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CamDawg

Future tweak ideas - post 'em here

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Aren't they different rings?

BG1:

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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:

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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).

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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.

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Guest EdekaReweAldiLidl

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.

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it works by default in bg1, but you only have mage kits there.

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11 hours ago, lynx said:

it works by default in bg1, but you only have mage kits there.

Those are technically not KITs !!!!! But classes. The difference is that HUMONGOUS.

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10 hours ago, lynx said:

No they're not, just look at the kit stat.

In BG2 they are kits... BUT NOT IN BG 1 !!! Or rather, they were the original concept for the kits... but that got expanded a quite lots and in so doing, they got blown out of the small scale. As in BG1, the kit was a sub-class indicator rather than a kit stat. Don't believe this, they why do all the "BG1 kits" us totally different bits to mark their own data(0x0040, 0x0080, 0x0100, 0x0200, 0x0400, 0x0800, 0x1000, 0x2000 and 0x4000), while in BG2 they use the whole field with an integers of 1, which technically allows 4294967295 kits, not just 16/32 sub classes (minus a few .... for signal integrity).

1 hour ago, Andrea C. said:

Indeed, dualling into specialist mages like in BG1 is what I'm interested in the most.

Then you should do it in BG1 then.

Edited by Jarno Mikkola

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Jarno, come on, subclasses don't exist, they are kits. Specialist mage marking didn't change between the two games, but yes, the new kits follow a different numbering style, where usability is separate. For some reason they didn't want to move everything to the new system (grrr). And both update the kit stat, so whatver.

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1 hour ago, lynx said:

Jarno, come on, subclasses don't exist, they are kits. Specialist mage marking didn't change between the two games, but yes, the new kits follow a different numbering style, where usability is separate. For some reason they didn't want to move everything to the new system (grrr). And both update the kit stat, so whatver.

It's not just whatever, and the reason why they didn't want to move to a new system is the savegame compatibility.

And in BG1 they are subclasses... the one the player chooses is picked from a special menu called "specialist mage", that does not exist in BG2. It's replaced by the kit menu, into which the player is driven after the the class menu.

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Guest Ludwig

Future tweak request:  Limit resting mechanic (could be something like rest only once every 24 hours)

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Guest EdekaReweAldiLidl

"NPCs don't fight" enhancement

Please add some more NPC compatibilities

1. Conflicts with EE NPCs - Dorn/Anomen, Dorn/Keldorn, Neera/Edwin, Rasaad/Viconia, Hexxat/Aerie, etc.

2. Conflicts with Charname - so far, I've only encountered Keldorn attacking charname if Keldorn's timer is up and the party's reputation is less than 9.

Thanks!

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Guest EdekaReweAldiLidl

Replace functionally identical unique items with the generic counteparts

Often I get excited when I browse my inventory and I see an item with a unique name. But after reading its stats, it's just a different name for an existing item. It is still a useful item but it clutters up my bag of holding when it could have been grouped together with the generic item if it had the same name. And the generic items are much informative because you already know what it does based on the name. (A short sword +2 has +2 enchantment and has 2 more damage and Thac0 and 2 pips faster than a normal short sword. No need to open up and read the description) Examples below:

Rashad's Talon = Scimitar +2

Heart of the Golem = Dagger +2

Battle Axe of Mauletar = Battle Axe +2

The Whistling Sword = Short Sword +2

Protector of the Second = Leather Armor +2

Some special cases:

Dagger of CHARNAME = Dagger +1 - This item is in the dialog and it doesn't sound special if the apprentices just make you a dagger +1

Bow of Arvoreen = Short Bow +2 - The only thing special with this is it's a free Short Bow +2 for Mazzy. By the time you found Mazzy, you would have found a better bow anyway, like Tuigan Bow, or have enough gold to buy the Short Bow +2 from Ribald.

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