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View Code? Open in Web Editor NEWNTotSC v2.x.y for BGT, BG:EE, and EET
NTotSC v2.x.y for BGT, BG:EE, and EET
Hello @AngelGryph,
I know that tactical challenges could be still in "work in progress" state, however I would like to inform you that there are errors when installing Haeball component on classic BGT setup. Could you look at this? Here is a log:
Installing [Improved Haeball] [4.2.0]
Copying 1 file ...
Copying and patching 1 file ...
Copying and patching 1 file ...
Compiling 1 script ...
[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 93 column 1-49
Near Text: )
[StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 106 column 1-49
Near Text: )
[StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 119 column 1-49
Near Text: )
[StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 132 column 1-49
Near Text: )
[StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 145 column 1-49
Near Text: )
[StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 158 column 1-49
Near Text: )
[StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
[tb#_compile_eval_buffer/ntotsc/tactical/scripts/nthaebal.baf] PARSE ERROR at line 171 column 1-49
Near Text: )
[StateCheck] argument [STATE_DISABLED] not found in [State.IDS]
Copying and patching 1 file ...
Compiling 1 script ...
Greetings, jastey!
According to the Big World Setup tool which I used to check inter-mod compatibility, the NPC Svlast from Northern Tales (component 6) conflicts with Svlast from BG1's Unfinished Business mod (component 22). Can these be reconciled and made compatible? If so, how should they?
Thankee!
Four archers with Arrows of Detonation will kill even an endgame party in seconds, and that trap right at the temple entrance is simply unfair, party will be on it right as they enter. Tone it down, please!
Apologies if this isn't the right place for this, but SHS is not accessible for me ATM.
From the README:
One of the longest quests also starts before Candlekeep: Talk to the lady outside the Sorceror's Sundries.
This is my first run of NTotSC so I'm not sure who I should be expecting but I'm in Chapter 5 and there's no woman outside the shop either day or night. I've encountered other content from this mod so I know it's installed. EET with 2.6.6 and NTotSC 5.0.0.
This is a bug in Northern Tales of the Sword Coast, creature ntkrotan.cre has a nonsensical level/HD assignment (0/30/1). Since the creature is not multi-classed, the second- and third level do nothing and the creature is effectively a level 0 fighter. Most likely this messes up SCS's proficiency assignments.
Both SCS and MiH contain code that remove the nonsensical secondary level 30 many BG1 creatures have because otherwise they end up with way too much HP. Based on its stats alone, I'd say this creature should have at least 15 HD.
Based on Angel's comment here:
https://www.gibberlings3.net/forums/topic/37083-issues-with-and-questions-about-my-bgt-install/?do=findComment&comment=329753
@AngelGryph, the component Improved Lesser Fiends
does not install the new dedicated scripts for fiends:
The field plat +2 (PLAT09) is added two times one in the area file and one from script:
NTotSC/ntotsc/base/baf/ar02pb.baf
Line 5 in 7ed76c6
Knight from the Grave (NTBKNIGH)
and Catacomb Warder (NTBPWATC)
are set as "HUMANOID" instead "UNDEAD" and lacks undead's resistances (fear, mind control...) - could be set with RING95
in AR02PB, the creature are deactivated by own script (in are file).But this makes thing strange because they disappear after you enter, you see them disappear. It could be sensible to use the area script for deactivation/activation (or creation) to avoid that.
in AR01PB, the orc mages and priests are generic from IWD (ported and unused in BG2-TOB) but with SCS those creatures became a bit too powerfull. Even if it is an oversight from SCS, it could be sensible, for balance and compatibility, to add new orcs cre with more sensible level: Lv 10 for mages and lv 8 for priests
See: https://www.gibberlings3.net/forums/topic/38044-of-orcs-or-balancing-purpose-between-vanilla-orc03-orc04-and-scs-version/
The battle in the sealed crypt isn't winnable even with a fully buffed endgame party that can take on Sarevok or Aec'letec with no trouble; the knights are too hardcore. Also another unavoidable trap right at the entrance.
There is 2 bugs with references for creature's equipment slots :
ntmariel.cre - armor is not equipped, sword is placed in armor slot, etc... (references start at 1 instead of 0)
ntogremu.cre - is equipped with an unexistent weapon (1) instead of the STAF23.ITM (Serpent Shaft +3) (0)
Is there any chance to remove Ogre Magi (Ogrema_d.cre / Ogrelead.dlg) from AR12PB.are. It is a copy of bounty hunter from Baldur's Gate Docks and refers to Son of Murder and a price for the Player's head. As with BGT or EndlessBG mods, this quest can be done after Sarevok death, I think this ogre magi does not belong to the Orkish army quest at all.
The Goblin Bow has no inventory icon (BGEE).
There are few issues with items:
Avenger
FlagSome items that should not be usable by monks are and vice versa. Most likely this is because this was originally a BG1 mod which did not have monks. This is most notable with the items found in the new Firewine dungeon, but I would suggest checking all the items.
General Ghotal is nearly impossible to hit even with a level 8-9 party and all the best weapons (my fighters all have THAC0 7) and has way too many HP, after several minutes of fighting there is barely a dent in him.
There is a Typo:
NTotSC/ntotsc/modify/dlg/lamalh.d
Line 2 in c06414e
Should be NTNATALK
instead of NATALKA
My thief has 135% Detect/Remove traps, and still cannot detect or disarm some of the traps encountered.
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