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4udr4n

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Everything posted by 4udr4n

  1. Slings are ridiculously misrepresented in games generally. They are longer ranged than bows and at least as deadly, probably in many cases much more so vs armoured opponents. Here's more from Todd: I think the issue with them is that it takes a huge amount of practice to become accurate (having tried!), particularly vs moving targets. In a battlefield context, I'd much rather face archers than slings, the hails of stones/bullets would be terrifying even in armour, but as a skirmishing adventurer I suspect a bow would be more of a threat. Slings are also common, cheap, biodegradable and unglamourous, which harms their historical reputation and preservation.
  2. https://www.youtube.com/watch?v=xK96h2dyJfI&t=610s (also corrected above) Exactly the point I was trying to make with the link! Darts in AD&D are not modelled on modern sport darts or shuriken, but on plumbata (think lawn darts made for war!). Strength is extremely relevant, and you can throw them very rapidly (though probably no more rapidly than throwing knives). That would mean searching through the readmes of quite a few tweak mods. I'll take a quick look this evening. I've always though that all thrown weapons should get a damage bonus for strength and THAC0 bonus for Dex, but that it is more complex with bows: If we're shooting for realism, bows require a certain amount of strength to draw fully, but they can be drawn partially by a weaker user. Below full draw they will be both less powerful and less accurate. Excess strength makes no difference (overdrawing a bow can also make it less accurate and will end up breaking it) except to help the user not get fatigued. You could show this in game by giving bows a low minimum strength but penalties to THAC0 and damage below a higher strength number. Light crossbows are generally reloaded using strength, whereas heavy crossbows (windlass/arbalest) use a mechanism that is not strength dependant, so arguably light crossbows should have a strength requirement but heavy should not.
  3. Pretty sure this has been discussed ad infinitum. There are number of mods that add strength bonuses to thrown weapons (often excluding darts, which seems odd, worth watching this: ) and I think I recall seeing one that removed it from slings.
  4. Ah, gotcha. Perhaps not an issue in cases like AstroBryGuy's account deletion, but relevant for others.
  5. I would be in favour, though ideally I think the backup should be private/hidden to prevent confusion about the appropriate source for users with backed up mods only made public in the event of the OG being lost or falling out of maintenance.
  6. Yeah, I only included wayback links to confirm which mods. I'm very much just learning git, so happy to be wrong here but: https://stackoverflow.com/questions/10065526/github-how-to-make-a-fork-of-public-repository-private Sounds sensible. My local copies are here: https://www.dropbox.com/scl/fo/lo05nwf1eqj3i9ck11d8e/h?rlkey=14mv73km4uwxglvwkg3i7xnuw&dl=0
  7. That's sad. AstrobryGuy mods from my list to check for: NWN2 Soundsets v2.2 (https://web.archive.org/web/20230608064442/https://github.com/AstroBryGuy/NWN2SoundSets) Jaheira Recast v3.0 (https://web.archive.org/web/20221210000319/https://github.com/AstroBryGuy/JaheiraRecast) Sod Dialogue Banters v? (https://web.archive.org/web/20201021221244/https://github.com/AstroBryGuy/SoD-Dialog-Banters) Neera Banters v0.9.1 (You got this one? https://github.com/droideck/NeeraBanters) Chatty Imoen v1.5 (I see you and Jastey have forks but they are v1.3 - https://github.com/Gitjas/ChattyImoen) I have (windows zip) copies of the most recent versions of all of these except sod dialogue banters in case that is helpful? Is it worth creating a private repo with forks of mods and automating synchronisation with upstream, so they can be recovered if upstream is deleted (to the gate project or similar), or would this be a violation of the licence and/or modders right to remove their work from publication?
  8. Big clean-up of the Non-EET section today, now sorted by category. Mods with a green name are ones I want to check for EET compatibility.
  9. @BlackStrapMolasses thanks for all the comments, those are all actioned now. Ran some test installs yesterday and updated a bunch of stuff in the guide. I hope to have some sample stable logs up soon.
  10. Wiki says: using a ranged weapon against a melee attacker gives -8 penalty to THAC0, whereas the melee attacker gains a +4 THAC0 and damage bonus when engaging an enemy that uses a ranged weapon
  11. Done. I agree, consider this a placeholder for listing the specific components.
  12. I agree that it probably shouldn't give bonuses against characters with class abilities to shapeshift, otherwise maybe it should include Mages, Bards and Sorcerers as they can shapeshift using polymorph self (maybe Tenser's too?). What might be an interesting idea for a modded version would be to have it +3 vs any character not in their base form. Would that be easy to detect?
  13. I started this in a separate doc ages ago, will drop what I have in a new column. Ah, this is from merging F&P with it's multiclass component, well spotted.
  14. Hey all, happy to have you here as this is all compatibility related, but it is getting quite tangential now. Might be worth starting/moving to a dedicated " BWP-FR & BWS-FR-Fixpack" thread? @CamDawg In other news, I am some way through the BWP-FR install order and will have a lot of questions once I'm done.
  15. Done, thank you. Those were in the non-eet list which probably needs a serious cleanup. I have barely touched it in years.
  16. 4udr4n

    My EET build

    I'm fairly sure I've always advised DLCmerger before everything and I have had installs circa 2020 with those functioning (soundsets partially) when installed before EET. Regardless, they are no longer in that order in my guide so we are now in agreement. Thanks for the reminder that these are the overlapping components, I've added them to my guide. They are tools for modders. Can you link to discussion of incompatibility please, I wasn't aware of this. Is this regarding the lich room issue? Some say that is the best bit! I'd agree. I think that was an error, it is currently before SirinesCall.
  17. I am very much a player, not a modder, and though I work in IT, it's in sales rather than technical. Despite that handicap, even I can grasp that mods which aim to make broad changes across the game will need to do so after mods which add content that would be affected. I can also see the value in accepting the wisdom of others with more expertise (at least unless/until my experience contradicts it!). It baffles me that others cannot.
  18. That's a great project, also good to see that the fixpack is standalone and you are making pull requests. I hope my list is useful, and I will review yours too. Please let me know if you notice any missing information on mine and I'll do the same in return. It had occurred to me that adding a list of which languages each mod is available in could be useful, and I can probably add French to many of them now!
  19. Not for a long time. And some of them are valid, but for forks that lag main branch updates because Roxanne is only really interested in a very specific sort of compatibility; that with Roxanne's mods. I'm happy to investigate any suggestions that come from the EET Install Tool, but my past experience with it and every report I've seen since leaves me unwilling to use or trust it. I also anticipate that many modders are already fed up with explaining that their mod is fine and the reason it doesn't work for a given user is the EET Install Tool breaking it or using a dodgy fork, so adding to that by pestering them regarding potentially untrustworthy compatibility info may not be well received.
  20. Huge thanks for these, I've updated with your suggestions.
  21. Good enough, I'll stick it in my next install and report back.
  22. Hi @Lava, @jmaeq is Yoshimo's remorse fully EET compatible? I'd liek to add it to my guide if so.
  23. Could also be "fayre" if the writer was going for archaic English, though most characters refer to it as the Carnival. Aright is fine, it's another archaic English word, means correctly. It will look like a typo to anyone who is unaware of this though, so possibly changing it to 'rightly' would preserve the olde worlde feel but not look odd. In my head it'll be Wiltshire accent though, unsure if that's a positive. Alternatively: unnecessary 'me' between explain and how.
  24. Great! I thought I'd done those, thanks! Yes that's the 'official' list. I did look at that originally (2020) but it is extremely unreliable. Quite a few of the mods are actually forks with content changes and 'compatibility patches' and as soon as you try the same order with the main branch things fall apart.
  25. Understood, though if you are happy with console for that, you can just console the XP to newly joined companions.
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