Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Message icon:

Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview

Topic Summary

Posted by: Isaya
« on: April 29, 2014, 04:29:38 PM »

Thank you for the feedback. I saw you reported it on Spellhold.

I was surprised that this issue occurred with SCS II as it seemed David Wallace wrote the documentation in ds.tph. At least having someone else changing the code explains why it looked contradictory.

I told the user to replace CDDETECT.SPL with another spell and that was indeed enough to proceed.
Posted by: Wisp
« on: April 27, 2014, 07:10:32 AM »

Is this a mistake?
Heh, you'd have to ask Ardanis.
For the next version, I'll alter DS-within-QP to source a spell instead. This is also going to be a problem with Rogue Rebalancing until I have updated that mod.
Posted by: Isaya
« on: April 27, 2014, 03:43:10 AM »

Thank you for the update of the mod and for the traification too.

On a French forum, somebody reported a problem installing SCS II v21 (for the Initialize component) after QuestPack V3 about a bad CDDETECT.SPL (accessing beyond the size of the file).
I checked the ds directory in QuestPack and, from ds.tph, it seems it is created from an item, misc01.itm. Is this a mistake?
Posted by: Daulmakan
« on: April 26, 2014, 04:36:16 PM »

Posted by: Wisp
« on: April 26, 2014, 08:14:58 AM »

May I suggest patching Mae'var & co. CREs instead of overwriting them?
Will be fixed in the next version.
Posted by: Daulmakan
« on: April 26, 2014, 12:45:33 AM »

Awesome, Wisp, thank you.

May I suggest patching Mae'var & co. CREs instead of overwriting them?
Posted by: jastey
« on: April 24, 2014, 11:37:31 AM »

German tras are being proof-read. :)
Posted by: Salk
« on: April 24, 2014, 08:13:31 AM »

Wow, Wisp... This is a very nice gift to the community.

Posted by: Kulyok
« on: April 24, 2014, 12:36:50 AM »

That's such wonderful news! And the list of changes makes me dizzy. :) Looking forward to player reports(though you probably don't :) ).
Posted by: jastey
« on: April 23, 2014, 03:04:16 PM »

We love you! (But I don't have time to test.) Any other assistance needed? German version complete or some lines missing? I didn't even read your post carefully! Shame on me. Still, this is exciting!

Oh, and "Happy End" is German. :) We love anglicisms, preferably ones that are wrong in English.
Posted by: Wisp
« on: April 23, 2014, 02:39:46 PM »


This beta version is based the beta of version 3 that SimDing0 prepared a long time ago. It fixes all bugs I know about and/or have found. However, there may be additional bugs to be found, and this beta testing will hopefully shake them out.

Feel free to test this beta with whatever mods you like, on whatever game you like. But please, observe a sound installation order and don't install it on a game in progress. If there are any problems found, I will do what I can to fix them, as well as help you get past them locally.

This version is fully traified. None of the existing translations are complete, not even the Russian one (mainly because it was made against v2.3 and SimDing0 appears to have made a few changes to the text here and there in v3). Aside from translating the new stuff, translators are also encouraged to check the existing text. I saw at least one translated string that switched between Spanish (I think) and English mid-sentence. Stuff like "Ein Happy End für Sanik und Claire" also makes me wonder. More details on the exact status of each translation can be had, given interest from translators and time for me to produce it.


By SimDing0:
  • AI: Undead will no longer attempt to use potions.
  • Area: Removed duplicate Elder Orb which would appear in the Beholder lair.
  • Area: Resolved issue which would cause Revan to just stand there instead of attacking.
  • Area: Added a new enemy to help out Invisible Stalkers in the guarded compound.
  • Besamen: Fixed typo which appeared in one of my screenshots. Oh dear.
  • Besamen: Added minor dialogue to Enge. (Thank you, Cam, for forcing me to write a serious situation for a comedy character.)
  • Besamen: No longer possible to ask Mira about Baisera after quest resolution.
  • Boss: Chapter 3 Bodhi will attempt to avoid killing the Bhaalspawn until the last moment.
  • Creature: Reduced XP value of Sendai's Derro horde.
  • Creature: Assigned missing bow to slavers.
  • Creature: No longer break Djinni and Efreeti. Sigh.
  • Creature: Fixed mage scripting on Tanova.
  • Coronet: Resolved journal entry typos.
  • Coronet: Minor adjustments to Moiya story for plausibility.
  • Hell: We no longer overwrite hdragsil.cre.
  • Hell: Various changes to streamline the Selfish test. This should hopefully solve various rare issues.
  • Hell: Standardised disabling of area transitions during tests.
  • Infernal: Increased Cowled spawn timer to 7 rounds.
  • Infernal: Resolved minor typos.
  • Infernal: Wilbur now carries the sword if you don't buy it from him.
  • Infernal: The Cowled Wizards now verbally condemn you for the events.
  • Infernal: Dropped reputation penalty to 1.
  • Miscellaneous: Ribald now wears the Archmagi Robe instead of sitting on it.
  • Miscellaneous: Reinstated Bons' spectre encounter.
  • Miscellaneous: Random encounter ogre mages no longer drop an obscene amount of random treasure.
  • Miscellaneous: Vampiric Sime works again.
  • Miscellaneous: Reinstated placement of Potion Cases and Ammo Belts in SoA.
  • Miscellaneous: Rakshasa comments on Flail of Ages should no longer loop.
  • Miscellaneous: Shadows no longer chunk.
  • Miscellaneous: Disabled Bridge District abduction sequence. I think we all know this blew.
  • Miscellaneous: Limited spawning of Rune Assassins in random encounter.
  • Negotiation: Turning Vithal hostile should now work correctly.
  • Phluafae: Dryad's Tear is now equippable as a necklace.
  • Potion: Added additional Potions of Magic Blocking and Mirrored Eyes.
  • Potion: Potions of Magic Blocking now protect against levels 1-5 instead of all as per description.
  • Potion: Potions of Mirrored Eyes should now protect against Basilisk gaze attacks.
  • Thieves: Added extra motivation to assist Mae'Var.
  • Thieves: Added a variable to prevent Arkanis Gath from spawning if necessary.
  • Thieves: Booter-on-the-rack is no longer Booter-on-the-floor.
  • Updated for compatibility with the BG2 Fixpack.
  • Resolved some issues with script assignment and scripting errors.
  • Resolved issue which would cause installed components to be incorrectly recorded.

By Wisp:
  • Modernise the code
  • Compatibility with BGII: EE, GNU/Linux and OS X
  • Traify all components
  • Add partial Russian translation by translators unknown
  • Update Spanish translation (still partial)
  • Update French translation (still partial)
  • Update German translation (still partial)
  • Update Italian translation (still partial)
  • Update Detectable Spells
  • Inhibit some MODDER warnings
  • Fix null arguments in jatermin.baf
  • Fix evaluation error in tactical_creature.tph
  • Fix the missing creature d0batho in Area Improvements
  • Do not overwrite ar1800.bcs
  • Replace "VAMPIR01".CRE with VAMPIF01.CRE and VAMPIM01.CRE
  • Fix broken AreaChecks in d0jahrev.baf
  • Replace many instances of ApplySpell() with ReallyForceSpell()
  • Fix broken Allegiance() checks in "Improved Oasis"
  • Fix broken !Dead() checks
  • Fix broken OR() triggers
  • Fix broken Player2 reference
  • Fix spelling error in "Copper Coronet"
  • Fix invalid resref in d0qpflay.spl
  • Mirror BG2 Fixpack's changes to the Hell Selfishness test
  • Fix game-breaking bug in Selfishness test's selfish path
  • Fix bug whereby Selfishness demon could deliver the wrong dialogue at the end of the selfish path
  • Fix bug that prevented Chaotic characters who did bad things during the Hell trials from turning evil
  • Fix invalid "FWKeto" script name
  • Change awkward dialogue transition in "Reward Negotiation"
  • Fix script name errors in "Vampiric Sime" of "Miscellaneous Enhancements"
  • Replace "CHUNKS" scripting in "New Fate For The Dryads' Acorns"
  • Fix invalid resref "d0umbhul"
  • Fix incorrect script name for "Fun Dog"
  • Fix annoying and/or bad strrefs in d0qppot[12].spl and jy_0[123]db.itm
  • Remove missing resrefs in jy_00db.cre, jy_00db1.cre and sudryad.cre
  • Break Celile's knee. His days of running are over
  • Fix several instances of GivePartyGold() being used by creatures who possess no gold
  • Remove some uses of FillSlot() (because buggy) in "Additional Shadow Thieves Content"
  • Fix some awkward scripting in "Intrigue in the Copper Coronet"
  • Fix an incorrect reference to the Night Knives in "Additional Shadow Thieves Content"
  • Fix oversight where Edwin could fail to understand Mae'Var was dead, rendering him unrecruitable
  • Remove the option of telling Surly to leave the Copper Coronet, because his presence is required for the Mazzy–Gorf fight
  • Change scripting in "Infernal Thievery" to hopefully be a bit more robust
  • Fix potion-drinking cutscene in "Potion Quest" so party AI does not try to kill Jadarath
  • Dispelling illusions on the Windspear ogres also affects their names
  • Fix bug that prevented some Imoen-related interjections in Aran's dialogue from being functional
  • Fix various issues concerning the lost girl in the Docks district
  • Fix missing immunities on Dryad's Tear necklace
  • Fix the exchange between Xzar and Lucette in "Alternative Harper/Xzar Plot"
  • Creature Improvements removes the shields from the archer orcs in Firkraag's dungeon
  • Fix chapter 6 allies so they do not leave if attacked while dominated by vampires