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Chitown Willie

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Everything posted by Chitown Willie

  1. Actually, that works out great - Now Minsc (with his 8 Int) can use Protection scrolls. I like it!
  2. Gotcha - Thanks. A small request - Any chance you can add a toggle in "settings.ini" to swap Potion of Restorations for Genius/Mind Focusing? Kind of like Spell Revisions' Blindness/Obscuring Mist setting?
  3. Looks like Minsc/Dynaheir is broken. Dyna offers option to join w/o Minsc - but Minsc does not.
  4. Both Kobold Guards & Commandos have "Class = Kobold 122".
  5. Ah, ok - I see it: But then why were Kobold Commandos coded with them?
  6. Noticed a few things about Kobolds with 33.4: Kobold Shamans will only cast Mirror Image - and then engage in melee. Kobold Guards and Kobold Shamans have no Weapon Proficiencies (Effects in NI)
  7. Yeah - I think you're onto something. Only 2 bats averaging +4 to-hit: And then there's the generic freak bat doing +127?
  8. Not to change the subject, but any ideas on bats from "Animal Summoning" and their outrageous hit bonuses?
  9. Hi marcnivar, Some random thoughts: I would recommend "Rogue Rebalancing" and "Song & Silence" for thief/bard refinements; it's always included in all my builds. I really like the Amazon kit for Sharteel (part of Turambar Mod); adds a lot of flavor and seems to fit her perfectly. Similarly, I like the Priest of Tempus kit for Branwen (again, part of Turambar); adds ability-based progression (i.e., new abilities at 3rd/4th/10th levels). You may want to revisit "Dark Side of Sword Coast" & "Northern Tales"; latest versions (4.1 & 4.2, respectively) were released on 12/13/20. "Ascalon's Questpack" is now at v3.0. If you're going to play an evil Fighter/Thief, why not simply recruit Montaron? That frees you up to choose something different. If you want to backstab mages, simply tone down the SCS difficulty; in other words, "Mages (advance casting of spells before battle) > TACTICAL". Then enemy mages will not automatically come buffed with Mirror Image. IMHO, beserkers & barbarians are slightly overpowered in BG1. Many of the typical challenges (e.g., sirines, shamans w/ Rigid Thinking) are cakewalks with Enrage; just some food for thought with White. You don't have a dedicated utility thief (i.e., thief focused on Find Traps/Open Locks), and as a multiclass, you will progress more slowly - Again food for thought.
  10. Yep - and discussion starts at the bottom:
  11. Hi Ser Thomas, Below is my list: Notes I used the following as the foundation for sequence https://www.gibberlings3.net/forums/topic/28894-ir-revised-v13300-2021-january-5th/?tab=comments#comment-254949 Only focused on BG1 - no BG2-specific mods SCS v33.4, as opposed to latest (33.7) due to "mages standing around" bug Stable for the most part; random crash-to-desktop once a blue moon
  12. For example, you install the following component: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v9 Eldoth becomes available right from the start; do you keep his 2526 xp? Or scale back to something more in line with Montaron/Xzar (approx 50xp)?
  13. I don't think Item Revisions' "Sensible Lore System" is working with Song & Silence's additional bard kits. Sensible Lore System states: Lore Table: Fighters/Paladins/Rangers (+1 lore/level), Clerics/Druids (+2 lore/level), Thieves/Blades (+3 lore/level), Mages (+4 lore/level), Bards (+6 lore/level). But my Acrobat is using the standard bard lore (10/level) to calculate the penalty to lore (Acrobat Disadvantage : Only has one-half normal lore value):
  14. No actual magic resistance messages - just occasional saving throw messages:
  15. Noticed this post from 2018 : "Halt Undead and Control Undead are affected by magic resistance. Doesn't that make them kind of...useless? Not sure if bug or just absolutely terrible spells. Lower Resistance does exist, yes, but...these spells are specifically for targeting the undead, and many undead have way too high of spell resistance to effectively be combated by Lower Resistance." Seems like still an issue - Repeated attempts on a skeleton in High Hedge didn't work.
  16. Casting "Magical Stone" (Level 1 Divine spell) results in Crash-to-Desktop with: ASSERTION FAILED! File: ObjAnimation.cpp Line: 23846 Exp: bAttackProb[0] == FALSE && bAttackProb[1] == FALSE && bAttackProb[2] == FALSE Msg: no msg. Run Debugger? Spell revision info: ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised V1.3.205) Complete WeiDU: Update : To fix, change "Appearance" in Shadowkeeper to "Cleric Female Elf". Thanks to Serg Blackstrider.
  17. I just experienced the same behavior as tomasz86 with Tarnesh. Once he went through his Mirror Image/Horror/Magic Missile collection, he literally just stood there and did nothing. Xzar went right up, engaged in melee, and chopped away with his dagger.
  18. Thanks Jastey. Can't help but compare to Kagain, and initial impression is that Breagar is slightly overpowered: (Breager vs Kagain) Strength : 17 vs 16 Axe Proficiency: 3* vs 2* Special Ability : Ghost Hammer/Fire resistance vs None Since I typically play with the following mods/components: Thrown Hammers Jarl's BGT Tweaks (Item Addon (IWD-Types)) Scales of Balance I decided to make the following revisions: Proficiencies (1* each): Hammer, Axe, Single Weapon Style, Two-Handed Weapon Style Gains "Ghost Hammer" at level 3 Thought process: Tone down low levels Better distinguish Kagain vs Breager Maintain focus on Axe, but allow for flexibility with respect to fighting style (Defense? Go Battle Axe + Single Weapon or Shield. Offense? Go with Great Axe (from Jarl's) + Two-Handed Style. Need to crush some skeletons? Go Hammer + Single Weapon). Allows for growth (i.e., 3rd level Ghost Hammer) Whatcha think?
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