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cdds

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  1. Hi SD, one question regarding arcanist (and 5e spellcasting conversion in general I suppose): did you ever manage did fix the issue that 5e Spellcasters don't get the "range finder" for AoE spells, i.e. not showing the effect range for a fireball etc.? I'm really bad at judging this range myself, so this game feature is quite helpful
  2. The save vs. death against level-drain effects is such a cool idea! I never noticed that component in your other mods before you re-organized the spell tweaks here, is this component completely novel for this mod or did I just miss it before somehow?
  3. Is this also relevant for IWD spells in BG (IWDification, SCS)?
  4. Are the buffs/improvements from the Tougher Balthazar component applied to Balthazar if you recruit him instead of fighting him? I.e., would installing Tougher Balthazar (and none of the other "Tougher X" components) be a way of making the final fight a little bit easier, since allied Balthazar would be tougher than normal and the other Five would not?
  5. Thanks for the detailed answer! As a follow-up: according to this thread some enemies in SoA/ToB use BG2 profs and some use BG1 profs. Can using BG-style proficiencies (or IWD-style proficiencies) mess up the proficiency allocation of enemies; e.g. a mace-wielding enemy with profs in "Mace" no longer has the appropriate weapon profs after installing the tweak component? I presume you only edit proficiencies, not creature files...
  6. When using the "Alter Weapon Proficiency System" options, how are pre-allocated points of NPCs handled? For example, BG-style proficiencies combines bastard swords and long swords (etc.) into a single "large sword" proficiency; if an NPC would normally have 1 pip in bastard swords as well as 1 pip in long swords, will he now have 1 or 2 pips in "large swords"? In the former case, what happens to the unused point? In the latter case, does this account for proficiency limits for certain classes? Thanks!
  7. Do you know which mod adds LS_HaerDalisSigil? Would it be fair to say that this mod (whichever one it may be) is incompatible with the IEP mod that adds I#HaerDalisIEPTalks?
  8. Could you push this fix to the github master in the meantime?
  9. Ah i see, so the "sensible" default setting for rogues would be "find traps" off (apart from fights where you actually want the rogue to find traps instead of fighting). This is maybe a bit counter-intuitive; would it be possible to rename the button into something like "find traps during combat"?
  10. Wait - as long as a thief has find traps active in the options he/she will never autoattack enemies in combat? I.e., you constantly have to switch find traps on or off depending on whether you are in combat or not? If that is how it works, that sounds like a really bad idea...
  11. I can only recommend to make the switch to PI, the biggest (only?) additional obstacle is defining your own mod install order. There is already some guidance in PI itself through the pre-defined categories (just drag&drop your mods in the appropriate category), and for more fine-grained adjustments there are some helpful ressources, like subtledoctor's mod order list, 4udr4n's install order guide or the examples in morpheus562's install order repository
  12. Apart from adding some new items to vendors, it also has a component to change the look of robes, described as follows:
  13. Pecca's More style for mages is not mentioned in the compatibility notes, any idea about compatibility with the added items and item modifications (robe tweaks) of that mod? P.S.: congrats on the v1.0 release!
  14. I'm currently building a modlist for my next playthrough including Hidden Adventures; would you recommend skipping the Anomen component for now?
  15. Another idea: component to disable/extend timers for NPC quests (or maybe, alternatively, timers for all timed quests)
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