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Chitown Willie

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Everything posted by Chitown Willie

  1. Thanks Subtledoctor. Playing on "Hardcore" w/ SCS, so: HARDCORE: Enemies now use all of their powers as effectively as they can; a small number receive a boost to hit points. Some enemy numbers are increased. Spellcasters more aggressively cast spells in advance. In the later game, some of the most powerful spellcasters begin to use High-Level Abilities. Is Damage Resistance supposed to work *all* the time - or randomly some of the time? Look how Karlat resists some of the time:
  2. Recently had a gibberling do 8 damage to Jaheira wearing Split Mail (30 Slashing Resistance), and it made me question whether Damage Resistance is working. Are there any logs/settings that can be activated to confirm? Full disclosure - I'm using Scales of Balance's "Yet Another Revised Armor System: v5.38.1":
  3. Hi Angel, Installed BGEE 2.6.6 w/: ~MIH_EQ/SETUP-MIH_EQ.TP2~ #0 #16 // Enhanced Battles: Xvart Village: v5.1 But seems like the Village is a little tame since my last install w/ 5.0 - no Protectors or Shamans. Further investigation reveals they don't exist in NI: Did something change between 5.0 vs 5.1? Is there another way I can check the setup of the Village?
  4. Totally agree - A starting point: Shar-Teel : Berserker or Barbarian (S9BGEENPCTWEAKS), Amazon (Turambar - untested on EE) Khalid: Fighter/Mage (S9BGEENPCTWEAKS) Kivan: Archer (S9BGEENPCTWEAKS) Safana: Swashbuckler (S9BGEENPCTWEAKS) Skie: Shadowdancer (S9BGEENPCTWEAKS) Dynaheir: Sorcerer (S9BGEENPCTWEAKS)) or Generalist (Tweaks Anthology) Kagain: Dwarven Defender (S9BGEENPCTWEAKS) Faldorn: Avenger (S9BGEENPCTWEAKS) Imoen: Adventurer (Song & Silence + NearInfinity) Garrick : Gallant (Might & Guile) Eldoth: Jinxer (Might & Guile) Xan: Blade (Might & Guide + NearInfinity), Generalist (Tweaks Anthology) Xzar/Edwin: Generalist (Tweaks Anthology) Montaron: Assassin (Tweaks Anthology) Viconia: Priest of Shar (Turambar - untested on EE) Imoen/Xan were inspired by the NPC Kitpack and S9BGEENPCTWEAKS, respectively - but those components don't seem to work; hence, the workarounds with NearInfinity.
  5. Angel, I've got the following installed after Item Revisions: ~MIH_IP/SETUP-MIH_IP.TP2~ #0 #2 // Alternative Healing Potions -> Healing potions work as in Pen & Paper: v6 And I can see IPOTN08.ITM - but it appears as though the original "Potion of Healing" (POTN08.ITM) is untouched: Mods affecting POTN08.ITM: 00000: /* created or unbiffed */ ~ITEM_REV/ITEM_REV.TP2~ 0 0 // Item Revisions by DemivrgvsV4 Beta 10 (Revised V1.3.803) 00001: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 1140 // Gems and Potions Require IdentificationGems and potionsv10 Complete WeiDU :
  6. Blash2, Is the new tweak (v93) compatible with BGEE? Looks like the .tp2 requires BG2EE or EET: BEGIN ~Protagonist can die~ REQUIRE_PREDICATE GAME_IS ~bg2ee eet~ ~This component is not compatible with your game~
  7. Subtledoctor, Should a Level 1 bard w/ CHR 15 have 2 (0 + 2 extra from CHR from SoB Stat Bonus) - or 3 castings? Reason I ask is because when creating a brand new Mage/Thief > Bard, I'm granted 3 castings. But based on "d5cstbrd.2da", I was under the impression that Level 1 bards can't memorize any spells : 2DA V1.0 0 1 2 3 4 5 6 7 1 0 0 0 0 0 0 0 Also, I'm allowed to memorize 1 spell from a list of 5: Charm Person Friends Mage Armor Sleep Spook But Garrick/Will can't memorize any spells; they just have the included spells (i.e., Vocalize, Command).
  8. Subtledoctor, Double-checking that SoB (specifically Stat Bonus Overhaul) should be installed *before* SCS. Reason I ask is because I was poking around NI and noticed that the regular Kobold Chieftain was assigned to your "D5_STATS.EFF": But SCS Kobold Chieftains were not: And so I'm thinking that "Stat Bonus Overhaul" needs to be installed after "Improved Kobolds" to update the SCS kind.
  9. I'm with ya, Subtledoctor. Just wondering if something is squirrely with my install. Can someone w/ 34.3 check 'em out in NI?
  10. But SCS documentation states: "Kobold commandos get an enhanced Dexterity score and an extra pip in Shortbow (low-level humanoids are only normally allowed 1 pip) to compensate for the decrease in their abilities from standardising THAC0 and toning down elemental arrows. (They should now be about back up to vanilla power)."
  11. Did something change with latest version and kobold commandos? They're decimating my party, and their stats are way out of line with vanilla. SCS THAC0 = 12 Dex = 17 2 stars Short Bow Vanilla THAC0 = 15 Dex = 9 0 stars Short Bow
  12. Attached is .spl from "override". Thanks for your help. spwi215.spl
  13. I would love to contribute, but I can't figure out how to create a push request. My WeiDU-BGEE-01062022:
  14. I'm in the same boat. I downloaded the revised .spl: SR_Revised/spell_rev/shared/alternatives/spwi215.spl Can I just copy over the existing one in the "override" directory?
  15. Just a heads-up : Faerie Fire has 20' range: But description reads 10':
  16. Subtledoctor, I've got both installed: ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4.13 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4.13 And trying to understand Feats and Bards: Documentation states that single-class rangers, unkitted fighters, and thieves get Feats - but no mention of bards. But Garrick has 1 Feat under Special Abilities. And creating a new Gallant PC results in 2 Feats. Digging under the hood - Is the below a complete list of classes that receive Feats? If so, a new Barbarian gets none.
  17. Subtledoctor, Double-checking - I've installed the following alternate class: ~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v4.4.3 And noticed that Khalid starts with a whopping 3,138 XP: Combined with : ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.34 And Khalid starts as a 2/2 Cleric/Ranger. Was that intended?
  18. Thanks Subtledoctor - I was thinking the same thing, especially with Armor Melt.
  19. @Bartimaeus Curious to get your take on the Dark Side spells. Some examples: • Blight (Conjuration) Level: 1 Sphere: All Range: Visual range of caster Duration: 6 rounds Casting Time: 6 Area of Effect: 50' cube Saving Throw: Neg The reverse of the first level Bless spell invokes the displeasure of the cleric's deity upon all hostile creatures in the area of effect. Affected creatures will have their morale and any saving throws vs. fear reduced by 1, and all attack rolls will be made at a -1 penalty. A successful save vs. spells will negate the effects of the Blight. • Armor Melt (Alteration) Level: 1 Sphere: Combat Range: Line of Sight Duration: 1 turn Casting Time: 4 Area of Effect: 1 creature Saving Throw: 1/2 Upon casting this spell the priest can cause a change in certain physical material. Armor and metal objects will start to melt. Any creature affected by the spell receives an 8 point loss in armor class. Save vs spells for 1/2. • Sparks (Evocation) Level: 2 Sphere: Combat, Weather Range: Line of Sight Duration: Instantaneous Casting Time: 5 Area of Effect: 1 creature Saving Throw: 1/2 The druid summons up the electricity from the air around him and hurdles it at the target causing 4D6 electrical damage, save vs. spell to half. • Icebolt (Evocation) Mage221 ◦ Level: 2 ◦ Range: 15 ◦ Duration: Instantaneous ◦ Casting Time: 2 ◦ Area of Effect: One creature ◦ Saving Throw: None Upon uttering this dweomer a freezing ball of ice bursts from the caster's hands and streaks unerringly toward one target. The Icebolt deals 2D10 damage with no saving throw allowed, however magic or cold resistance can negate it's effects.
  20. I believe Sunscorch has an extra "Use EFF file (177)" at level 1: As a result, it's doing too much damage against undead.
  21. Her unmodded XP = 3572: But "Slower, standardized XP Tables" reduces the level 2 thresholds:
  22. Subtledoctor, With "Slower, standardized XP Tables", it appears that Jaheira levels up right away in both Fighter & Druid: Is that intended? Perhaps nerf her starting XP so she remains 1/1 at the beginning?
  23. Subtledoctor, I was under the impression that Fighters start with 1 Feat, but Khalid has 2: "To reflect their study of martial disciplines and techniques, single-class rangers and unkitted fighters will be able to choose from among 11 warrior feats."
  24. Also, error with "Shield Bonuses": Installing [Revised Shield Bonuses] [V4 Beta 10 (Revised V1.3.592)] loading 1 tra file Copying and patching 3421 files ... ERROR: No translation provided for @100322 ERROR: [BDSHLD04.ITM] -> [override/BDSHLD04.ITM] Patching Failed (COPY) (Not_found) Stopping installation because of error. Stopping installation because of error. ERROR Installing [Revised Shield Bonuses], rolling back to previous state Will uninstall 5 files for [ITEM_REV/ITEM_REV.TP2] component 10. Uninstalled 5 files for [ITEM_REV/ITEM_REV.TP2] component 10.
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