Chitown Willie
-
Posts
218 -
Joined
-
Last visited
Content Type
Forums
Events
Downloads
Gallery
Mods
News
Store
Posts posted by Chitown Willie
-
-
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.
-
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.
-
Subtledoctor,
Noticed in the latest release : "more selective shield bash".
May we get more details?
-
Hi David,
With all your recent posts, any chance of a new release of SCS?
-
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.
-
Any chance of Dusk making an appearance in BG1?
-
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
-
On 7/23/2023 at 10:00 PM, boof said:
Which leads to another strange thing which I've only noticed now. After his mirror image prebuff, he only casts one spell and then just chases you around trying to shank you. Intended? To be fair if he actually used all the spells he was supposed to have , it would be a bit on the insane side for this stage of the game.
Anyone that knows scripts mind looking into this? I'm mostly very confused by the icelance when there is no icelance in his spellbook.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." -
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 -
<Deleted>
-
Install "jmerry's Tweak Collection":
37. Fix Imoen's script in BGEE with SoD
Games: BGEE with SoD, EETSiege 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. -
Thanks Subtledoctor.
-
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.
-
30 minutes ago, temyankee said:
So, am I to download all of those files individually? Or is there a way to acquire them in one DL archive?
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.
-
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:
Spoiler~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #5010 // Cure and Similar Spells Bypass Spell Protections: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2105 // Add 1-Round Blindness Effect to Color Spray: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2108 // Change Protection from Petrification into 'Mirrored Eyes': 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2116 // Allow Targets of Sleep to Wake on Hit: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1151 // Reduce Damage but Improve Blindness in SR's Sunscorch: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1152 // Improve Faerie Fire: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2201 // Add Missile Avoidance to Blur: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2209 // Make Luck Affect Whole Party: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2212 // Move Mirror Image to 3rd Level: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2213 // Add Lingering Effects to SR's Stinking Cloud: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2215 // Make Web Slow Instead of Hold: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2217 // Change Agannazar's Scorcher to Melf's Fiery Missiles: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2224 // Improve Glitterdust: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1202 // Make Barkskin Block One Attack Each Round: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1207 // Make Goodberry an Out-of-Combat Mass Regeneration: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1212 // Tweak Slow Poison: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2305 // Make Haste and Slow Properly Cancel Each Other: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2321 // Make Spell Thrust Target Actors: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2324 // Make Hold Undead and Control Undead Bypass MR: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1323 // Improve Casting Time of Exaltation and Spiritual Clarity: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1352 // Increase Range of Icelance: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2413 // Allow Target of Otiluke's Sphere to Use Inventory Screen: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2418 // Set Fire Shield and Acid Sheath Spells to be Breachable: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1404 // Change Neutralize Poison into 'Remove Afflictions': 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2508 // Improve Function of SR's Waves of Fatigue: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2518 // Change Damage Type and School of Phantom Blade: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2523 // Change Sunfire into 'Missile Storm': 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1505 // Make True Seeing Party-Wide: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1603 // Set Blade Barrier to be Breachable: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1609 // Make False Dawn Bypass Magic Resistance: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1613 // Make Physical Mirror Block 1 Attack Per Three Seconds: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1614 // Make Sol's Searing Orb Easier to Throw: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2711 // Adjust the Effects of Chaos: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #1710 // Add Slow Effect to Holy Word: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2808 // Set Moment of Prescience to Not Breachable: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2811 // Move Symbol: Fear to 7th Level: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2916 // Move Shapechange to 8th Level: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2915 // Move Black Blade of Disaster to 8th level: 1.5.7
~D5_RANDOM_TWEAKS/D5_RANDOM_TWEAKS.TP2~ #0 #2914 // Add Instant Death Effect to Energy Drain: 1.5.7 -
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
-
5 hours ago, Angel said:
Sorry, but I do not give ETAs. This is a hobby, not work.
The last thing we want is to turn modding into a chore for you.
Thank you for all your hard work - We appreciate.
-
2 hours ago, subtledoctor said:
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 -
On 7/14/2022 at 3:42 PM, subtledoctor said:
A quick test, and it seems like I've fixed Sleep. I'll update SR soon.
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.
-
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 Undeadv5.1Mods 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 -
Perfect - Thank you jmerry!
-
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?
-
Just checking on best practices - Are the following "base" mods now recommended for the Revised mods?
- Item Revisions 4b10sd16
- Spell Revisions 4.19rc1
Thanks!
-
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.
Does IR Remove Strength Bonus from Throwing Weapons?
in Item Revisions
Posted
"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: