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pochesun

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Everything posted by pochesun

  1. good to know. Personally, i really dont like to point out people's mistakes (with very few exceptions) and of course it would be a "mauvais ton" to officiously remind modders to add fixes or something else, but sometimes i see something is not in place, i got that itching feeling, you know Jokes aside, i feel that collective control, when it comes to mod improvement, is better most of the time for different reasons, for integrity of the mod purposes, not least of all.
  2. i will think of a candidate for Rifthammer and if something good comes to mind - i will tell you for sure Also, i just recalled, several months ago we discussed an issue with Icelance (this topic, i believe pages 142-143) but i still dont know if it got resolved. And i failed to find any mention of it in Git Hub commits history. Just curious if it got fixed, thats all.
  3. It might be an unwarranted post but ... i remember sometime ago you suggested an idea to imbue strange, murky potions with more entertaining and unpredictable effects (random effects) and not guaranteed ones. I really liked the idea so i wanted to ask if you plan to develope it any time soon? Also, i am going to do a clean installation soon for new playthroughs. Sometime ago i posted a request to place Rifthammer so it becomes avaiable in SoD and you seemingly agreed that it could be done. Wanted to ask if you ve come up with an idea for the best placement for Rifthammer in BG1.
  4. yeah, also i assume recently you made Haste effect from potion counterable (dispellable) by Slow spell. So is it possible to include this as an option in ini. file?
  5. @Bartimaeus hello. Wanted to ask if there is an option to make potions dispallable? I had an idea to try dispallable potions but could not find settings in ini. file.
  6. Oh i missed that update, thats awesome, thx!!! Also, i, for the first time, hear about "little junky tweak pack" What is it about? I mean i read its content but i dont understand if it or some parts of it are important to install: like elemental or fiend tweaks or shapeshifting change. I always been using SCS shapeshifting component and i really like the SCS version. Does your tweak changes it mildly or significantly. Same - for elelmentals tweaks etc. I am not a huge fan when it come to "drastic change" or "overhaul" the basic game structure (thats why i never install any components meddling in classes changes, progressions and all that stuff, with very very few exceptions). So basically my question is: do you strongly recommend it? and if yes , which components are most important? Also when should i instlal it: after SRR and right before SCS?
  7. i was curious if its possible to restore Lighting Bolt spell multiple bouncing effect? Its one of those few things i really miss in SR. Maybe make it optional for ini. edit?
  8. thats clear but i was alluding mostly towards AI behavior suggesting that i am going to play with SR and some parts of the component will not be installed. This phrase - " enemy spellcasters may act quite strangely from time to time if this is not installed" - kinda addled me a bit, thats why i was asking
  9. I have a question regarding "Core Stratagems spell system changes". In readme disciription it says "These tweaks alter a range of spells, mostly but not entirely focussed around a spellcaster's defenses and abilities to remove other creatures' defenses. What unites them is that all are assumed by the enemy AI in Sword Coast Stratagems, and enemy spellcasters may act quite strangely from time to time if this is not installed." But i noticed there are several parts of the component not compatible with SR (basically it means i cant install them if i play with SR). Does it mean that if i play with SR then SCS mages and priests will act strangely and if yes, how bad it will be? (since i cant install all the parts of this component)
  10. is it possible to make it possible? Also do Ressurection element of the component (diamonds, limitation to cast in battle etc), Imprisonment/Freedom, Flesh to Stone get along with SRR?
  11. I have a question regarding "Revised handling of death effects" component. I like all the changes it introduces to the game except the first one (i believe perm death should be in the game). Is it possible to somehow disable only this part of the component in the ini. file?
  12. Thats great, I will be super thrilled to see Runehammer in SoD. Besides most SoD battles are grounded on throngs of small and mid creatures rushing headlong towards you (Runehammer obviously often usefull against them) there are 2 battles where Runehammer would be part of great strategy: one i like especially - in the dungeoun prison against boss who summoned multiple mages and one strategy would be to use Runehammer not to kill them but trigger the miscast/deafening debuff with Runehammer to make those mages way less dangerous. With Runehammer its actually possible for a complete non mage party (!) to win that battle.
  13. I have a suggestion: is it possible to place Runehammer somewhere in BG1? I know it was a possesion of Bassilus before but then it was swapped for another hammer due to balance reasoning. I agree that Runehammer is overpowered for early and mid BG1 but very late BG 1 and, whats more important, the whole SoD its a very appropriate and fun weapon to play with. Since you can carry your equipment into SoD i was thinking that maybe its reasonable to place Runehammer somewhere just before Sarevok fight?
  14. poggers super stoked to play new version. I have noticed there are a lot of updates and innovations in spells field, and as SRR afficionado i am curious how those innovations will work with that mod.
  15. @Bartimaeus could you answer to my previous post please?
  16. @Bartimaeus so you still need changelog on SPWI323 or you identified the culprit for icelance?
  17. Somehow i always thought Fighter Thac0 stops at 0. Ok then. I am attaching file you asked for from override folder but... i dont think i pulled files from override folder before (lol) I will from now on, though. spwi323.spl
  18. @Bartimaeus I found the file, thx for directing me "Override" folder completely escaped my mind. @Nehreis mentioned (alongside Tenser Transformation issue) an issue with Devine Power spell setting base thac0 of 1 at high level instead of 0 (as i assume is supposed to be). I think i also encountered that issue too but just forgot to report it. Doing it now just in case SCRL6I.ITM
  19. I failed miserably in attempt to find that file (scrl6i.itm), lol I only found scrl06.itm but i am afraid its not it. Just in case i attach it here. scrl06.itm
  20. Could you direct me where to fing that file? Regarding Goblet: the way you described it, it actually might work (and its close to what i imagined it should be). In case you decide to tamper with it, i am curious what results you come up with But i was thinking about Goblet effect being dispellable and i still cant see it being appropriate for the item. At least before old curse effect could only be removed/resisted by Remove Fear, or some very unique abilities like Cavalier's ability or Khiel Helmet and that what made Goblet unique item (from DnD and lore point of view as well). Now with it being dispellable its effect became more... mundane, i dunno, it just feels wrong (from DnD and lore point of view as well).
  21. I dont think its the Protection from Cold scroll issue, i believe its Icelance spell issue (at least in my current installation), because it does not matter how a charachter acrrues 100%> Cold resistance (for instance i used 50% from boots and 50% from Potion of Energy Protection, so it gives 100% Cold resistance total) but still when i cast Icelance - no effect at all and log says "Unuffected by effects from Icelance". I could give you Icelance spell .spl if you want but as i said i am using 5 months old installation so presumably its somehow already been fixed. I will report if i face this issue with renewed installation. Just in case, i forgot to mention, i tested Icelance in BG 1. Regarding Goblet: wanted to ask if its possible to somehow make other hostile creatures "effuse" specific fear aura (maybe with different opcode than regular fear) which is activated when the Goblet is activated by the imbiber?
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