install aTweaks P&P Fiends after it. It says something about cleric hallow. Is that some kind of special spell that the fiends use?

[atweaks/baf/fiends/fl#adead.baf] PARSE ERROR at line 56 column 1-35
Near Text: )
[CheckStatGT] argument [CLERIC_HALLOW] not found in [Stats.IDS]

Apparently DavidW stopped calling stat 109 CLERIC_HALLOW in the latest version of SCS. I guess I shall have to follow suit. (DS doesn't add the label CLERIC_HALLOW for stat 109 when there already is another label for stat 109.)
The only consequence of this is that Arcanaloths, Nycaloths, Ultoloths and their skeletal summons will treat everything as if their weapon enchantment was sufficient to hit it, regrdless of whether or not it actually is.


Or not. Now I can't reproduce it.

#54 -Dave-

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Posted 16 June 2011 - 04:50 AM

Hi,

I use the mod in first place because of the simple Bard Script (though I use some other components too). Everything worked fine for days and I was glad to have found this mod, it just makes playing a supportive singing bard much more comfortable.

The problem is: the scripts don't work anymore. My little Skald won't sing, no matter if it is Idle mode or Battle mode. I haven't installed any other mods recently, it just stopped working in the windspear hills area. When I reload an older savegame in another area the script works. If I leave the Windspear area, the script still won't work.

Other mods I have installed are almost full SCSII, some BG2Tweaks, Fixpack, Tiax/Alora Mod. There was no compatibility issue with any of these mods.

I already reinstalled aTweaks, no change. All other npc scripts seem to work properly, it's only the bard script. Also my Bard is not deafend or silenced, though this did not stop him from singing in the past :)

Help would be appreciated, I really enjoyed the simple Bard Script.

#55 aVENGER

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Posted 16 June 2011 - 10:09 AM

Did you by chance disable the party AI?

Check the button in the lower right corner of the GUI.

#56 -Dave-

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Posted 16 June 2011 - 10:37 AM

Did you by chance disable the party AI?

Check the button in the lower right corner of the GUI.


It's not that easy, but thanks for the fast answer :)

I reloaded an older savegame, traveled to the Windspear Hills and everything worked fine. So it is not an area related problem.

However the same "bug" happened to me in the D'Arnise Hold. The bard acts like a generic fighter, he attacks on sight and so on. He also won't sing his song. Reassigning the easy bard script does not change that behaviour. The only solution so far seems to be reloading an older savegame.

#57 aVENGER

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Posted 16 June 2011 - 11:11 AM

Hmm, try pressing the "V" key.

It acts as a toggle for attack mode.

#58 -Dave-

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Posted 16 June 2011 - 12:39 PM

I feel so stupid right now :) And I thought I know this game...

Thank you for the answer (and for this great mod)

Best regards

Dave

#59 aVENGER

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Posted 16 June 2011 - 12:51 PM

Cheers, I'm glad the matter was resolved. :)

#60 Frein

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Posted 16 July 2011 - 10:15 AM

Healing Touch from Revised Bhaalpowers does not appear to work on the demon in Amaunator's temple (spell ineffective). I doubt this is intended.