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BETA 12 EET playthrough.


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Firstly this mod is awesome. Please ignore any previous posts about earlier versions.

Running a 6 man custom party (lots I want to test)

Aasimar Sorcerer (celestial Bloodline) (bhaal spawn)

Half-Orc Inquisitor

Half--Elf Magetracker

Shield Dwarf Abjurant Defender

Wood Elf Forester of Baervan

Water Gensai  druid/water elementalist

How have found a couple of possible bugs/errors 

  • Rock gnomes are still only called Gnomes but do have all the buffs they are supposed to have. just localisation on the records screen
     
  • Forester of Baervan can only put 3 pips in bow (archers should have the ability to have 4) Or is this level restricted?
     
  • Mighty Blows ability doesn't seem to show anywhere (this maybe a UI limitation) on a Magetracker
     
  • I have water Gensai druid/water elementalist when you go in to the inventory some times her Intelligence drops to 4 (with equipment and tomes it is supposed to be 20) stops lore working and the ability to learn scrolls (scrolls will be highlighted green and you try to write it and it just goes red like is a prohibited school) reverts to normal if you do something else for a few seconds.
     
  • Any reason druid water elementalist don't have spear as a weapon proficiency. druids normally can

WeiDU.log WeiDU-BGEE.log

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  • further looked into the above intelligence dropping issue. seems to be all characters get it when in the inventory (only noticed on the druid/water elementalist as she has the highest lore so does the identification attempts without spells)
     
  • I do get random deaths. literally can be doing nothing and suddenly 3 or 4 party members just die. not sue if it is this mod and not repeatable but it does happen with no enemies around 
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  • weapon proficiencies seem to only go to 1 below grand master. I have a paladin select 4th point in 2 handed swords. it told me that it was the most i could select. i have the option for single class paladins to have grand mastery  
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On 6/1/2024 at 12:50 PM, DiesIrae said:

Forester of Baervan can only put 3 pips in bow (archers should have the ability to have 4) Or is this level restricted?

Think i have solved this. only have none multiclass warriors to have 5 pips. doesn't explain why i go the message on the inquisitor.

(tried to change it but doesn't allow me to reininstall/uninstall that as SCS is installed

ON to SOD

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On 6/1/2024 at 12:50 PM, DiesIrae said:
  •  
  • I have water Gensai druid/water elementalist when you go in to the inventory some times her Intelligence drops to 4 (with equipment and tomes it is supposed to be 20) stops lore working and the ability to learn scrolls (scrolls will be highlighted green and you try to write it and it just goes red like is a prohibited school) reverts to normal if you do something else for a few seconds.

Had this also happen withe the abjurant defender but less often.

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Posted (edited)
  • Magetracker can only add 1pip in a non starting proficiency weapon rather than 2. (think next time i need to give all warrior multi classes grandmaster😀)
     is this caused by Dual-Class Kitted Characters Must Obey the Weapon-Proficiency Restrictions of Their Kit



 

Edited by DiesIrae
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Posted (edited)

General feedback on the classes now I am half way through SOD.

Sorcerer (celestial Bloodline); Like the specialisation of the sorcerer, made choosing 1 much harder to start. the bonus spells per level are good (especially raise dead in this classes case) maybe the celestial Bloodline should be able to use the wand of heavens. mine is really enjoying the crossbow. Would use again but may try a different bloodline

inquisitor: Like the increased abilities they get. the delay to dispel and especially true sight does make bg1 harder but that's a good thing inquisitor cheese

Magetracker. plays well thieves should have Katana as a base weapon proficiency like base game thieves. the only downsides are ones related to the classes used. unable to use lots of thief items. this will vanish with use any item. the downsides are expected.  will probably try a different thief combo next time  (fighter assassin)

Abjurant Defender A good fighter mage. weapon proficiencies are a little odd and i may be just confused. can only but 2 pips in 2 weapon style (may be a defender thing) can put 3 pips in axe not 4 but more than multiclass fighter thief who can only add 2 pips this may be the below not working on the magetracker rather than this class 

  • All characters can at least become Specialized (two slots) with all weapons, and can specialize in any fighting style (other than weapon/shield, for characters who can't use shields). Characters who could already become Specialized improve their maximum achievable level by one slot

Forester of Baervan: good class which i had allowed multiclass warriors to get grandmaster. makes the cleric much more combat efficient 

druid/water elementalist plays like a cleric mage with druid spells Druid mages loose their ability to use spears. a little random. 

Edited by DiesIrae
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Well broke my game (not due to this mod) final thoughts. feel free to ignore them.
 

  • multi-class druids shouldn't loose spears and thieves Katana's
     
  • Assassins restrictions should be can't be Lawful not can't be good. IF an assassin went around killing Slavers, drug dealers and criminals would mean he was unlawful not necessarily bad.
     
  • Changes to the inquisitor are good for BGee stages of the game for balance.
     
  • druid mages are good especially with elementalists
     
  • gnome localisation needs updating
     
  • may need a few more minor feats especially at low level. 90% of the time the first one is dodge in BGee

    2 bigger issues but i am not sure this mod causes them.
     
  • on a major issue that i can't work out the source. random temporary intelligence drop when you go to inventory. wouldn't notice unless you try to use lore or read a scroll.
     
  • sudden death. no enemies on screen and 4/5 people die Bhaal spawn is always one of them
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