Jump to content

Chitown Willie

Members
  • Posts

    218
  • Joined

  • Last visited

Everything posted by Chitown Willie

  1. "Is there a "simple" fix" How about the "Tweaks and Tricks" mod, specifically: Throwing weapons damage type In BG2, all throwing weapons does missile (piercing) damage. Including axes, and even hammers. Also both axes and hammers are missing strength bonus. This was likely done for balance purposes, but seems a bit silly. This component allows to: Make axes and hammers do slashing and blunt damage, respectively. And/or add strength bonus to axes and hammers. In Classic, strength bonus will be applied to both THAC0 and damage (engine limitation). In EEs, just damage bonus will be granted.
  2. SD, Not 100% certain, but I believe "~SUBTLED_SPELL_TWEAKS/SUBTLED_SPELL_TWEAKS.TP2~ #0 #2321 // Move Spell Thrust to 1st Level: 2.6.1" is adding Spell Thrust as a Known Spell to all Bard and Wizard spellbooks. Not sure if that was intended or not.
  3. One more quick fix: In ...\stratagems\priest\spellchoices_defensive\demivrgvs\druid.tph Line 41 a bracket is missing. PUSH_RANDOM spells (DEFENSIVE_HARMONY null should be PUSH_RANDOM spells (DEFENSIVE_HARMONY null) Thanks in advance for the next release, David.
  4. Subtledoctor, Noticed in the latest release : "more selective shield bash". May we get more details?
  5. Hi David, With all your recent posts, any chance of a new release of SCS?
  6. Subtledoctor, Not sure if related to SoB, but my level 1 sorceror only has 1 count of a memorized spell. He should have 2: And taking a look behind-the-scenes, I see an Effect with Resource 3 = D5 (which is your signature)? Looks like Int 9-12 reduces # spells by 1.
  7. Just a heads-up that the Description for Faerie Fire needs to be updated: "When this spell is cast, a pale glow surrounds and outlines all enemies within the area of effect, making their position and movements easily visible. Outlined creatures do not benefit from the concealment normally provided by darkness, invisibility, or similar effects, and suffer a -2 penalty to AC. Those who succeed at a save vs. breath are totally unaffected by the spell. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire does not cause any harm to the objects or creatures thus outlined." Installed: ~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2 #0 #1152 // Improve Faerie Fire: 1.6
  8. I experienced the same thing with the Shaman. Between that and the overpowered Commandos, I've dropped the "Improved Kobolds" component from my installs even though conceptually I really like it. I would love to see a rework of it more in line with the Monster Manual: "The average kobold tribe has 40 - 400 (4d10x10) adult males. For every 40 kobolds in a band there will be one leader and two bodyguards (AC 6; HD 1-1; hp 4 each; damage 1-6). In a lair there will be 5-20 (5d4) bodyguards, females equal to 50% of the males, young equal to 10% of the males and 30-300 (3d10x10) eggs. There will also be a chief and 2-8 guards (AC 5; HD 1+1; hp 7 each; damage 1-8). 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). There may be one or more shamans."
  9. Subtledoctor, Just a heads-up that v6.6 is showing up as "v6.5a12" in the log: ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v6.5a12 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks -> Standardize Enchanted Equipment: v6.5a12 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v6.5a12
  10. Install "jmerry's Tweak Collection": 37. Fix Imoen's script in BGEE with SoD Games: BGEE with SoD, EET Siege of Dragonspear removed most of Imoen's script - the version you meet outside Candlekeep and can recruit, not the version that's part of the SoD plot. Among other things, this means that she doesn't gain experience when she joins if the protagonist has 2000 or more XP. This component adds the missing part of her script back in.
  11. Subtledoctor, Before installing "#121 // WPO - Combined Weapon Categories", Skie had a proficiency in Short Bow: After the component install, the proficiency got changed to Quarterstaffs: Any ideas? Version is: ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO - Combined Weapon Categories: v6.5a12 p.s. Yikes - Looks like all characters with bow proficiencies (e.g., Imoen, Kivan, Minsc) got changed to Quarterstaff.
  12. Download the Tweak mod here: https://github.com/subtledoctor/d5_Random_Tweaks Then you can pick-and-choose the individual components you want during install. And install *after* Spell Revisions.
  13. Suggestion : Install Subtledoctor's Random Tweaks (a.k.a. D5_Random_Tweaks) in combination with Spell Revisions. It makes a lot of sensible small changes that open up all kinds of possibilities, especially for low-level spells. My list:
  14. 1. Download from here: https://github.com/subtledoctor/ItemRevisions/releases 2. Extract the .zip to your game directory. 3. Download a copy of WeiDU from here: https://github.com/WeiDUorg/weidu/releases 4. Extract "weidu.exe", rename to "setup-item_rev.exe", and copy to your game directory. 5. Double-click on "setup-item_rev.exe" to start installer. 6. After installation, verify in WeiDU.log: ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v4beta10sd16
  15. The last thing we want is to turn modding into a chore for you. Thank you for all your hard work - We appreciate.
  16. Thanks Subtledoctor! I'll be patching a completed install, but ordinarily I assume this hot fix should go right after Spell Revisions? In other words: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4.19 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4.19 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4.19 ~D5_SR_4B19_SLEEP_FIX/D5_SR_4B19_SLEEP_FIX.TP2~ #0 #0 // fix Sleep in SR v4b19 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v15
  17. Looks like Sleep is still broken in the official release (not Beta): ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19 SD, Was it a simple fix? I'd like to patch an existing game. Thanks.
  18. Angel, Curious why "Revised Corporal Undead" touches Kobolds: Mods affecting KOBCOMM.CRE: 00000: /* created or unbiffed */ ~MIH_IP/SETUP-MIH_IP.TP2~ 0 14 // Miscellaneous Item Improvements (see readme)v7 00001: ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ 0 200 // SBO - Stat Bonus Overhaulv6.3.4 00002: ~MIH_EQ/SETUP-MIH_EQ.TP2~ 0 0 // Revised Corporal Undeadv5.1 Mods affecting KOBOLA_A.CRE: 00000: /* created or unbiffed */ ~MIH_IP/SETUP-MIH_IP.TP2~ 0 14 // Miscellaneous Item Improvements (see readme)v7 00001: ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ 0 200 // SBO - Stat Bonus Overhaulv6.3.4 00002: ~MIH_EQ/SETUP-MIH_EQ.TP2~ 0 0 // Revised Corporal Undeadv5.1
  19. Pardon my ignorance, but I guess I need to go back to 2nd ed school. If a creature has no weapon proficiencies, does its THAC0 suffer? For example, a Kobold Commando has no proficiencies in Bow or Short Sword: And according to the BG Wiki, there should be penalties: "Equipped with a Shortbow and a Short Sword, they lack the related weapon proficiencies, thus having to deal with penalties to THAC0 and physical damage." But I'm not seeing those reflected in the calculation: What am I missing?
  20. Bartimaeus, Just checking on best practices - Are the following "base" mods now recommended for the Revised mods? Item Revisions 4b10sd16 Spell Revisions 4.19rc1 Thanks!
  21. Thanks Angel. Just curious - Any ETA for v6 of Encounters & Quests? Thinking about doing a fresh install in the next few weeks. Thanks again for all your hard work.
×
×
  • Create New...