Angel Posted June 5, 2019 Share Posted June 5, 2019 Can we extend "Make Xan a Generalist Mage" to other NPC mages as well? It's kinda frustrating to be locked out of a whole school of spells with most of them, and Dynaheir being unable to use enchantment/charm which has most of the best disabling spells weakens her quite a bit IMHO. Quote Link to comment
Jarno Mikkola Posted June 5, 2019 Share Posted June 5, 2019 25 minutes ago, Angel said: Can we extend "Make Xan a Generalist Mage" to other NPC mages as well? It's kinda frustrating to be locked out of a whole school of spells with most of them, and Dynaheir being unable to use enchantment/charm which has most of the best disabling spells weakens her quite a bit IMHO. Use Level 1 NPCs NPC components and modify all the NPCs classes ... to be barbarians, if you like. Or mages. Like Minsc, he is definitely the best Illusionist of the hole punch. Quote Link to comment
Luke Posted June 17, 2019 Share Posted June 17, 2019 (edited) At least on EE games, consider the idea of penalizing drow when they're outside during the day. Something like IWD2, i.e.: -2 to THAC0, saving throws and damage. Code template in the spoiler tag below if you're interested: Spoiler // First of all, add 'AREATYPE bit_uneq specified value' to SPLPROT.2da. After that: ACTION_DEFINE_ASSOCIATIVE_ARRAY drow BEGIN VICONI => 1 VICONI4 => 1 BAELOTH => 1 DRIZZT => 1 // And so forth... END ACTION_PHP_EACH drow AS crename => ind BEGIN ACTION_IF (ind == 1) BEGIN ACTION_IF FILE_EXISTS_IN_GAME ~%crename%.cre~ BEGIN COPY_EXISTING ~%crename%.cre~ ~override~ LPF ADD_CRE_EFFECT INT_VAR insert_point = "-1" opcode = 232 // Cast spell on condition target = 1 parameter2 = 13 // Time of day is 'Special' timing = 9 // Instant/Permanent special = 0 // DAY - from 7 am to 20 pm STR_VAR resource = ~DUMMY~ END BUT_ONLY_IF_IT_CHANGES END END END //////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////// ACTION_IF !FILE_EXISTS_IN_GAME ~DUMMY.spl~ BEGIN CREATE "SPL" "DUMMY" WRITE_LONG 0x0018 BIT14 // Ignore dead/wild magic WRITE_SHORT 0x001c 4 // Innate WRITE_LONG 0x0034 1 // Spell level COPY_EXISTING ~DUMMY.spl~ ~override~ LPF ADD_SPELL_HEADER INT_VAR target = 5 // Caster END LPF ADD_SPELL_EFFECT INT_VAR opcode = 321 // Remove effects by resource target = 1 timing = 1 // Instant/Permanent until death STR_VAR resource = EVAL ~%SOURCE_RES%~ END LPF ADD_SPELL_EFFECT INT_VAR opcode = 318 // Protection from spell target = 1 parameter1 = IDS_OF_SYMBOL (~AREATYPE~ ~OUTDOOR~) parameter2 = areatype_bit_uneq // AREATYPE bit_uneq specified value duration = 1 STR_VAR resource = EVAL ~%SOURCE_RES%~ END LPF ADD_SPELL_EFFECT INT_VAR opcode = 54 // Base THAC0 bonus target = 1 parameter1 = "-2" duration = 7 END LPF ADD_SPELL_EFFECT INT_VAR opcode = 73 // Attack damage bonus target = 1 parameter1 = "-2" duration = 7 END LPF ADD_SPELL_EFFECT INT_VAR opcode = 325 // All saving throws bonus target = 1 parameter1 = "-2" duration = 7 END LPF ADD_SPELL_EFFECT INT_VAR opcode = 142 // Display portrait icon target = 1 parameter2 = 8 // Blind => a custom icon would be much better... duration = 7 END BUT_ONLY_IF_IT_CHANGES END Edited June 19, 2019 by Luke Quote Link to comment
Leeux Posted June 17, 2019 Share Posted June 17, 2019 Would there be any possibility of adding a third option to the Easy Spell Learning tweak to remove the spell book's cap but leave the scroll scribing chance alone? Reason: just QoL, since EE mark scrolls as green when you don't know them, it's easier to see which scrolls you need when you're visiting stores and such, and since under normal play you normally just drink a couple of potions of intelligence, the spell book cap doesn't matter at all. For me at least, I like the spell scribing failure chance, since it forces me to hoard scrolls and not be able to learn them on the spot... and have scribing sessions before rest and such, which makes sense RP-ing wise (or, at least, as much sense as you can withing the game's mechanics...) so removing the failure chance is never an option for me, but the spell book cap is something that never comes into play, since under buffed intelligence there's no cap, and you can learn all you want anyways. Quote Link to comment
CamDawg Posted June 24, 2019 Author Share Posted June 24, 2019 This is a reminder to myself to add 9th level mage spells to the triple-class HLA tables with the XP cap removal tweak. Quote Link to comment
Guest EdekeReweAldiLidl Posted June 25, 2019 Share Posted June 25, 2019 Make Jaheira easier to dismiss. It makes sense that she gets angry and leaves for good when she is dismissed while she is cursed but for other times it is difficult to juggle NPCs when she throws a hissy fit. You're basically stuck with her even if you don't romance her and the Harper plot takes a long timr. At least make her recruitable after meeting Terminsel and she regains her Harper status. Quote Link to comment
Andrea C. Posted July 5, 2019 Share Posted July 5, 2019 This is going to be fairly minor, but I figured I'd try my luck anyway. The Enhanced Editions brought forth, among other things, a recoloring of all joinable NPCs that makes use of the extended color palettes (which the Enhanced Editions implemented from 1PP) in order to better match the color scheme from each character's portrait. Would it be possible to have a Tweaks Anthology component that brings the same coloring to non-Enhanced versions of the game (provided that the extended palettes from 1PP were installed)? Quote Link to comment
Guest EdekaReweAldiLidl Posted July 17, 2019 Share Posted July 17, 2019 Allow Barbarians to use Wong Fei's Ioun Stone - All Fighters can use it except Barbarians even though Barbarians have no restrictions on headgear. Generally, every class can use Ioun Stones, even Kensais. Berserkers, another "wild" Fighter kit, can use it. Barbarians should be allowed to use this item. Quote Link to comment
DrAzTiK Posted July 19, 2019 Share Posted July 19, 2019 Hi CamDawg, If you allow me, I really insist that the component preventing death chunking (aka no portrait) is not working at all. (tested on Bg2EE 2.5) This component is really absolutely essential Imo Quote Link to comment
DrAzTiK Posted July 28, 2019 Share Posted July 28, 2019 (edited) I am trowing a bottle in the sea about a component that would be interesting to make pickpocketing skill usefull: To make the pickpocketing skill usefull, we should make baldur similar to Dragon Age : every neutral character should have some money/potions/scroll/jewelery etc... A neutral noble character should have more money than a beggar etc... So It would be nice to have a mode patching all neutral character, giving to them some random loots. ( in a balancing way of course). ( because I don't steal in shop and sell fences goods, it doesn't make any sence for me) Edited July 28, 2019 by DrAzTiK Quote Link to comment
Istfemer Posted July 31, 2019 Share Posted July 31, 2019 A suggestion for "Sensible Entrance Points" Add one or preferably two extra entrance points to AR1700 a.k.a. Small Teeth Pass: one in the southwest corner (at/around 70, 3090 local coordinates) and another one at the southern border (at/around 2650, 3100 local coordinates). Small Teeth Pass has a wooden bridge across a ravine; a bridge one can't simply bypass. It doesn't make sense that this area has only one defined entrance point. It calls for two at least. Quote Link to comment
Andrea C. Posted August 4, 2019 Share Posted August 4, 2019 At the cost of being unpopular, I'm going to suggest a tweak to bring the Ring of Wizardry back to its original BG1 mechanics. Quote Link to comment
skellytz Posted August 4, 2019 Share Posted August 4, 2019 Aren't they different rings? BG1: Quote Ring of wizardry: 'Evermemory' Long ago, a grand wizard from Amn was rumored to have defied Mystra's limitations on the magical arts. Legends spoke of this wizard being able to cast spells without the limitation of memorization. In the end it was found that his powers stemmed from the several magical rings that he had made for himself. His proclaimed "everlasting memory" was a hoax, though his rings continue to be one of the most sought after items in the Realms.' BG2: Quote Ring of Wizardry: 'Reaching Ring' This ring is masterfully enchanted, allowing the wearer to memorize more spells than normally possible. It was originally commissioned by spellcaster <CHARNAME>, apparently at great monetary and personal cost. BGT already restores the Evermemory version (double 1st lvl spells). Quote Link to comment
Alonso Posted August 11, 2019 Share Posted August 11, 2019 I have a suggestion to include in this compilation two mods that have already been published: Blazing Inferno and Ammoless. I believe the first one is a must-have for everybody: it prevents spell casters from having their spells disrupted when they receive zero damage (for instance, when they're attacked with a fireball but they're immune to fire). The second one fixes an issue with some magical ranged weapons. Maybe not as essential as the first one, but still nice to have. I have asked both authors whether they'd like their mods to be in Tweaks Anthology. The author of Ammoless has agreed, the author of Blazing Inferno hasn't answered yet. Quote Link to comment
Guest EdekaReweAldiLidl Posted August 18, 2019 Share Posted August 18, 2019 Remove Chaotic Neutral Anomen's conflicts with Dorn and Hexxat If you turn Anomen into CN alignment, he will have a conflict with 2 Lawful Good NPCs (Aerie and Keldorn). That makes sense. Likewise, I think he should be more tolerant with Dorn and Hexxat once he gets banned from the Order of the Radiant Heart. He doesn't uphold the Order's ideals anymore and he accepts his inner evil. Quote Link to comment
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