Version 17 released
#1
Posted 28 February 2011 - 05:46 PM
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)
#2
Posted 01 March 2011 - 02:43 AM
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.
Edited by Salk, 01 March 2011 - 02:58 AM.
#3
Posted 01 March 2011 - 03:22 AM
Salk, on Mar 1 2011, 10:43 AM, said:
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.
#5
Posted 02 March 2011 - 12:48 AM
PetrusOctavianus, on Mar 2 2011, 06:56 AM, said:
I'm almost tempted to replay BG again now.
BTW, any plans for IWD versions?
#8
Posted 03 March 2011 - 07:35 PM
Dakk, on Mar 3 2011, 09:33 PM, said:
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.
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
#11
Posted 06 March 2011 - 12:42 AM
ScuD, on Mar 5 2011, 11:27 PM, said:
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?)
Edited by DavidW, 06 March 2011 - 01:18 AM.
#12
Posted 06 March 2011 - 12:46 AM
DavidW, on Mar 6 2011, 09:42 AM, said:
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
#13
Posted 06 March 2011 - 01:18 AM
Galactygon, on Mar 6 2011, 08:46 AM, said:
DavidW, on Mar 6 2011, 09:42 AM, said:
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).
#15
Posted 06 March 2011 - 01:46 PM
Quote
@14101=~(Invocation/Evocation)~
@14102=~(Conjuration/Summoning,Invocation/Evocation)~
Edited by Graoumf, 06 March 2011 - 02:19 PM.
Translations' coordination (done): A mod for the Orderly, Anishai, BG1 NPC Project, BGQE, Divine Remix, Item Upgade for IWD, Level 1 NPCs, Mur'Neth, NPC Kit Pack, PsT TweakPack, Romantic Encounters, Shards of Ice, Song and Silence, Sorcerer's Place Collection, Spell Revisions, Sword and Fist, Sword Coast Stratagems, Sword Coast Stratagems II, Widescreen
Translations' coordination (in progress): Alternatives, Geomantic Sorcerer Kit, Sarah
Reply to this topic

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users













