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aTweaks/SCS Fiends redux


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#21 Wisp

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Posted 06 September 2013 - 02:24 AM

But my own Gated fiends are not mod-added. Or what do you mean?

They are when SCS is installed.



#22 ancalimohtar

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Posted 06 September 2013 - 07:53 AM

I just reinstalled aTweaks WITH the option to affect all mod-added fiends. Nothing's changed (except now there's a bug where he casts a spell that pushes one character far away, whose name is a line I believe Balthazar says about sensing no innate goodness within charname). The Balor does the same exact stuff, including teleport without error to my Mage and Vorpal hit him.

Given that in vanilla you can't choose which demon comes out of Gate (always summons a Pit Fiend), and the description of the spell was the aTweaks description even before I reinstalled, I'm pretty sure it has no effect on my party's Gates (cleric casting it, by the way).

Edit: Okay, now I tried choosing a Yugoloth instead of the Balor, and now there are even more bugs. For one, since I also have SR installed, that mod changes Gate to Summon Death Knight, and what happens when you choose Yugoloth is the combat log says you cast "Summon Death Knight," but then what appears is neither a Yugoloth nor a Death Knight, but has the name "Pit Fiend," except it doesn't look anything like a vanilla pit fiend--it has the same model as the Balor, but it's completely red. Oh yeah and it also murders my party regardless of Prot Evil.

SR, SCS, aTweaks has generally been very good with coordinating and communicating compatibility issues, but honestly for improved summons (which falls into spells--SR, enemy AI since they summon also--SCS, and monster stats/abilities--aTweaks) I wish one mod would take over it completely and just stop creating these issues that I can't find any documentation for, and don't have any idea who to turn to for help.

Edited by ancalimohtar, 06 September 2013 - 08:28 AM.

WeiDU.log:

Spoiler

#23 Wisp

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Posted 06 September 2013 - 09:40 AM

As it happens, aTweaks still isn't involved (and that's a bug), because compatibility with SCS has slipped and summoned fiends are no longer modified by aTweaks when SCS is involved. And, as you say, it looks like there's a compatibility problem between aTweaks and SR, as well. Will be fixed.

 

But the problem with fiends going hostile looks like something between SCS and SR.


Edited by Wisp, 06 September 2013 - 09:41 AM.


#24 kreso

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Posted 06 September 2013 - 10:12 PM

I have pretty much the same issue (Spell Revisions, SCS, aTweaks "mod added are also affected". Cleric casts Gate, and the summoned demon attacks him even if he's protected from evil.



#25 Wisp

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Posted 07 September 2013 - 03:12 AM

And the exact same issue exists without aTweaks installed.



#26 kreso

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Posted 07 September 2013 - 03:33 AM

And does not exist if SCS is not installed.



#27 ancalimohtar

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Posted 07 September 2013 - 07:47 AM

Again, too bad DavidW is a real human with real human needs like things-outside-of-being-our-slave. Anyone want to enslave him and make him work on SCS 24 all the time? We could even rename it SCS 24/7.

Until he gets out of vacation/rehab/jail, I'll just pretend I don't have access to Gate. It'll be a while until my mage gets to level 18 anyway.

Edited by ancalimohtar, 07 September 2013 - 07:55 AM.

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#28 Wisp

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Posted 07 September 2013 - 01:48 PM

except it doesn't look anything like a vanilla pit fiend
This one is due to Spell Revisions. The CRE it overwrites with uses the TANARRI animation. Next version of aTweaks will account for it.

#29 -April-

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Posted 10 September 2013 - 08:35 AM

I have a request, any chance for a console option to disallow etherealness and plane shift? I generally love the component but fighting enemies using these skills is imo mostly tedious, not challenging. 

 

It also seems error prone with full hp enemies sometimes showing no inclination to leave the ethereal plane and attacking. Don't really know if they never leave but after exhausting all my invisibility detection magic while waiting for the glabrezu in the planar sphere quest to pop out I simply left it. 



#30 ancalimohtar

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Posted 10 September 2013 - 09:54 AM

I have a request, any chance for a console option to disallow etherealness and plane shift? I generally love the component but fighting enemies using these skills is imo mostly tedious, not challenging. 
 
It also seems error prone with full hp enemies sometimes showing no inclination to leave the ethereal plane and attacking. Don't really know if they never leave but after exhausting all my invisibility detection magic while waiting for the glabrezu in the planar sphere quest to pop out I simply left it. 

Yeah I've had not-so-great experiences with Glabrezu just chillin in the other plane or whatever. How exactly do we bring them back, other than waiting them out?
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#31 Wisp

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Posted 16 September 2013 - 08:12 AM


except it doesn't look anything like a vanilla pit fiend

This one is due to Spell Revisions. The CRE it overwrites with uses the TANARRI animation. Next version of aTweaks will account for it.
 


Actually, I take that back. Spell Revisions does change the animation, but so does aTweaks.

Edit: I can probably add a console option for no plane-shifting, yes.

Edited by Wisp, 16 September 2013 - 08:13 AM.


#32 DavidWallace

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Posted 27 October 2013 - 05:57 AM

Can Wisp or someone remind me what the SCS Fiend problem is? As I recall there's some bug in v22-24 that aTweaks is working around, but I'm not 100% sure of the details.

#33 Wisp

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Posted 27 October 2013 - 08:15 AM

Can Wisp or someone remind me what the SCS Fiend problem is? As I recall there's some bug in v22-24 that aTweaks is working around, but I'm not 100% sure of the details.

Off-hand, the only thing I can think of is that thing were SCS was using the same spells for player-accessible fiend summons and NPC-accessible fiend summons, instead of having special spells and summons for NPCs (resulting in player-summoned fiends behaving like NPC-summoned fiends). aTweaks doesn't really work around this, it just changes the player-accessible spells to summon the regular aTweaks fiends (which it would do regardless). If SCS uses the agreed upon set of EFF files (dw#cacof, dw#gatem, dw#sumyu et al.), aTweaks should work out of the box and SCS mages should summon the special, SCS-compliant aTweaks fiends.