Bartimaeus Posted September 19, 2018 Author Share Posted September 19, 2018 (edited) Neat. Thanks, DavidW! @Draztik: I hate the way the crossbow pausing thing works, too - that's why I put an option in settings.ini to disable it (though settings.ini only works upon installation). Edited September 19, 2018 by Bartimaeus Quote Link to comment
DrAzTiK Posted September 19, 2018 Share Posted September 19, 2018 Oh great, I think I will disable it too.. Quote Link to comment
DrAzTiK Posted September 20, 2018 Share Posted September 20, 2018 (edited) is it BGvanilla behaviour that almost all cloaks/rings/girdles/amulets/braces are not usable by wizar slayer ? Edited September 20, 2018 by DrAzTiK Quote Link to comment
Jarno Mikkola Posted September 20, 2018 Share Posted September 20, 2018 is it BGvanilla behaviour that almost all cloaks/rings/girdles/amulets/braces are not usable by wizar slayer ? Yep. Yes, only armor and weapons should be "allowed", by what ever slayer school they go through. Quote Link to comment
DrAzTiK Posted September 20, 2018 Share Posted September 20, 2018 Damn, very huge drawback for this class O_o (even with kit revision imo) Quote Link to comment
DrAzTiK Posted September 22, 2018 Share Posted September 22, 2018 can you tell me if my install order looks correct on BG2 EE : ascension BG2 unfinished bsiness The Wheels of Prophecy kit revision spell revision item revisions : MAIN COMPONENT ? Rogue rebalancing item revisions : OTHER COMPONENTS? Tweaks Anthology Sword coast stratagems Atweaks I am asking myself about rogue rebalancing mod especially... Quote Link to comment
Bartimaeus Posted September 23, 2018 Author Share Posted September 23, 2018 (edited) Think Rogue Rebalancing is supposed to be after SR, before IR, though I'm not sure what practical difference it makes - it's just the recommended order, I believe. I also don't know where KR is supposed to be, but I imagine that's fine where it is. Edited September 23, 2018 by Bartimaeus Quote Link to comment
kreso Posted September 23, 2018 Share Posted September 23, 2018 Damn, very huge drawback for this class O_o (even with kit revision imo) The restriction doesn't exist with kit revisions, WS can use all items a fighter can (apart heavy armor). Just be sure to install KR after main IR component. Also, unless something is changed in Bartimaeus' versions , SR should always go after IR. Quote Link to comment
DrAzTiK Posted September 23, 2018 Share Posted September 23, 2018 SR after IR ? for what reasons ? and where do you place rogue rebalancing ? Quote Link to comment
kreso Posted September 23, 2018 Share Posted September 23, 2018 SR uses (at least did, the last I checked) mass patching of items to check and assign for immunites, protections etc. Example, you'll get no petrification protection on your items if you install IR after SR. Quote Link to comment
Bartimaeus Posted September 24, 2018 Author Share Posted September 24, 2018 (edited) Also, unless something is changed in Bartimaeus' versions , SR should always go after IR. The recommended install order, as far as I know, has always been to install SR before IR (and it's what the BWP/S does as well). That's why IR, Revised or not, has SR-specific stuff that's installed if it detects SR is installed (both in the main component and Store Revisions), and not the other way around. I've fixed (via patching) those sorts of sectype problems (petrification, slow, haste...) AFAIK. So non-Revised IR has some problems with those sectypes if you install it after SR, but it would have other inconsistencies if you install it afterwards, too. IRR, on the other hand, should definitely be installed after SR. Edited September 24, 2018 by Bartimaeus Quote Link to comment
DrAzTiK Posted September 25, 2018 Share Posted September 25, 2018 (edited) ok thank you for confirmation. My install order will something like that : spell revision item revision MAIN component kit revision rogue rebalancing item revision OTHER component tweak anthology SCS Edited September 25, 2018 by DrAzTiK Quote Link to comment
Wyrd Posted September 27, 2018 Share Posted September 27, 2018 Small bug If you don't install the component "revised critical hit aversion" some helmets are patched anyway to not grant immunity to critical hits. Quote Link to comment
Bartimaeus Posted September 27, 2018 Author Share Posted September 27, 2018 (edited) Seems to be a bug with the original IR that I never spotted, and seems to mostly (but not exclusively) affect non-magical helmets. Thanks. ...Although non-magical helmets don't grant AC without that component, so hilariously, most non-magical helmets were doing literally nothing this entire time if you weren't using that component. Interestingly, even though I do have that component installed, something has nevertheless re-enabled the "toggle critical protection" flag on all of my helms. I'll have to discover what. Edited September 27, 2018 by Bartimaeus Quote Link to comment
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