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cdds

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Posts posted by cdds

  1. 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?

  2. 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...

  3. 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!

  4. On 9/8/2022 at 6:13 AM, jastey said:

    Why this would stutter is clear - the variable that is increased is bypassed by "Global("LS_HaerDalisSigil","GLOBAL",1)". Unfortunately, I don't know how to solve this.

    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?

  5. 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...

  6. 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

  7. 2 minutes ago, morpheus562 said:

    @cddsI honestly have no idea since I haven't looked at it. Does it alter existing robes and add new robes to existing characters?

    Apart from adding some new items to vendors, it also has a component to change the look of robes, described as follows: 

    Quote

    Robe tweaks section doesn't add new items, but only tweaks existing robes. It gives them the ability to switch between all three possible visual types (no hood and no cape, no hood with cape, hooded with cape) via item abilities. Every robe then looks as original by default, but has two item abilities, which can change their looks to the other 2 visual types. [...] This component patches the mage robes, so it is compatible with mods that alter them. You must install this mod after such mods, however.

     

  8. 19 hours ago, subtledoctor said:

    I actually don’t think that’s possible. Aren’t wild surges hard-coded to happen for the wild mage kit?

    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 

  9. 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:

    Spoiler

    [enhanced-powergaming-scripts/baf/upload/mobasic.baf.BAF] PARSE ERROR at line X column a-b
    Near Text: )
        [CheckSpellState] argument [MIND_BLANK] not found in [splstate.IDS]

    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

  10. 5 hours ago, subtledoctor said:

    That will work fine, nothing will be overwritten. I assume you see which table you need to modify for this?

    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...

  11. In Scales of Balance there are three different options for Ability Score-Based Bonus Spells:

    1. (only) SoB component 201 --> only memorization slots for 5E casters
    2. SoB components 201 plus 2013 --> only casting slots for 5E casters
    3. 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?

  12. 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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