Guest Morgoth Posted July 20, 2022 Share Posted July 20, 2022 From what I remember he only takes one, but only one can be made unless you have the tweak by Icelus for additional ankheg armor. Quote Link to comment
Guest Morgoth Posted July 20, 2022 Share Posted July 20, 2022 On 7/18/2022 at 1:22 PM, Graion Dilach said: EET_Tweaks has a one-time area spawn component already which works with everything onwards from BG2 AFAICT. I didn't know. Hopefully it is what I'm looking for No more 200 kobolds spawning out after having killed the first back just because you didn't have vision of the spawning spot .. Quote Link to comment
CamDawg Posted July 21, 2022 Author Share Posted July 21, 2022 On 7/19/2022 at 6:31 AM, Thels said: There's an unfortunate side effect of using "Commoners use Drab Colors" and Xan's quest in BG1 NPC Project. David Jansen performs an illusion act where he displays six gnomes in six different colors, requests you to focus on one of them, and then claims to know which one you were focused on. He makes them disappear, and then makes five of them reappear, except for the one you were focused on. If this module is installed, then all of them wear outfits in two shades of gray, breaking the illusion. Would it be possible to ignore these gnomes? To get this event: - Recruit Xan and keep him in the party. - Travel to the Nashkel Carnival, and in the armor tent (the rectangular one), buy a bag of grain and a bag of turnips. - Travel to the North Nashkel Road, and follow the road. You should run into David Jansen and two Ogres. - Give the Ogres some diet tips, and they'll eventually wander off. As a thanks, David gives you the show. Looking into this, these are the default coloring of these characters. Drab Colors isn't changing anything here. Quote Link to comment
Guest Morgoth Posted August 8, 2022 Share Posted August 8, 2022 Some tweaks request: Restore Old poison weapon --> This component should make the Poison Weapon ability of Blackguards and Assassins work exactly like it used to in BG:EE v1.3. Restore Infinite Algernon cloak --> In the original BG1, Algernon's Cloak had infinite uses. The devs decided to nerf it to one use/day for some reason. While the Nymph Cloak still has a practically bottomless supply of charges (100 max) Restore old bard song area. In version 2.0 the devs changed all of the bard songs so that they only affected those within a 30' radius of the singing bard, which is about the same area of effect as a fireball. In version 1.3 and earlier all of the songs (excluding the jester's) would automatically hit only the 6 party members no matter how far away they were or even if they were in a different area. Enchant the Missile Launchers: --> This small patch grabs every magical missile launcher in the game (slings, crossbows, and the various bows) and applies an effect that allows them to use their listed enchantment levels, regardless of what ammunition is being used with them. Quote Link to comment
subtledoctor Posted August 10, 2022 Share Posted August 10, 2022 On 8/8/2022 at 10:12 AM, Guest Morgoth said: Enchant the Missile Launchers: --> This small patch grabs every magical missile launcher in the game (slings, crossbows, and the various bows) and applies an effect that allows them to use their listed enchantment levels, regardless of what ammunition is being used with them There is already a mod that does this. It’s called (wait for it) “Enchant the Launchers.” Quote Link to comment
cdds Posted August 29, 2022 Share Posted August 29, 2022 Component: Disable wild surges completely, both for regular Wild Mage spells (5%) and NRD. To be placed in the cheat section, obviously Quote Link to comment
subtledoctor Posted August 29, 2022 Share Posted August 29, 2022 (edited) I actually don’t think that’s possible. Aren’t wild surges hard-coded to happen for the wild mage kit? EDIT - I suppose you could remove the automatic wild surge from NRD (so use any 1st-level slots to cast any known spell?) snd then put it into the spellbook of a regular mage. Boom, “wild mage” with no wild magic. Edited August 29, 2022 by subtledoctor Quote Link to comment
cdds Posted August 30, 2022 Share Posted August 30, 2022 (edited) 19 hours ago, subtledoctor said: I actually don’t think that’s possible. Aren’t wild surges hard-coded to happen for the wild mage kit? As of now, it can (kind-of) be achieved by adding +99 to the wild surge threshold, so that every surge is guaranteed to "cast normally" (apart from the goofy wild surge visual- and sound effects). So i suppose a component like this would have to do two things: a) lock wild surge table to entry #100, b) disable wild surge visuals/sounds Edited August 30, 2022 by cdds none Quote Link to comment
cdds Posted September 1, 2022 Share Posted September 1, 2022 (edited) Another idea: component to disable/extend timers for NPC quests (or maybe, alternatively, timers for all timed quests) Edited September 1, 2022 by cdds Quote Link to comment
Labyrinthitis Posted September 1, 2022 Share Posted September 1, 2022 4 hours ago, cdds said: Another idea: component to disable/extend timers for NPC quests (or maybe, alternatively, timers for all timed quests) Related to this, the ability to turn all time as a factor in all quests: NPCs no longer nag or leave over starting their associated quests (or optionally leave the nag interactions to repeat periodically as a reminder but never leave). Stronghold quests that use timers have them removed, and instead you just interact with the main quest giver to receive the quests, with the next in sequence becoming available as soon as you complete the last by talking to the quest giver again, with the ability to pause indefinitely by simply not interacting with them again until you are ready. Remove the risk of things like losing the thieves guild by not paying dues in time Remove timers to complete quests (like the time limit to reach the Umar Hills for the first paladin stronghold quest). After playing the game so many times these have mostly become a drag when playing. Unrelated suggestion: Display a string when you have tried to cast a spell but are silenced - ordinarily just nothing happens, and it would be good to have a reminder in the log to avoid confusion when you haven't noticed the silenced icon. Quote Link to comment
Merkabah Posted September 2, 2022 Share Posted September 2, 2022 Restore the original bg1 rule of being allowed to dual class INTO a specialized mage. so you could be a fighter/conjuror Quote Link to comment
subtledoctor Posted September 2, 2022 Share Posted September 2, 2022 (edited) 15 hours ago, Merkabah said: Restore the original bg1 rule of being allowed to dual class INTO a specialized mage. so you could be a fighter/conjuror Look at the "dual to kit" mod which can enable this on EE games. On the pre-EE BG2 engine, I don't think this would be possible bar a kit-changing dialogue or something. For something like that, I believe the Kit Tomes mod might work, and possibly More Style for Mages as well. (I don't know if MSfM is EE-only or not.) Edited September 2, 2022 by subtledoctor Quote Link to comment
Endarire Posted September 7, 2022 Share Posted September 7, 2022 (edited) Request: Remove thieving skill penalties from armor/shields/items/etc. entirely or only out of combat as determined at install time. Edited September 7, 2022 by Endarire Quote Link to comment
polytope Posted September 7, 2022 Share Posted September 7, 2022 A revision of the interaction between armor and thieving skills which I think could defensively be placed under "rule changes" as opposed to the "cheats" section: Metal armor would disable only the "stealth" button, the "thieving skill" button in contrast would be disabled by gauntlets. Manual dexterity really shouldn't be effected by wearing a breastplate, you needn't remove all your armor to pick a lock. Requisite .itm files to change are brac06, brac07, brac08 (cursed, included for consistency), brac09, brac10, brac19 (although only monks would normally wear them), brac21. To compensate, helmets (not circlets or Ioun stones) could disable the "detection" button, no searching for traps or peering through illusions if your vision is obscured by a helm. Quote Link to comment
Endarire Posted September 7, 2022 Share Posted September 7, 2022 Request: Efficient Pickpocket. Whenever you successfully steal from a creature - not a store - all stealable items you can steal based on your skill go to your inventory. (Any overflow goes to the ground beside you.) This saves time. Quote Link to comment
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