Jump to content

4udr4n

Members
  • Posts

    345
  • Joined

  • Last visited

Everything posted by 4udr4n

  1. Fantastic thanks @Caedwyr I'll look into these and update them!
  2. I am not yet sure! I have a couple of similar overlaps that I'm looking to test.
  3. Well, you have 143 more components than me, so I wish you the best of luck! If you get this lot working with EEex I will be forced to retry! I really want the extended spell menu. Still waiting on anything before you try it? I advise you to backup your game directory at a few points along the sequence so you can troubleshoot.
  4. It didn't have every mod, subtledoctor doesn't use EET and hadn't tested every mod or component, also mods get updated regularly. It was a helpful starting point.
  5. OK, new link, no editing but you can comment. Significant updates based on my successful installs, still far from perfect.
  6. @Caedwyr try this: https://docs.google.com/spreadsheets/d/1vislrHkbvsqlN0m5jtDxDcSzlnA5D6ABSZy5TG1O8FQ/edit?usp=sharing I'm still editing in changes, but it's in much better shape! Please do comment in any info you have.
  7. Lovely. I'm working on that now. I imagined that only sharing it on here would mean that folks would be careful, clearly more draconian permissions are necessary.
  8. Oh dear, it looks like somebody has had some trouble editing it and not reported that. I'm working on updating my master version abd will put it in gsheets later with editing off. Ignore any Yes/No in that column for now.
  9. What range gradations do you have available for melee? Is there a limit to melee range? Another thought, D&D darts are a fabrication, I tend to assume they are equivalent to Bo Shuriken, rather than plumbata, hence my minimal effective range suggestion. I absolutely understand there are limits to how closely we can (or should) simulate the real world, and appreciate your effects to improve this a little. Facing and awareness are great additions too, are those mods already published? EDIT - Found them. Note to self, search before posting!
  10. I like this idea; from training HEMA and MMA, I'm very aware of the reach of weapons having a huge impact on the flow of a fight and have tried to model this in wargames I've designed. Is your list of weapon categories in order of their reach? If so, I would argue that the effective melee range would be more likely to run as follows: Fist / Dart Dagger / Throwing Axe (melee) Short Sword / Wakizashi / Ninjatō Club / Mace Hammer / Axe / Morningstar Longsword / Katana / Flail Scimitar / Bastard Sword 2-Handed Sword / Halberd Spear / Quarterstaff I'm making a few assumptions here including that a Longsword in D&D = an Arming Sword/Backsword, with a real Longsword = a 2-Handed Sword. I'm not sure where you'd put other missile weapons, but here are some thoughts: Slings are likely to be 2.5-3.5" long with a stone in them, and could be used as a makeshift flail. Crossbows are horrifically unwieldy and can vary wildly in size, large windlass crossbows or arbalests can be over 3" long and weigh over 14lbs. I'm not sure it makes sense to pretend these have a zone of control at all. Bows can similarly vary wildly, and can be used as (poor) staves in a pinch. You could stick shortbows in with clubs and longbows with longswords maybe? Can you clarify what these are?
  11. Yes, that's the one. Loads of PPG mods are not on GitHub yet. This may help you, I haven't updated it recently, so be wary of using it for install order, but it has links: https://cryptpad.fr/sheet/#/2/sheet/edit/90KiJJ1oCctq+WgkGXv9-LsT/
  12. Actually, it's just there because there's no guidance on install order but it almost certainly won't affect anything else. I've no idea if it would work before EET_end. I left it dead last so I can uninstall it without issues if I need to. I'm about to rework my install order to facilitate easy re-installation, pushing mods that are either unstable, in active development or that I'm trying out later in the install order. Will post when I do.
  13. Epic thieving only requires EEex for Use Poison, everything else works without it. It seems to function well for me when pickpocketing Thalantyr!
  14. I don't feel I gain anything from HiddenGameplayOptions:0 and want to minimise the number of mods (lol!) where possible to reduce potential for compatibility issues. Both are actively maintained by respected modders, so it's unlikely to be an issue, but as I'm already using LeUI and want other components from EEUITweaks I went with lefreut's version. I'm interested to hear how @Cahir finds any of the features in HiddenGameplayOptions that are not in EEUITweaks.
  15. I just found an old post where you mention this. Ah well, another I can remove! Does FnP do this automatically or should we use NPCEE?
  16. Yes, and it has to go before EET. It does just let you take Sharteel through SoD, and it uses the existing Sharteel BG .cre, so any changes you make will persist and she will keep her levels. It's a @subtledoctor mod, because IR does not deal with Shaman usability very well. I can't find it right now! Yeah, that's why I included BGEE Clasic Movies, it seems to a bit superior over EET Tweaks solution. @jastey can confirm, but I think EET restores all movies by default, and the optional component is to re-restore the EE versions! Doesn't FnP remove the Cavalier kit entirely? I had much of Oversight working on BG2EE, but have not tried it on EET. There isn't too much in there that excites me.
  17. FYI FnP replaces the Avenger with the Hivekeeper kit. Might not be what you intend for Faldorn. (Also it becomes the default for Arath... I’m mulling over options for whether/how to address that.) Does FnP make Faldorn a Shadow Druid? There's a kit available I think and it would fit her lore better than Avenger. Nothing so far. I am finding that Tactical Difficulty with all of the XP reductions is getting challenging (I have no trap/lock/scroll XP, 50% kill XP and am roleplaying evil which further limits quest XP early on). I suspect this will change once I start murdering through the villages and it is offset by the obscene amount of cash I have. BGEEClassicMovies - pretty sure EET already does most of this, I have not installed this and definitely have the classic movies in my playthrough. @jastey can probably remind us exactly what EET does. You lack neera:0:Neera Expansion and k9SharteelNPC, I'm sure it's personal preference but the Neera stuff seems decently written and Sharteel in SoD is one of very few 'NPC in later game' type mods that will definitely have .cre consistency, so I've kept it! You lack IRv4_shaman_hotfix:0:fix Shaman axe/bow usability which is probably worth having give nthe number of Shaman kits you've installed. There's a handy list of which should not be installed here: https://forums.beamdog.com/discussion/38254/bg1-unfinished-business-v16-0 S9SoundsetsVol2 work perfectly, I haven't tested sod2bg2_iu but it definitely does not work installed during/after EET, so fingers crossed this will be fine.
  18. Thanks DavidW. I'll post here if I get any response from GrimJim elsewhere.
  19. Branwen will already have a tempis kit if you install the NPC component of Faiths and Powers. Might and Guile multiclass bards is not compatible with making Eldoth a jester (or Garrick a skald).
  20. On concentration checks, how does scales_of_balance:204:SBO - Enable Concentration Checks achieve it?
  21. On poison. I like your train of thought. Here's brain dump from me. If we're going for better simulation of real life, there are vanishingly few substances (outside of modern synthetic neurotoxins and stuff) that could be used in combat and would have any real short term effect. Those that exist historically are generally rare and expensive (due to difficulty in harvesting, handling or preparing them) and fairly hard to store. They're also often useless on melee weapons, especially outside of duels as by the time you wound someone you're unlikely to have much left on your weapon. We're thinking of stuff like poison dart frogs and curare here, and various animal venoms as you mention. Clearly, magic could be involved to keep them fresh, and magical creatures or plants may produce better toxins, but we should probably still take this into account. Disease certainly seems a better model for most of them. Therefore, you may want several classes of poisons, mixing any of these effects: Virulent - HP damage (vanilla poison) - probably used for venoms, curare etc. Things that shut down the heart or lungs fast should be here. Remember HP isn't injury, it's a sim for closeness to death. Debilitating - Immediate but temporary fatigue/slowness/ability score decrease. All sorts of stuff does this, like alcohol! Destructive - Eventual permanent loss of Str/Dex/Con/Cha. Stuff like spider bites that can lead to almost inevitable amputations or muscle and nerve damage or mustard gas that causes horrific burns to skin eyes and lungs. Fatal - Eventual death, slow acting but certain. Arguably the poison Marek uses is the most realistic one in BG. Slow poison effects could slow the onset of effects, good saves/high con (as constitution should really remain the primary stat for surviving poisons, debates on what HP simulate notwithstanding) should help survive, but in many cases the eventual effects will just occur unless the character recieves an antidote. Side note: I have always disliked the taking damage = spell disruption thing, HP are used to simulate (in my view) how close to death a character is, they are not literal wounds. Taking poison damage would not occur in discrete pangs of agony that owuld stop your chanting and hand waving, in most cases you'd initially just feel nauseous, until you lost consciousness or keeled over unable to move. IMHO vancian magic should be disrupted by things hitting you, or you having to dodge something to prevent it hitting you (and I've always rather felt that you shouldn't lose the memorised spell, but that isn't D&D. Maybe in my own system if I ever finish writing it!).
  22. Excellent, I'm playing now though, everything seems stable, but I have a long list of minor bugs as I go along. I'll post them all next week, but for now, could you take a look at why the cat's out of the bag... By which I mean, my cat familiar (TnB revised) has missing dialogue options including the option to tell it to get in my bag! I was enjoying 22 Dex pickpocketing (Elf+gloves+cat) but the cat is very slow (I have tweaked 200% non-combat movement speed) and I want to bag it!
×
×
  • Create New...