Jump to content

Chitown Willie

Members
  • Posts

    218
  • Joined

  • Last visited

Everything posted by Chitown Willie

  1. Check out "Scales of Balance" mod, specifically the "Weapon Proficiency Overhaul (WPO): Overall Overhaul" component: Crossbows are usable by everyone except druids and Beastmasters." Trueclass fighters and Kensai can attain Mastery (+++) at 6th level, and High Mastery (++++) at 9th level, in any weapons they focus on. Other kitted fighters plus barbarians, paladins, rangers, and multiclass fighters can attain Mastery (+++) at 6th level. Multiclass fighter/mages can attain Mastery (+++) in any weapon but the only available styles are Single-Weapon and Two-Handed Weapon.
  2. I used to use "Aurora's Shoes & Boots" to do just that: ~AURORA/SETUP-AURORA.TP2~ #0 #470 // Change creature gold carried -> Reduce to 50% (recommended): v5.2.1 ~AURORA/SETUP-AURORA.TP2~ #0 #420 // Realistic random treasures -> Both 1 and 2 (no treasures lost): v5.2.1 But unfortunately it doesn't work with the EE's, as far as I know.
  3. "Interesting. I wouldn't be surprised if a lot of people have to artificially limit themselves in order to make the resting mechanics fun." That exactly what I do - one rest per map area (or boss battle): 1 rest for High Hedge, 1 rest for The Mines, 1 rest for Mulahey, etc. Needless to say, there are exceptions (e.g., Beregost - each of the named characters (Silke, Karlat) are given their own "rest), but for the most part, this strategy works well. "As a result of this, I redesigned it using some of the clever and positive design changes from Pillars of Eternity and my own game design philosophy, in an effort to increase depth and make resting as a mechanic more interesting." I love love love all your suggestions and couldn't agree more with your reasonings. If you port your mod to BG:EE, I'd install in an instant.
  4. Opened up "C:\GOG Games\BGEE\weidu_external\backup\stratagems\5900\RING97.ITM", and the "Immunity to weapons" Effect is not there. By the way, thanks so much for the troubleshooting advice.
  5. Opened up "C:\GOG Games\BGEE\weidu_external\cdtweaks\backup\1140\RING97.ITM", and the "Immunity to weapons" Effect is not there. Perhaps it's something unique to v.843 of IRR?
  6. Bartimaeus, Recently noticed that all wyverns are immune to normal weapons. Further examination shows that wyverns are equipped with RING97.ITM, which provides the immunity: And RING97 is changed by IRR: Mods affecting RING97.ITM: 00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.843) 00001: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 1140 // Gems and Potions Require IdentificationGems and potionsv15 00002: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)34.3 Was it intended to grant wyverns with this immunity?
  7. Two quick questions: 1. Noticed that he has a sling proficiency with 0 stars - is this intended? 2. Is he supposed to start with 12hp? Seems like too much for a level 2 mage. Thanks!
  8. Not to add salt to wounds, but I think you applied the ju-ju zombie characteristics to all zombies: resist_crushingGT => 50 resist_piercingGT => 50 resist_missileGT => 50 resist_cold => "if resist_fire < 100 then 100 else no_change" resist_magic_cold => "if resist_magic_fire < 100 then 100 else no_change" strengthGT => 18 strength_exGT => 10 constitutionGT => 16 According to the Monster Manual, ju-jus: Regardless of the magic on the weapon, edged and cleaving weapons inflict normal damage, while blunt and piercing weapons cause half damage.
  9. Kinda like the bats' Swarm ability from "Animal Summoning I": Swarm: each bat within 5' receives a +2 bonus to THAC0
  10. Gotcha. Problem is an 18 Dex grants them a -5 AC - which is a big deal for a Level 1 party in High Hedge. Perhaps use the original skeletons for High Hedge - and ramp up to tougher skeleton w/ Mulahey?
  11. It isn't - But an experimental version (5.3) was released and *supposedly* is compatible. It's bured in the Aurora forums.
  12. Hi Angel, Regarding "Revised Corporal Undead", doc states: "Skeletons take half damage from slashing, piercing and missiles." But taking a peek behind-the-scenes: ACTION_CLEAR_ARRAY skeleton ACTION_DEFINE_ASSOCIATIVE_ARRAY skeleton BEGIN resist_crushingGT => 50 resist_piercingGT => 50 resist_missileGT => 50 resist_cold => "if resist_fire < 100 then 100 else no_change" resist_magic_cold => "if resist_magic_fire < 100 then 100 else no_change" strengthGT => 16 dexterityGT => 18 END 1. Should "resist_crushingGT" actually be "resist_slashingGT"? 2. Curious - Why did you bump up Str & Dex? Makes 'em infinitely harder to hit.
  13. I'm assuming this is BGEE (no SOD). 1st things 1st: Reinstall without the following and test: ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 34.3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 34.3
  14. SD, I see you're using SoB to keep XP in check: ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #2123 // XPO - No Murder XP -> kills give half XP: v5.38.3 How about gold? Also, is Sleep working? It was broken when I tried: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4.19beta
  15. Holy crap, that's a lotta mods. Some thoughts: 1. As a general rule-of-thumb, I use the following template for sequence: [quest mods] [NPC mods] [spell mods including Spell Revisions] [item mods including Item Revisions] [small kit mods] Divine Remix Song & Silence Rogue Rebalancing Monastic Orders of Faerun Tome & Blood Faiths & Powers Might and Guile [tweak mods including Tweaks Anthology] Scales of Balance SCS [end-of-order mods like LevelOneNPCs, NPC_EE, Randomiser, etc.] 2. Some of your versions are outdated. Some examples: Endless BG1: 10 --> 12 Northern Tales of Sword Coast : 4.2.0 --> 5 BG Quests/Encounters: 25.3 --> 25.5 Ascalon's Questpack: 4.2 --> 4.3 Made in Heaven: Encounters & Quests: 5.1 --> 5.2 Item Revisions V4 Beta 10 --> (May want to add Item Revisions Revised) 3. Not sure how "Skills & Abilities" will play nice with Scales of Balance's "Fighting Style Changes". 4. Make sure to correct an SCS file before installing: 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) 5. I don't see anything to keep your XP/gold in check; strongly recommend something like: ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2052 // XP for killing creatures -> Decrease to 50%: 1.12 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2062 // XP for quests -> Decrease to 50%: 1.12 For gold, I tried an experimental version of Aurora's Shoes & Boots, but it didn't seem to work: ~AURORA/SETUP-AURORA.TP2~ #0 #247 // Change quest gold rewards -> Reduce to 50%: v5.3 (EE & EET) ~AURORA/SETUP-AURORA.TP2~ #0 #470 // Change creature gold carried -> Reduce to 50% (recommended): v5.3 (EE & EET) Alternatively, I use the following for quick-and-dirty gold nerfing: ~LOW_MAGIC/LOW_MAGIC.TP2~ #0 #402 // Increase Scroll Prices -> Increase Based on Spell Level: v0.5 ~TNT/TNT.TP2~ #0 #53 // Stores always buy goods at the same (low) price | POWER USER component, consult readme: v8.19 6. On a general note, I've always gradually added mods in very small numbers so I can appreciate the little nuances and more easily embrace the changes/quirks. For example, ~MIGHT_AND_GUILE\MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.22 is a *huge* change to bards and takes a little getting used to. Good luck!
  16. Thank you for all your reviews - Great insights and super helpful. Would it be possible to add a 4th category called Balance? I'm wary of mods that add overpowered items and excessive XP for quests. Thanks!
  17. Just a heads-up that the version in the "readme" needs to be updated: IR Revised A Gibberlings Three Mod Authors: Demivrgvs, Mike1072 and Ardanis IR Revised by: Bartimaeus On the web: Home page, discussion forum, and IR Revised thread Item Revisions V4 b10 IR Revised V1.3.600
  18. I've noticed the same thing with summoned bats (from Animal Summoning I). I suspect the problem in my case is with the following tweak: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3340 // Increase Party Movement Speed and/or Casting Speed Outside of Combat [argent77] -> Movement speed by 50 percent: v14 Which speeds up party members - but not summons.
  19. Latest WeiDU for upload. Thx. WeiDU-BGEE-2022-04-28.log
×
×
  • Create New...