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Chitown Willie

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Everything posted by Chitown Willie

  1. Check out Subtledoctor's "Stat Overhaul" mod, specifically the "Ability Score Overhaul" component; it matches your suggested changes pretty closely: STRENGTH thac0 Damage 14: - +1 15: - +2 16: +1 +2 17: +1 +3 18: +1 +4 18/51: +2 +4 19: +2 +5 20: +2 +6 21: +3 +6 22: +3 +7 23: +4 +7 24: +4 +8 25: +4 +9
  2. How about: ~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit: v5 ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #49 // Make Safana a Swashbuckler: 1.1 ~S9BGEENPCTWEAKS/S9BGEENPCTWEAKS.TP2~ #0 #52 // Make Skie a Shadowdancer: 1.1
  3. Installing 35.10: ERROR Installing [Smarter Priests], rolling back to previous state Will uninstall 239 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6040. Uninstalled 239 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6040. ERROR: Failure("resource [ICE_KNIFE.spl] not found for 'COPY'") Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at gibberlings3.net. Using Language [English]
  4. Hello, Attempting to install .900 and receive: Installing [Spell Revisions] [v4 Beta 18 (Revised v1.3.900)] FAILURE: ERROR: charsets were not converted because iconv could not be found in spell_rev/languages/iconv Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Spell Revisions], rolling back to previous state Will uninstall 0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 0. Uninstalled 0 files for [SPELL_REV/SETUP-SPELL_REV.TP2] component 0. ERROR: Failure("ERROR: charsets were not converted because iconv could not be found in spell_rev/languages/iconv") Please make a backup of the file: SETUP-SPELL_REV.DEBUG and look for support at: Bartimaeus in the SR Revised thread at forums.gibberlings3.net Using Language [English] WeiDU log:
  5. Hello, Documentation states: "Area of Effect: single target" But in game shows: Installed: ~DW_TALENTS/DW_TALENTS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): Beta 5
  6. I'm curious as well. I'm guessing that with "Spell System Revisions and New Spells", one doesn't really need SR.
  7. Hi David, Just a thought - I've been using "Alternative Constitution Bonuses" from Bart's Tweaks, which is along the same lines but only affects level ups: ## Alternative Constitution Bonuses</br> 3rd Edition-style Constitution, with the addition of some very slow regeneration that makes resting actually have some value if you have high Constitution characters but no clerical healing spells. A character with a Constitution of 10 would receive exactly one more hitpoint from resting for 8 hours, while a character with a Constitution of 18 would receive just two more hitpoints, with a much bigger scaling up once you go beyond that into exceptional constitution territory. It doesn't sound like much, but it wasn't designed to be powerful, just to help a little in the early stages of BG1 when you don't have enough healing spells readily available and you find resting 3 times in a row to be distasteful. 01: -3 HP on level up, no regeneration, -5 fatigue bonus<br/> 02: -2 HP on level up, no regeneration, -4 fatigue bonus<br/> 03: -2 HP on level up, no regeneration, -4 fatigue bonus<br/> 04: -2 HP on level up, no regeneration, -3 fatigue bonus<br/> 05: -2 HP on level up, no regeneration, -3 fatigue bonus<br/> 06: -1 HP on level up, no regeneration, -2 fatigue bonus<br/> 07: -1 HP on level up, no regeneration, -2 fatigue bonus<br/> 08: -1 HP on level up, no regeneration, -1 fatigue bonus<br/> 09: -1 HP on level up, no regeneration, -1 fatigue bonus<br/> 10: 0 HP on level up, 1 hp/2400 second regeneration, 0 fatigue bonus<br/> 11: 0 HP on level up, 1 hp/2100 second regeneration, 0 fatigue bonus<br/> 12: 1 HP on level up, 1 hp/1800 second regeneration, 1 fatigue bonus<br/> 13: 1 HP on level up, 1 hp/1500 second regeneration, 1 fatigue bonus<br/> 14: 2 HP on level up, 1 hp/1200 second regeneration, 2 fatigue bonus<br/> 15: 2 HP on level up, 1 hp/900 second regeneration, 2 fatigue bonus<br/> 16: 3 HP on level up, 1 hp/600 second regeneration, 3 fatigue bonus<br/> 17: 3 HP on level up, 1 hp/450 second regeneration, 3 fatigue bonus<br/> 18: 4 HP on level up, 1 hp/300 second regeneration, 4 fatigue bonus<br/> 19: 4 HP on level up, 1 hp/240 second regeneration, 4 fatigue bonus<br/> 20: 5 HP on level up, 1 hp/180 second regeneration, 5 fatigue bonus<br/> 21: 5 HP on level up, 1 hp/120 second regeneration, 5 fatigue bonus<br/> 22: 6 HP on level up, 1 hp/60 second regeneration, 6 fatigue bonus<br/> 23: 6 HP on level up, 1 hp/30 second regeneration, 6 fatigue bonus<br/> 24: 7 HP on level up, 1 hp/12 second regeneration, 7 fatigue bonus<br/> 25: 7 HP on level up, 1 hp/6 second regeneration, 7 fatigue bonus<br/>
  8. Try installing Bard Songs from Talents: 70: ~DW_TALENTS/DW_TALENTS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition
  9. Delete the following from "class_race/kit_rebalance.tpa": COPY_EXISTING "%weapon%.itm" "override/%itm_shapeshifter_werewolf_lord%.itm" LPF ALTER_EFFECT INT_VAR match_opcode=98 parameter2=1 END
  10. David, While the entire mod is amazing, I can't thank you enough for this one component. I've always had a problem with numerous kits - in particular, Skalds, Cavaliers, Shapeshifters, and Totemic Druids - and this opens up a whole new world of replay ability and fun. I would recommend that this - as well as the "Rebalanced Thief/Bounty Hunter traps" - should be mandatory for every install. Thanks again.
  11. Installed Beta 3: ~DW_TALENTS/DW_TALENTS.TP2~ #0 #40470 // Rebalanced thief and bounty hunter traps at low levels: Beta 3 But Special Snare still shows "3d8 +5" for damage:
  12. Update - So I was able to successfully install "Smarter Priest" when removing the 2 entries (SOUL_EATER, CREATE_BONEGUARD). Thanks David! New file looks like: PROTECTION_FROM_MAGIC_WEAPONS PROTECTION_FROM_NORMAL_MISSILES MANTLE SPIDER_SPAWN HORROR BURNING_HANDS VAMPIRIC_TOUCH DEATH_SPELL STRENGTH HASTE IMPROVED_HASTE POWER_WORD_STUN SHOCKING_GRASP LIGHTNING_BOLT CHAIN_LIGHTNING STINKING_CLOUD CONTAGION CLOUDKILL ICE_KNIFE ICELANCE INVISIBILITY IMPROVED_INVISIBILITY MASS_INVISIBILITY POWER_WORD_SILENCE SLEEP SHADOW_DOOR REMOVE_MAGIC DETECT_INVISIBILITY GHOUL_TOUCH CHILL_TOUCH SKULL_TRAP
  13. Hi David, Yep - I think your instincts are correct. Now getting: ERROR locating resource for 'COPY' Resource [CREATE_BONEGUARD.spl] not found in KEY file: [./chitin.key] Will continue to pare down that file. Thanks for the tip!
  14. From the DEBUG file: ERROR locating resource for 'COPY' Resource [SOUL_EATER.spl] not found in KEY file: [./chitin.key] Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. Stopping installation because of error. ERROR Installing [Smarter Priests], rolling back to previous state Unable to Unlink [weidu_external/backup/stratagems/6040/OTHER.6040]: Unix.Unix_error(1, "unlink", "weidu_external/backup/stratagems/6040/OTHER.6040") [weidu_external/backup/stratagems/6040/UNSETSTR.6040] SET_STRING uninstall info not found Will uninstall 200 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6040.
  15. Some observations: 1. I did not install "Icewind Dale" spells from either Talents or SCS, and, 2. I see "Soul Eater" in C:\GOG Games\BGEE\stratagems\priest\data\tof_wizard_spells_used.txt : PROTECTION_FROM_MAGIC_WEAPONS PROTECTION_FROM_NORMAL_MISSILES MANTLE SPIDER_SPAWN HORROR BURNING_HANDS VAMPIRIC_TOUCH DEATH_SPELL STRENGTH HASTE IMPROVED_HASTE POWER_WORD_STUN SHOCKING_GRASP LIGHTNING_BOLT CHAIN_LIGHTNING STINKING_CLOUD CONTAGION CLOUDKILL ICE_KNIFE ICELANCE INVISIBILITY IMPROVED_INVISIBILITY MASS_INVISIBILITY POWER_WORD_SILENCE SLEEP SHADOW_DOOR REMOVE_MAGIC DETECT_INVISIBILITY GHOUL_TOUCH SOUL_EATER CREATE_BONEGUARD CHILL_TOUCH SKULL_TRAP
  16. ERROR Installing [Smarter Priests], rolling back to previous state Will uninstall 200 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6040. Uninstalled 200 files for [STRATAGEMS/SETUP-STRATAGEMS.TP2] component 6040. ERROR: Failure("resource [SOUL_EATER.spl] not found for 'COPY'") Please make a backup of the file: SETUP-STRATAGEMS.DEBUG and look for support at: For help troubleshooting installation problems, go to the Sword Coast Stratagems forum at gibberlings3.net. Using Language [English]
  17. Hello, Would it be possible to drop this requirement? SKIPPING: [Revised speciality priests of Lathander/Helm/Talos/Tempus/Tyr] This component requires either Icewind Dale, or for the Icewind Dale arcane spells to be installed
  18. Hi David, First, a big thank you for all your hard work; between ToF and the new SCS, it certainly calls for a reinstallation. Just an additional category to your above list: Class and Kit Revisions Rogue Rebalancing > Thief Kit Revisions, Bard Kit Revisions Song & Silence > Changes to trueclass bards and thieves, and unmodded game kits Might & Guile > [Numerous kit revisions] jMerry's Tweak Collection > Shapeshift corrections aTweaks > Restore innate disease immunity to Paladins
  19. Have to agree - A bad-ass kobold with Level 4 Fighter skills (with 2* in Short Sword + 2* in Single Weapon) worth 3XP? It's just out-of-whack.
  20. Understood, but I would think (could be wrong) that most players these days load up on quest mods and hence add some tweak to keep XP in check - like: ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.12 So it all comes out in the wash.
  21. Spot on, jmerry - Exactly my thoughts. How about swapping out the Kobold Elites for worgs or Wild Boars (bdboar02.cre)? At least you'll know what you're really up against. "Further, there is a 65% chance there will be guard animals: (70%) 2-5 wild boars (AC 7; HD 3+3; damage 3d4 gore) or (30%) 1-4 giant weasels (AC 6; HD 3+3; damage 2d6 bite and blood drain)."
  22. " I can use Glitterdust, which I fund unreliable at best. " Install Spell Revisions + SubtleD's Spell Tweaks: Spell Revisions This spell creates a cloud of glittering golden particles within the area of effect. The sparkling dust dazzles all opponents in the area (-2 penalty to attack rolls) for 4 rounds and reveals any opponents who are invisible. Those affected must also save vs. breath to avoid becoming completely covered by the dust, which cannot be removed and continues to sparkle for 4 rounds. Those failing the save remain unable to successfully hide themselves until the dust fades. SubtleD's Spell Tweaks No saving throw is allowed to avoid the inability to turn invisible. An AC penalty is added to match the thac0 penalty.
  23. Hi David, Another great big Thank You for all your hard work - We really appreciate. A small request - Since we're talking about adjusting power levels, may we tone down the kobolds in Mulahey's lair? I know the readme states: "Mulahey's tough kobold allies are redesignated as "Kobold Elites" and improved a bit." But I knew something was off when they survived this: And taking a peek under the hood I suspect it was "KOBOLD7.CRE": These stats blow away even the Kobold Chiefs/Guards from the 2E Monster Manual: "There will also be a chief and 2-8 guards (AC 5; HD 1+1; hp 7 each; damage 1-8)."
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