morpheus562 Posted November 21, 2023 Author Share Posted November 21, 2023 I can update both items to require a minimum of 16 dex to use. Quote Link to comment
morpheus562 Posted November 22, 2023 Author Share Posted November 22, 2023 6 hours ago, InKal said: but it causes a rather funny bug with Valygar. Now his armor limits his dexterity to 16 but he needs at least 18 dexterity to be able to use that armor, lol. and also his katana. This is now fixed in the Master file. It will be included with the next release. Quote Link to comment
InKal Posted November 22, 2023 Share Posted November 22, 2023 Thx. Mod is overall great but I already told you that a couple of times. :] Quote Link to comment
Guest Daveorn Posted January 7 Share Posted January 7 Great mod but why are Bastard Swords still forgotten . Only 1 is available pre Under Dark . You already get 2 decent Bastard Swords in the UD ( Bleeder and Seering). Would have been nice to get a decent +2 or +3 pre UD early SoA. Quote Link to comment
morpheus562 Posted January 7 Author Share Posted January 7 15 minutes ago, Guest Daveorn said: Great mod but why are Bastard Swords still forgotten . Only 1 is available pre Under Dark . You already get 2 decent Bastard Swords in the UD ( Bleeder and Seering). Would have been nice to get a decent +2 or +3 pre UD early SoA. Streamer Dav? You're right though regarding frequency. I think I have a +2 I introduce in BGEE and I can find a place for it pre-underdark. The other thing is I'm very used to my skills and abilities prof overhaul (and others do this) that combined bastard swords and long swords together into a single prof. Quote Link to comment
Shadow Ranger Posted January 11 Share Posted January 11 More bastard sword would be nice, I quite agree Some ideas: Duellist's Blade +2 STATISTICS: Equipped abilities: 10% chance to negate any incoming melee damage Combat abilities: Each successful hit grants the user Armor Class: +1 (up to +3) Each miss removes Armor Class from the user (up to -2) THAC0: +2 Damage: 2d4+2 Damage type: Slashing Speed Factor: 5 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength Weight: 7 Ironhand +3 STATISTICS: Equipped abilities: Critical Hit Chance: +10% Combat abilities: 10% chance target's AC is decreased by 1 (up to -3) THAC0: +3 Damage: 2d4+3 Damage type: Piercing Speed Factor: 8 Proficiency Type: Bastard Sword Type: One-handed Requires: 15 Strength Weight: 12 Quote Link to comment
ktchong Posted January 24 Share Posted January 24 (edited) This mod does not add any much-needed flail in BG1/BG1EE. A few ability/skill mods reassign the Flail/Morning Star proficiency → Mace/Morning Star proficiency, (i.e., morning star is moved from out of the flail into mace proficiency.) The reassignment makes the Mace/Morning Star proficiency into a much more attractive proficiency. On the other hand, flail by itself become a proficiency... and BG1 really does not have enough good flail for it to be a useful or viable proficiency on its own. Most any characters should select one — and only one — weapon proficiency that delivers crushing damages, i.e., flail, hammer, mace, morning star or staff. IMO, putting proficiency points into more than one crushing-type weapon is not economical. Also, some classes and kits may not have enough proficiency points to put points into more than one crushing-type weapon. Which means, the flail proficiency is no longer a viable option BG1 due to the lack of availability. (Which is why I have always avoided and never used any mod that reassigns the Flail/Morning Star → Mace/Morning Star proficiency, e.g., the Item Revisions mod.) Anyway, my point is: I'd like to see some item or weapon mods add flails into BG1, (not BG2; as BG2 already has a couple very powerful flails to make the proficiency worthwhile.) I have been looking around for any mod that adds good flails into BG1 so I can use mods that revise proficiency categorization. Surprisingly, I really have not found any; (which is the reason why I was looking into this mod.) It seems like no one else has thought of moving morning star into the mace proficiency would seriously gimp the flail proficiency in BG1. P.S. Seriously, enough long swords already. Even without any mods, BG1 and BG2 already have too many long swords. Seriously, does Greywolf need to carry/drop TWO enchanted long sword?? Edited January 24 by ktchong Quote Link to comment
morpheus562 Posted January 24 Author Share Posted January 24 11 hours ago, ktchong said: This mod does not add any much-needed flail in BG1/BG1EE. A few ability/skill mods reassign the Flail/Morning Star proficiency → Mace/Morning Star proficiency, (i.e., morning star is moved from out of the flail into mace proficiency.) The reassignment makes the Mace/Morning Star proficiency into a much more attractive proficiency. On the other hand, flail by itself become a proficiency... and BG1 really does not have enough good flail for it to be a useful or viable proficiency on its own. Most any characters should select one — and only one — weapon proficiency that delivers crushing damages, i.e., flail, hammer, mace, morning star or staff. IMO, putting proficiency points into more than one crushing-type weapon is not economical. Also, some classes and kits may not have enough proficiency points to put points into more than one crushing-type weapon. Which means, the flail proficiency is no longer a viable option BG1 due to the lack of availability. (Which is why I have always avoided and never used any mod that reassigns the Flail/Morning Star → Mace/Morning Star proficiency, e.g., the Item Revisions mod.) Anyway, my point is: I'd like to see some item or weapon mods add flails into BG1, (not BG2; as BG2 already has a couple very powerful flails to make the proficiency worthwhile.) I have been looking around for any mod that adds good flails into BG1 so I can use mods that revise proficiency categorization. Surprisingly, I really have not found any; (which is the reason why I was looking into this mod.) It seems like no one else has thought of moving morning star into the mace proficiency would seriously gimp the flail proficiency in BG1. P.S. Seriously, enough long swords already. Even without any mods, BG1 and BG2 already have too many long swords. Seriously, does Greywolf need to carry/drop TWO enchanted long sword?? I do update The Thresher +2 which does provide a very competitive +2 flail (+10% Physical Damage DR). That aside, I do think you are right and one or two more mundane flails can be provided for the player to choose. Regarding Greywolf, he should only be dropping the one +1 longsword I provide. Varscona should be moved elsewhere in BGEE. Quote Link to comment
Elder Enigma Posted February 15 Share Posted February 15 On 1/11/2024 at 12:54 PM, Shadow Ranger said: More bastard sword would be nice If anything both games really lack good clubs, especially in BG II. Wouldn't it be fun to create a barbarian smashing his/her enemies with a club? Quote Link to comment
Elder Enigma Posted February 28 Share Posted February 28 (edited) I may have found a bug: Ysridain's Soul (MOAM04.ITM, the necklace dropped by one of the enemies in the first encounter in the planar prison) states it is usable by a Barbarian but my main character despite being the latter cannot use it. I have Tweaks Anthology installed after Forgotten Armament so it might have something to do with it, I'm not sure. Another really minor aesthetic typo in the 'Spider's Kiss +2' (MO1H50.ITM) description. In the damage line says 1D8+2 while in all the other item descriptions the 'd' is in lowercase. Edited February 28 by Elder Enigma Quote Link to comment
morpheus562 Posted February 28 Author Share Posted February 28 5 hours ago, Elder Enigma said: I may have found a bug: Ysridain's Soul (MOAM04.ITM, the necklace dropped by one of the enemies in the first encounter in the planar prison) states it is usable by a Barbarian but my main character despite being the latter cannot use it. I have Tweaks Anthology installed after Forgotten Armament so it might have something to do with it, I'm not sure. Another really minor aesthetic typo in the 'Spider's Kiss +2' (MO1H50.ITM) description. In the damage line says 1D8+2 while in all the other item descriptions the 'd' is in lowercase. Ysridain's states it is for a Bard, not Barbarian, and the character who drops it is a Blade kit. Updated Spiders Kiss. Thank you! Quote Link to comment
Elder Enigma Posted February 28 Share Posted February 28 1 hour ago, morpheus562 said: Ysridain's states it is for a Bard, not Barbarian Quote Link to comment
morpheus562 Posted February 28 Author Share Posted February 28 2 minutes ago, Elder Enigma said: I guess that is Barbarian being wonky from the time it was it's own class. I restricted fighters from using it, which should also restrict Barbarian (and it appears that does work correctly because your Barb can't use it); however, it is still showing as usable. I updated the item so Barbarian should no longer be shown here. Quote Link to comment
Elder Enigma Posted March 5 Share Posted March 5 Helm of Gram the Mouse (MOHED01.ITM) and Mantle of Gram the Mouse (MOCLK01.ITM) both have usable by Barbarian in the list, and again barbarians cannot use it. Also does the helm really not protect from critical hits? That amount of money just for +5% piercing damage resistance? Quote Link to comment
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