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cdds

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Everything posted by cdds

  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)
  16. As of now, it can (kind-of) be achieved by adding +99 to the wild surge threshold, so that every surge is guaranteed to "cast normally" (apart from the goofy wild surge visual- and sound effects). So i suppose a component like this would have to do two things: a) lock wild surge table to entry #100, b) disable wild surge visuals/sounds
  17. The un-comment in the init file worked, my install now completes without parsing errors. Thanks again! ProjectInfinity-WeiDU-Log-Finished-Installation-2022.08.30-01꞉59.log ProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-15.log
  18. @morpheus562thanks for the quick reply! Is this something i can easily fix on my side to make your scripts compatible with IWDification in the meantime?
  19. Bug report: when installing the scripts (v9.2) together with IWDification (v5) components {Arcane Spell Pack} and {Divine Spell Pack}, the script install throws errors of type: This happens only when both Arcane & Divine spell packs are installed. WeiDU log and PI install log of your scripts is attached ProjectInfinity-WeiDU-Log-Finished-Installation-2022.08.30-00꞉29.log ProjectInfinity-WeiDU-Debug-enhanced-powergaming-scripts-14.log
  20. Component: Disable wild surges completely, both for regular Wild Mage spells (5%) and NRD. To be placed in the cheat section, obviously
  21. @SD: do you know if component 16: Revised Identify will work with Dragonspear UI++?
  22. Does someone know if the bugs with the Drow transformation have been fixed for BG2EE by now? Aka, is the {No Drow Avatars On Party In Underdark} component still relevant for v2.6 BG2EE? Thanks!
  23. Cool, thanks. I customized the table before for a BG1 run, just didn't know how it interacts with the ability bonus spells. By the way, is there any particular reason why your mods are not hosted as "official" G3 mods with links in the download section, etc.? You have what is likely the most comprehensive set of systems tweaks and additions in all of IE modding (plus active maintenance and support), but somehow they are "hidden away" in the misc mods forum...
  24. In Scales of Balance there are three different options for Ability Score-Based Bonus Spells: (only) SoB component 201 --> only memorization slots for 5E casters SoB components 201 plus 2013 --> only casting slots for 5E casters SoB components 201 plus 2012 --> memorization slots and casting slots for 5E casters Like which of these three SoB options does Tome & Blood component 95 behave? If i want a specific option i assume its best to ditch T&B 95 and go with the SoB implentation instead? Bonus question: if i customize the Arcanist casts-per-day table before installing T&B, will ability bonus spells (from either T&B or SoB) overwrite my custom Arcanist table?
  25. Will there be official (numbered) releases of the fixpack in the future, or will the zipped master repository remain the primary version? Speaking of the repository, is this already in a usable/playable state for a regular playthrough or is it still too early and/or unstable? Thanks!
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