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My new "Made in Heaven" mods


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1 hour ago, Arthas said:

One could come back when he is higher level, provided that he has BGT or EET

And the encounter should also be optional, because I doubt someone would like to face a wyrm when being low level 😛

I do not currently write for EET, other than trying my best to keep basic compatibility.  Not saying I won't do it in the future, but at the moment I have no interest in it.  And in BGT it's normally not possible to backtrack to the BG1 areas after BG2 starts.

At any rate, even if I could properly script a dragon battle (which I doubt), doing so is beyond the scope of this mod component, which is to make Candlekeep challenging for the way the party is supposed to be at that point in the game, i.e. 6 members, level 6-8, appropriate equipment for their level.  I can't possibly keep up with players wanting to return there in EET, having 10 party members in GemRB, having overpowered equipment with various insane item mods out there, or any other shenanigans one might pull.  If you seek challenge for such a nonstandard setup, I'm afraid you'll have to look elsewhere because I cannot provide it.

That said, it still is an interesting bit of lore and I might use it for something at some point, if I can figure out what and how.   I really would like to try scripting a properly epic dragon battle sometime.  (I have vague plans for a white dragon encounter in late BG2 or maybe in Watcher's Keep.  No promises though.)

Edited by Angel
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I poked you because your "challenging" area tweaks make sense.

And my requests, even if odds, stems from a very simple reason: encounters should not be added just to make the game tougher, but to improve the experience as a whole.

If I would have liked a mere dragon fight, I would have probably waited ToB and installed improved Abazigal, where you face 4-5-6 dragons (can't remember the number) out of the blue and they don't even drop scales, just to make the area "tougher".

But I don't care about that. I care about fights embedded into the lore or that makes sense according to the area.

Sorry for the rambling.

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24 minutes ago, Arthas said:

I poked you because your "challenging" area tweaks make sense.

And my requests, even if odds, stems from a very simple reason: encounters should not be added just to make the game tougher, but to improve the experience as a whole.

If I would have liked a mere dragon fight, I would have probably waited ToB and installed improved Abazigal, where you face 4-5-6 dragons (can't remember the number) out of the blue and they don't even drop scales, just to make the area "tougher".

But I don't care about that. I care about fights embedded into the lore or that makes sense according to the area.

Effort poured into an encounter players cannot hope to defeat normally is effort wasted IMHO.  (And make no mistake, scripting anything other than "run up and hit nearest" is pretty hard even with monsters that have only one or two special abilities, let alone something as complex as a dragon. It can take hundreds of lines of code.)  I'd rather put my energy into something that is fun and enjoyable for both me and the players than in putting an impossibly tough encounter somewhere just because the lore says it has to be there.  If I pulled out my FR books old and new I can probably find dozens of things that should be there but aren't in both BG1 and BG2.  This is a game first and foremost, not a Forgotten Realms encyclopedia.

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13 hours ago, Lilaina said:

After visiting Cloakwood a few Hairy Spiders spawned inside the Jovial Juggler. Is this supposed to be one of the spider infested areas? :D

(Caused by the MiH Encounters and quests mod, I assume)

It's certainly not intentional and I have no explanation for it nor can I reproduce it; I don't touch the Jovial Juggler's area script at all. Maybe it somehow got delayed or something.  I'm not entirely happy with that encounter anyway and will probably redo it from scratch in the next version.

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Hi Angel,

I just equipped Imoen with the "Gloves of Missile Snaring" (MIH-IP) and think it might be overpowered.

With just her, I can tap dance all over weaker ranged enemies (bandits/kobolds) and even special ranged encounters (e.g., Zargal/Malkax/Geltik).

Perhaps downgrade from "Protection from Missiles" to "+2 bonus from missile attacks"?

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31 minutes ago, Chitown Willie said:

Hi Angel,

I just equipped Imoen with the "Gloves of Missile Snaring" (MIH-IP) and think it might be overpowered.

With just her, I can tap dance all over weaker ranged enemies (bandits/kobolds) and even special ranged encounters (e.g., Zargal/Malkax/Geltik).

Perhaps downgrade from "Protection from Missiles" to "+2 bonus from missile attacks"?

That's the effect the gloves already have in a standard game.  "BG2 Items in BG1" does not install new items, it uses the ones already present in BGEE/BGT.  Perhaps you have another mod that upgrades them, Item Revisions maybe?

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1 hour ago, subtledoctor said:

Is there any kind of readme for this stuff?
 

EDIT - also, any suggestions as far as install order?  And compatibility?  Are you aware of any interactions with any other particular mods?

There's a readme and some other documentation files in the /docs directory.  It's still a bit rudimentary, but it should be enough to see what the mods do.

Recommended order is MiH: Item Pack => MiH: Spell Pack => MiH: Encounters & Quests.  I don't think anything serious breaks if you deviate, but there might be some minor inconsistencies.  All three mods require ToBEx and G3Fixpack on BG2/BGT, and either mergemod or A7-DLCMerger on SoD.  Other than that I am not currently aware of any issues with other mods. There is currently no cross-mod content except a very minor one with BG1UB; MiH Item Pack adds a minor item to a dummied out shop that BG1UB restores (this will work regardless of install order).

Keep in mind that while the released versions should work, this is still very much a work in progress and prone to change a lot between releases.  Always uninstall and completely remove any older versions before unpacking and installing a new one.  You should also start a new game after installing.  (My BG Save Fixer can repair some issues with an older save game, but it's not guaranteed to work.)

Edited by Angel
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1 hour ago, Angel said:

That's the effect the gloves already have in a standard game.  "BG2 Items in BG1" does not install new items, it uses the ones already present in BGEE/BGT.  Perhaps you have another mod that upgrades them, Item Revisions maybe?

Yep - you are correct; it's Item Revisions.

https://www.gibberlings3.net/forums/topic/15700-item-index/?tab=comments#comment-134398

Gloves of Missile Snaring

Equipped Abilities:

Off-Hand THAC0: -20 penalty

Deflect Arrows: deflects ranged weapons

Requires: 15 Dexterity

Usable by:

Bard

Thief

Monk

Notes: I've drastically improved them while keeping the original concept (which was +2 AC vs. missile weapons). I've made them usable only by bards, monks and thieves (single class only) for balance, technical and concept reasons.

Even SixOfSpades agrees:

" Wait--so the intent is to be a permanent Protection from Missiles, available only to Monks and those using Single Weapon? The effect would be too strong, even if you could perfect the implementation--which might not be feasible. "

Thanks for the help.

Just out of curiosity - Would you have moved the "improved" version to BG1?

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I am unfamiliar with both IR and SR, having looked at both only once and discarded them as game-breakingly overpowered as I recall, so I have done very little testing with them.  I *think* it should work, but it might lead to some unexpected consequences, like with those gloves.  And no, there is no way I'd purposefully introduce an item like that in BG1, and I'd have reservations against it in BG2 too, at least early on.

As for the Alaghar, there should be a description in the readme, but the basic features are as follows:

- Requirements: Dwarf, LG or LN
- Advantages: +2 to hit and damage undead, can put two stars in weapons and styles, adds Silverbeard, Rockburst and Axe Storm of Clangeddin to cleric spell list
- Disadvantages: Cannot turn undead.

I'm currently moving the Alaghar to a separate mod, so I won't be working on it for now.

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