epeter Posted March 25, 2023 Share Posted March 25, 2023 Sorry for asking about this topic again, I know it has been discussed before and I have read some of those discussion (e.g. here) But I checked the behaviour in my BG:EE installation and I am still a bit concerned that this component may screw up some of the enemies who do use the new BG 2 proficiency system. While a lot of the enemies do not use the new proficiency system, some do. For example, on my (modded with SCS) installation of BG:EE before installing the mod, Drasus (drasus.cre) shows as having 5 pips in Flails in EEKeeper. This is logical, he wields a morning star +1 and he is fairly deadly at the level you encounter him. He does not seem to have legacy proficiencies. After installing the mod EEKeeper shows him as having 5 pips in Bows instead - but for a proper translation it'd need to be Spiked Weapons instead, and since the character still has no legacy proficiencies I am wondering if he will be a lot less effective now. Is there a technical reason it still works, or is there a real issue here? Would it have worked better when installing SCS after the alter weapon proficiency component? Quote Link to comment
epeter Posted March 25, 2023 Author Share Posted March 25, 2023 Never mind, I was stupid and was loading the CRE file from my backup directory. The one in the correct directory has 5 proficiencies in spiked weapons as expected, so I guess it is working as intended! Quote Link to comment
Recommended Posts
Join the conversation
You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.