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cdds

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Everything posted by cdds

  1. Thanks, will definitely include this mod for my next playthrough
  2. Thanks for the mod, looks really interesting. A few questions: 1) When only using the first two components (Install Forgotten Armament Items and Update Existing Items in Addition to Adding New Ones), i would expect no compatibility problems with other mods that add new items -- Meaning: the only compatibility concern would be other mods that modify vanilla items like IR. Is that correct? 2) Any specific reason to remove Boots of Speed? 3) What is still missing for an official non-Beta release, aka, how complete and stable is the mod as of now? Thanks!
  3. Not sure about the three cantrip options for my Arcanist playthrough. Do you have a preference or recommendation for the cantrips (between options 61, 62 and 63)?
  4. I prefer the 5E casting style only for the Arcanist class (used by the PC), while leaving all other casters to regular 2E casting, so its TnB Arcanist over the 5E casting mod for me. @SD: how about custom spells added by other mods, can they be used by the Arcanist?
  5. Does the Arcanist kit behave well together with Cantrips (61, 62, 63) and Revised Familiars (66-69) components? I'm asking because you mentioned that Arcanist spell casting works differently from base classes and for example component 62 (level 1 Cantrips) also directly interacts with spell casting, so I'm wondering if there are any conflicts. Thanks!
  6. Of course i have that enabled, however there are often situations where a detected trap cannot be disarmed before combat starts or where the trap is only discovered during combat. There is no reason why the AI should storm right into/over already discovered traps. This is especially a problem with melees that have boots of speed equipped, since they often run into/over detected traps before the player can really react
  7. Just finished BG1 with these scripts, they are a big improvement over the default AI. Two suggestions: - Having two healers in the group (druid plus cleric) causes the scrips to overheal constantly; i.e. both healers will immediately attempt to heal any damaged party members out of combat. If a healer priority is not possible, maybe give the option to completely disable out-of-combat autoheal to avoid this issue? - Is it possible to have the AI avoid walking over detected traps on the ground (unless the player explicitly clicks for movement in that direction)?
  8. When I play IE games, i usually clear most location maps i enter, but not always. Sometimes i just cross the map without clearing it because i want to get somewhere else fast. Later on, when most of the worldmap locations are discovered, there is no easy way to tell which of the location maps have already been (fully) cleared. Therefore, the following idea: a mod that shows the discovery-% for each location on the world map. I don't know enough about IE modding to tell if something like this would have to be an integral part of UI mods, or if it could be created as a small standalone mod
  9. I'm confused, you call the thread "Taking 20" and "noncombat" (fair enough), but then you go on to describe several cheat-like effects for (specifically) making combat easier...?
  10. It would definitely be good to know if this is actually happening with the current 21.09.0 release or only when using an outdated Pecca version. Still strange how a UI mod could cause a bug like that
  11. I know it's a bit offtopic for this thread, but any specific reason why you have the UI mod so late in your order? I was under the impression that any UI mods (lefreut's, Dragonspear++, etc) should come very early (before quests) in the install order so that changes of UI elements by other mods don't get overridden
  12. That made me laugh more than it should Does that mean a version bump of T&B is just around the corner? Arcanist is great btw, really enjoying it a lot
  13. I think many people who come late to IE modding are in for a culture shock of sorts. Almost all other modding communities (for pretty much any non-IE game) revolve around the Nexus, so people are used to having a central repository (and discussion platform) that hosts all relevant mod content in one place. Think of the Nexus what you will, from a consumer- and convenience perspective it is great. To get an overview of interesting and up-to-date IE mods, it is necessary to investigate the content of several communities (at least G3, SHS, PPG, BD forums) and even then there are likely things you would miss (e.g., Tweaks and Tricks mod). That reminds me: i wonder how many modders have never heard of Magnus' modding tools Happy IE and Golem, simply because they are hosted on the somewhat obscure BGforge website?
  14. This sounds like a much better idea to me. Or make it a separate component but make smarter mages/priests depend on that component. Anyway, thanks for the response! I started a new game after my reinstall so i can't report back if it would have broken something if i had continued.
  15. While i understand your reasoning for putting the spell and item changes into the core component, i think it's a terrible idea. I don't think it's reasonable to expect extensive item/spell changes when installing AI components of a (mainly) AI mod... the user basically get's "blindsided" by them. Take my case: i installed a minimal SCS v32 setup (only smarter general ai and call for help) and didn't realise until quite a few hours played that this automatically installs the spell and item changes as well. Yes i could have read the version history of the readme, but this behaviour was/is not at all obvious during install -- not cool. On a sidenote: can i disable the spell/item changes in the ini during a playthrough or will i have to start a new game for it to take effect? P.S.: i love v32 otherwise, the difficulty slider ease-of-use functionality is great!
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