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Mordekaie

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Posts posted by Mordekaie

  1. 8 minutes ago, polytope said:

    Are you saying that Renal has the sword in his inventory (several creatures do, but there's only 1 place you should be able to get it), or that he actually gave it to you for completing his mission?

    With RR, it shouldn't be possible to get the SSoB from Renal apart from killing him. However, to do so you must not have sided with Bodhi yet, meaning Arkanis Gath will show up.

    Depending on your game version and install, there are a couple of amusing bugs you can use to either prevent him noticing or from instakilling you, but you shouldn't be able to acquire two SSoB playing legitimately with RR.

    Maybe my tests are biaised: I used the console to import those guys at the beginning of BG2, i killed them and checked their dead bodies. I guess the technic is brutal. Then i shared the results that every one seems to have the SSoB in his inventory (and this is in contradiction with RR's features ?).

    I am on v2.6.6 with latest versions of mods (Rogue Rebalancing v4.92, Item Revisions v4b10sd15 (the IR fork from @Subltedoctor).

  2. 29 minutes ago, Lava said:

    It's more like a possible bug IF this mod is used along with SotSC and/or Eve of War. It is described here:

    https://forums.beamdog.com/discussion/comment/1188534/#Comment_1188534

    To put it short: SotSC and Eve of War make Firewine Bridge areas a wild magic areas (as that's how the region was described in source materials) However, that's also where Coran's quest happens. Amelia casts a spell there, and there is a chance the quest will make a nice boom. That may leave unfortunate players with a bug. To prevent it, Amelia would need to get immunity to wild magic when the mod is installed on EE - with that change the problem with both SotSC and EoW will disappear.

    @Graion Dilach - not sure if you made a patch for this, you mentioned you may take a look, so I thought I would tag you here. Sorry if I misunderstood something. Or if was already posted... then I guess @jastey would only need to approve it. Unless all of that already happened and I'm just writing a pointless post 😛

    Just to report: Probably the wrong link. This one links to a discussion in Weasel! forum.

  3. 4 hours ago, polytope said:

    Install IR afterwards, after having done as Bartimaeus says.

    However RR also moves the SSoB, Renal will not give it to you, it's on Aran. So, you need to either side with Bodhi, or get it from him in Chapter 6 (you're running short on backstab vulnerable enemies by that stage of the game, although most vampires can be backstabbed...)

    I did some testing with Item Revisions without the Short Sword of Backstabbing:

    - If Item Revisions' main component is installed before Rogue Rebalancing, then Aran and Renal both have the vanilla version of the Short sword of backstabbing

    - If IR is installed after RR, then both Aran and Renal have the Rogue Rebalancing version of the Short Sword of Backstabbing

    In either case we have a duplicated Sort Sword of backstabbing.

    I also tested Rogue Rebalancing alone. Both guys have the revised version from Rogue Rebalancing.

  4. There was a way to prevent the intallation of specific items in v3.017 by manually modifying a .tpa file.This procedure is no more valid in the latest versions of Item Revisions or Item Revisions Revisited (because the structure of the mod has evolved).

    I definitely want to keep the revisited Sword of Backstabbing from Rogue Rebalancing mod.

    Installing Rogue Rebalancing items before or after the main component of Item Revisions doesn't make any difference: i always end up with the version from Item Revisions. This is normal if IR is installed after Rogue Rebalancing.

    In the other case what happens when IR's main component is installed before Rogue Rebalancing?  In that case IR is detected by RR and the Rogue Rebalancing's version of the short sword is not installed to avoid duplication.

     

    So to be short, what can i do to keep the rogue Rebalancing's version of the short sword of backstabbing ?

  5. @lefreut Preparing my EET install with your GUI as usual.

    I would like to tweak one aspect of the UI : For me the portraits on the right side of the screen look too small.

    I have been checking how it looks when using  the scale user interface from the graphic options. The portraits get bigger (maybe just a little too big) but i don't like the result.

    Is there any easy solution to have larger portraits on LeUI ?

  6. Thanks for the reply.

    Is it easiliy possible to divide "0 - Main component: Allow continued play after Sarevok and/or Irenicus is defeated" in two separate components ?

    The first one would allow to continue play after Sarevok is defeated, and the second for Irenicus.

    What do you think about this suggestion ?

     

  7. 1 hour ago, polytope said:

    Not to derail your thread but in that case polylich (purist demiliches) needs to be installed after MIH. My mod sets all physical resistances to zero but applies +90% crushing/piercing/missile and +85% slashing resistance as equipped effects of the A^DLICH.itm (their immunity item).

    The reason for doing it this way was to make them immune to special abilities that lower physical damage resistance to zero (I'm aware of some kit mods that do this, but I thought demiliches should be exempt).

    If installed before any mod that changes demilich resistances you could end up with >100% resistant skulls, hence unwinnable...

    Both components patch the Liches. So i guess the revisions are mainly cumulative or/and the last installed option takes the lead ?

    If Polylich is installed after Revised Liches (so it would be SCS or not / Revised Liches / Polylich)  we get :

    Revised liches gives :

    • They gain 50% resist. slashing, piercing and missile damage,       → All set to zero with Polylich installed
    • Made resistant to low-level spells (default up to 3rd, can be changed in the ini file).
    • They gain a +4 bonus to hit, and deal cold damage rather than piercing damage.

    Polylich :

    •   +90% crushing/piercing/missile and +85% slashing resistance

    Sorry to focus on the subject. I come from the P&P AD&D2 and running away from a Lich is usually the most clever choice. I probably want to have this feeling again.

     

  8. Just to report an install warning :

    Installing "17 - Update Existing Items in Addition to Adding New Items"  after Item Revisions (v4b10sd15, the fork from @subtledoctor) leads to the following warning about Spectral Brand+5 :

    WARNING: no effects added to SW1H69.ITM

    I do like the forgotten Armament version of Spectal Brand. But installing "17 - Update Existing Items in Addition to Adding New Items"  before IR is probably not a good idea as IR will probably overwrite most of the changes made by Forgotten Armament. Anyway i don't know if the two mods synergise well.

  9. On 6/2/2020 at 7:01 PM, Chitown Willie said:

    Hi Angel,

    Attempting to install "Miscellaneous Item Improvements v4":

    FAILURE:
    No explicit choice of spell for externalised potn11.itm, and potn11.spl is not available

     

    ERROR Installing [Miscellaneous Item Improvements (see readme)], rolling back to previous state
    Unable to Unlink [weidu_external/backup/mih_ip/7/OTHER.7]: Unix.Unix_error(1, "unlink", "weidu_external/backup/mih_ip/7/OTHER.7")

    While testing mih_ip v6 mod with a bunch of other mods including Item Revisions v4b10sd15 (this is the IR fork from @subtledoctor),  i got the same error :

    ERROR: Failure("No explicit choice of spell for externalised potn11.itm, and potn11.spl is not available")

    The error comes from Item Revisions being installed before mih_ip (including 10 - Miscellaneous Item Improvements (see readme).

     

  10. I am in the middle of mods dealing with items for my next playthrough ; and discovering most of them along with your mod.

    In particular, the mod Under-Represented Items (that adds new items from IWD2)  also proposes a way to "to ensure all weapons, armor, and items are equally represented…" .

    In your opinion, how do those two mods fit with each other ? Do they synergy well ?

     

    al_item_pack:0;al_item_pack - Arcane Treasury mod

  11. 24 minutes ago, morpheus562 said:

    It is very nice to have a fully documented mod, when you know where to look... I couldn't find the boots and they were in front of my eyes ! :)

    31 minutes ago, morpheus562 said:

     Note: all item changes, except one, are directly editing the existing item in-game instead of importing a new item.

    Does it mean that this mod is not comaptible with any other mod that modify/overwrite existing items ?

    I guess the only imported items are the 2 pairs of boots.

    37 minutes ago, morpheus562 said:

    Yes, you would be correct it will be an Item Revisions alternative. This will have varying levels of customization on how much you want to edit the weapons within the game and tailor it to what you are looking for.

    I would love a modern customisable version of IR (and fully documented !). :)

     

  12. I am just discovering your mod.

    I couldn't find anywhere what the component "8 - Replace Boots of Speed (Paws of the Cheetah)" do exactly" ?

    My first impression is, with "17 - Update Existing Items in Addition to Adding New Items" and "4 - Update Items Setting an Ability Score to Increment the Increase", that we almost have a kind of alternative to Item Revisions ! Am i rigth ?

    I haven't checked but is there any .ini file to  modify "10 - NWN2 Style Weapons" ? I like most of the changes but i am still to familiar with the P&P AD&D2 style.

  13. 18 minutes ago, Graion Dilach said:

    but NPC portrait filenames are still stored in the ending 2DA and the CRE resource and you don't want to override those in home/override.

    I don't get that last recommandation... It means that i can't put every portrait with a NPC name (like Coran, Solaufein, Thruston  from Candlekeep, Imoen, winthrop...) in the home/overrride folder.

    I think i get it : the  NPC name is different from the corresponding  NPC portrait filename. So i can copy a portrait in the override folder as long the filename of that added portrait is just the name of an NPC but not the filename of a portrait from the game...

  14. In that Documents/(game folder)/override created manually, should i put just one "L size" portrait (210 Horizontal pixels per 330 Vertical) or should i also include the set of 2 specific EE portraits (the S and M size portraits for EE ; as seen in many mods adding portaits) ?

    Would it make any difference to have one portrait or a set of 3 ?

  15. About Made in Heaven: Item Pack, the last version available in Github is the V6.
    https://github.com/AngelGryph/MadeInHeaven_ItemPack/releases

    Is there also a v7 to consider ? I think i have seen install orders which such version of mih_ip. So i am wondering ?

     

    I read from the readme : "The bundled item tweaks may be incompatible with mods that have similar tweaks, like Item Revisions. As an item pack, this mod should be installed fairly early, before any 'tweak' mods. The included tweaks should preferably be installed after other item mods."

    Is it still not recommanded to install this mod with Item Revisions ? (the items are compatible with IR but not the item tweaks from mih_ip ?)

     

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