BG2 Completed Mods > Dungeon Crawl
Bugs and typos for v6. Problem with Dungeon Crawl? Report it here.
Kulyok:
Please, report all bugs and typos in this thread - it's easier for me to fix when everything's in one place.
April:
Noticed when I tried this mod that the creatures in it don't have their ai affected by SCS/aTweaks. Don't know if it's intentional or not but I assume that this can be seen as a bug.
The most notable effect of this is that greater mummies that are heavily changed in aTweaks get all their new stats but not their new scripts making them 14k exp pushovers because they don't use their new 19th lvl divine spell casting to any effect.
Kulyok:
You mean, atweaks changes them, but SCS doesn't? Does it change GMummies from other areas? I'm just using vanilla game creatures, with their scripts and stats, so if another mod installed after DC changes these scripts and stats, it probably should change creatures in DC, as well.
Now that SCS is in beta and uses lots of unauthorized fixes, it's probably best that it doesn't change anything in DC. Kidding. :) But thank you for reporting, and if the issue is SCS-related, seriously, please, report in SCS forum, too - DavidW will probably know better.
April:
No no, not like that. :)
I checked the area files and you hardlink to the vanilla scripts in them. The AI mods change the scripts on the .cre level and the area files seem to always go first. If you check the mummies in ar0802 in the actor part of the area file they have their scripts all set to none. This means they will use the scripts assigned in the .cre file.
The areas included in this mod have all monsters with assigned scripts in the area files. This means that they will only use those scripts and won't ever use the new scripts they get from the AI mods in their .cre files since the AI mods only changes the .cre files. This is actually not very optimal since if the player has not installed any AI mods then the scripts assigned in your area files and the .cre files will be the same anyway, but if the player has installed AI mods then those will be ignored for these specific monsters.
I hope I made myself understood.
Kulyok:
That's very thorough, thank you. I'll link DavidW to this explanation and discuss the issue for the next versions of our mods.
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