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4udr4n

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Posts posted by 4udr4n

  1. 19 minutes ago, subtledoctor said:

    In that case I recommend Level1NPCs.

    Is it EET compatible? I thought it hadn't been updated for EE?

    19 minutes ago, subtledoctor said:

    I thought Blur Aura should be given to the Bladesinger at level 1

    That's what the kit description seems to show.

  2. 3 minutes ago, subtledoctor said:

    You need to initialize bardic casting mechanics (it’s an innate ability). Then, instead of thinking in terms of known spell slots and memorization slots, think in terms of three categories: known spell slots, memorization slots, and casting slots. Bards get lots of known spell slots (learn from scrolls like a wizard) and lots of casting slots (cast spontaneously like a sorcerer) but few memorization slots. You need to use the “Prepare Spells” ability before resting, that will open up your memorization slots and let you change which ones you can cast the next day. (Do this right before resting - it will prevent spellcasting until you rest.)

    Note, you should have zero memorization slots at 1st level! Bards generally cannot cast spells until level 2. It is TnB stat-based bonus spells that is allowing you early access to spells, thanks to your high INT. 

    I thought I understood, but will play with this more and see. I couldn't seem to change my available spells no matter what I did, rest, use innates, etc. I always got char mand orb. I'll play around.

    Are you saying I should get early access due to TnB?

    5 minutes ago, subtledoctor said:

    Do you have NPC_EE

    Nope.

    I am trying to set up an install where all companions just have appropriate kits and I need not respec them in game, so I'm not using SCS improved NPC management or NPCEE. I may just fall bac kto using it if I can't get this to work.

    7 minutes ago, subtledoctor said:
    1 hour ago, 4udr4n said:

    I chose a Pseudo Dragon, it had the correct abilities, but when put in my pack and later released it, it had swapped Glitterdust for Nauseating Stench

    Weird, I’ll have to test this more. I never saw this myself. 

    Yeah, it has happened to me on a less modded BG2EE install, and now also on this EET install, but I'm not quite sure what does it, as simply bagging and releasing does not. I'll try resting,  using familiar abilities, changign area and loading save and let you know if any of that does it.

    8 minutes ago, subtledoctor said:
    1 hour ago, 4udr4n said:

    My Bladesinger has no blur aura

    Huh. Will take a look. 

    I get Blur Aura if started in BG2. Is it level linked?

    (Bigger issue there is that Imoen starts BG2 with STR 11 and DEX 19 as a level 24 mage!)

    15 minutes ago, subtledoctor said:

    Eldoth

    Yup, he's a mess, I hadn;t thought MnG would reclass vanilla Bards, but that makes sense.

    16 minutes ago, subtledoctor said:

    I don’t feel like adding a new, different way to achieve something that can already be achieved

    Understood. As mentioned above I would prefer to choose NPC classes in advance so as to not need to break immersion, but it's looking awkward, so maybe NPCEE is the way.

  3. 1 minute ago, subtledoctor said:

    swimming against the tide

    Agreed, every other kit mod does full lore titles.

    2 minutes ago, subtledoctor said:

    a few are unfinished

    Would you like me to suggest content for them?

    2 minutes ago, subtledoctor said:

    Do you have multi sorcerers installed?

    Yes.

    3 minutes ago, subtledoctor said:

    the base fighter/druid should not be there

    Currently, as a human I can select Fighter / Cleric and get these kit choices:

    • Fighter / Cleric
    • Fighter / Druid
    • Barbarian Shaman
    • Fighter / Various FnP kits

    Under Fighter / Druid I see:

    • Fighter / Druid
    • Beast Lord Warrior
    • 6 different XXX Mystic Warriors
    7 minutes ago, subtledoctor said:

    Note to self, similar problem with halflings accessing the ranger menu.

    Halflings can only be Cleric / Rangers for me (no other Ranger options), and their kit choices are:

    • Druid / Ranger
    • Woodscout of Meilikki
    • Windrider of Shaundakul
    • Ranger / Defender of Arvoreen
    10 minutes ago, subtledoctor said:

    I think that amounts to a canon rule that halfling paladins can use stealth. 

    I like it.

  4. 14 minutes ago, Ulb said:

    I could have sworn Shamans were originally only available to humans and half-orcs and I accounted only for those races.

    Maybe, Shaman is definitely available to Half-Elves in my unmodded BGEE install now.

  5. Issues Part 2 - early game:

    1. @Grammarsalad & @subtledoctor
      • My Bladesinger has no blur aura.
        • Got 5 proficiency points in character creation, max 1 per category, then got 4 more on game start including 1 yellow one that could be a 2nd point for the same proficinecy (INT 19). This seems a lot.
        • Chose 4 L1 spells (charm person, sleep, chromatic orb, mage armour, all memorised once) at character creation, but only 2 (orb and charm) were memorised and those 2 are the only ones available available when I use the bardic spellcasting ability. All 4 are known.
        • Innate Find Familar works fine initially, icons are there etc. I chose a Pseudo Dragon, it had the correct abilities, but when put in my pack and later released it, it had swapped Glitterdust for Nauseating Stench. I can't replicate this now, so I assume it isn't just the catch and release that does it, maybe it takes time?
      • I am confused by the SoB proficiency allocation.
        • Montaron (INT 12) gets a free green weapon proficiency.
        • Xzar, Safana, Neera and Imoen (all INT 17), Eldoth (INT 13) and Tiax (INT 10) do not get any proficiencies.
        • Kagain (INT 15) gets 2 yellow proficiencies.
      • Tiax is a "Thief/the Sworn of Cyric". I think "the" should be removed or at least capitalised.
      • Montaron would be an excellet Thug, maybe add an option to MnG to make him one?
      • Eldoth is a basic Mage/Thief with no spells. This looks like an odd interaction between @smeagolheart's S9BGEENPCTweaks:43:Make Eldoth a Jester and might_and_guile:210:Bard Overhaul: Multiclass Bards.
    2. Imoen is not an Adventurer. @Idobek I assume NPC Kitpack only changes BG2 Imoen, am I right? That being the case, should I expect Minsc and Edwin to also only get their kits in BG2?
  6. 11 minutes ago, Cahir said:

    I'd tag also @Grammarsalad for F&P stuff, because I believe kit descriptions are his part. Also I'd tag @CamDawg for Divine Remix and @Wisp for Wizard Slayer Rebalancing and Rogue Rebalancing, since Avenger is long retired and Wisp has taken care with his mods.

    Thanks!

    Can you confirm that you have the same results for any of the mods you have also installed?

    I don't have Divine Remix anymore, so @CamDawg can stand down! That said, any input is welcome.

  7. @aVENGER_(RR) Half-Elves lack their +5% detect illusions from rr:3:Proper racial adjustments for thieving skills on the race selection pages.

    Half-Orcs lack their find traps and detect illusions modifiers, though I wonder if this might be due to atweaks:100:Restore innate infravision to Half-Orc characters overwriting it to restore infravision?

    I can't see anything in my list that would overwrite Half-Elves though.

  8. Big list of issues and questions round 1 (Character creation):

    1. @lefreut, I have leUI (SoD) installed, but my EEUITweaks Hidden Options/Mod options page shows in the BG2 UI. Is this expected?
    2. @subtledoctor
      • Cleric & Paladin kits are all "Priest/Cleric/Zealot/Champion of..." with the full titles like "Hand of Torm" only in the kit description, however the Cleric multiclass kits are all "Fighter/Hand of Torm". Can I recommend that the latter looks much nicer and is clearly possible as you have things like the Loresinger Cleric kit named correctly.
      • I may have mentioned before that the Agent's kit description references the Herald in its Mind Blank Aura ability.
      • The Cleric/Mage named cleric kits appear twice. Abjurist of Mystra and Monitor of Azuth are only there once so this is the standard Cleric kits (Beshaba to Umberlee).
      • The Druid/Thief kit description is just a copy/paste of the Forest Druid one, no mention of thief. Note the Shaman/Thief one does mention thieving.
      • Priest of Mask's kit description says it is a Nightrunner, can the kit title also say this?
      • Doom Mistress of Beshaba's Kit descriptions says " DOOMmistress" which looks odd.
      • Ranger/Shaman kit description does not have RANGER capitalised and looks generally incomplete.
      • Champion of the Red Knight is missing an actual description, it only has abilities and (2?) restriction sections.
      • Zealot of Elistraee has no textual kit description.
      • Zealot of Mystra has no textual kit description.
      • Hammer of Moradin has no textual kit description.
      • Hoodwinker of Baravar has no textual kit description.
      • The standard Bard is available as both a class and as a Mage/Thief kit. Is this expected?
      • Fighter/Druid is available as both a standard multiclass and a Fighter/Cleric kit option. Why is this and are they different? Obviously the Druid kits are only in the full multiclass but this is confusing.
      • Elves, Half-Orcs, Dwarves, Halflings and Gnomes cannot choose Druid or Fighter/Druid kits. Is this intentional?
      • Gnomes cannot be Swashbucklers, this seems to be an error with your revised Swashbuckler as they can be in vanilla and you have allowed them to be Scouts.
      • There is no Paladin Truesword of Arvoreen kit or Fighter/Truesword of Arvoreen kit for Mazzy! I found the Ranger/Cleric Defender of Arvoreen. What's the rationale? Mazzy calls herself a paladin!
    3. @Ulb Storm Caller Shaman is not available to Half-Elves, but does not say so in restrictions. Is this expected?
    4. @aVENGER_(RR) Wizard Slayer Rebalancing does not show a revised kit description in character selection.
  9. 11 hours ago, subtledoctor said:

    Maybe nothing. With BG making ~80-85 seem like a normal stat total, the average stat score or that total is about 13-14. So I generally start giving bonuses at 14-15. 

    It looks a lot like the only differences between Con 7 and 14 are intoxication and fatigue related.

    It would be interesting to perhaps include poison and disease resistance or faster healing on rest (but not real regen) as part of the con bonuses.

    Maybe tie it to resistance to chunking somehow?

  10. Strong recommendation, having tried various:

    Use Project Infinity.

    Also, maybe see these threads for some guidance (and a warning of what you are getting into trying multi-mod EET installs!):

    My full install list (which is looking pretty stable as of leaving candlekeep!!!) is attached on the last page of mine and has full instructions from downlading PI onwards.

  11. EEex removed, everythign seems to be stable. aTweaks and klatu still yet to install, but SCS is in, and I am not getting random crashes.

    @subtledoctor I'm about to give you a long list of questions and potential bug/missing content from various kits and abilites. Do you want it all here in one list, as github issues, PMs or in your various mod threads? What is most convenient?

  12. 32 minutes ago, subtledoctor said:

    I don't recall whether multiclass warriors get these bonuses. 

    My Fighter/Sorcerer gets them.

    I asked elsewhere, with saving throws moved elsewhere, what does CON of 7-14 actually do now with SoB?

  13. 6 minutes ago, subtledoctor said:

    This is from the Stat Bonus Overhaul. I think. Or maybe the WPO? Poop, now I forget. Maybe it’s this: with WPO, you get a few extra proficiencies at level 1 (which cannot be used for specialization, only to broaden you base proficiencies); and with SBO you get extra proficiencies periodically as you gain levels (which can be used to gain higher mastery).  The latter, at least, is in the INT table in the Readme. (Be aware though, that table is wrong about bonus spell slots, they only apply via TnB now. Need to fix that.)

    EDIT actually, that table has the level 1 bonus proficiencies too! Good. So maybe both are entirely from the SBO. 

    This makes a lot of sense. I was getting a lot of free points in BG2EE, hadn;t gotten round to investigating and reporting.

    What's the rationale behind the free points? Generally, WPO makes it far easier to have enough points already as you cover more weapons per point. I get the INT bonuses.

  14. 2 hours ago, Cahir said:

    @4udr4n were you able to instal jimfix:400:Prevent silent prebuffs ? In my installation it was skipped, even if I put it after SCS.

    No:

    Using Language [English]
    Using .\lang\en_us\dialog.tlk
    SKIPPING: [Prevent silent prebuffs]
        Requires Smarter Mages
    weidu_external/lang/english/setup.tra file not found. Skipping...

    Smarter Mages did install.

  15. 12 minutes ago, Cahir said:

    I used v1.14 of WSR doeloaded fro SHS.

    Ah, I somehow have 1.13, thanks. I'll let you know if anything works in game. I think RWS worked, but made no changes to kit descriptions in my last game (before I gave up actually playing in favour of fiddling with install orders!).

    12 minutes ago, subtledoctor said:

    Sounds like you have high INT. 

    Why thank you, I'm flattered!

    I must have missed this, are there bonus proficiencies for high INT for all characters? Are there any other adjustments? Do you have a table of the full revised stat bonuses, as the in game descriptions are a little lacking.

  16. Yeah, I'm retrying without EEex and any mods dependent upon it.

    @Cahir did you have issues with WSR?

    I've just tried it instead of RWS and PI can't install it, it fails to copy the folders from my unzipped mods to the game directory, then tries to run setup-wsr.exe and fails. I wonder if it is linked to the folder names differing from the .tp2 name? @aVENGER_(RR) @ALien any suggestions?

    I've manually installed it instead, with no issues.

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