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gringochilenoo

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Posts posted by gringochilenoo

  1. 2 hours ago, Lightbringer said:

    Your mileage may vary, and if you read my post on the main EET page called "Curbstomping Firkraag", you'll know how true that is. In my opinion, a basic, mostly unmodded EET run doesn't need caps or xp reductions. See below why, and again, YMMV.

    I can report from experience the results of a basic BG1 run with no cap. This was, I think, in TuTu. I played a monk, I recruited a full 6-man party as fast as possible, and I kept them throughout. I did everything in vanilla BG1 I could possibly do. The only quest related mods I had were Unfinished Business, FinchNPC, and Sirine's Call  -- negligible added XP.

    My CHARNAME reached level 9 monk in the Thieves' Maze right before the end of BG1. That's 225k XP -- a mere 64k beyond the vanilla BG1 cap of 161k. In the scope of BG2, where each level takes around 250k (class dependent), that's small potatoes. If I had the standard caps, I would have started BG2 at level 8, and made level 9 after the chateau and the standard circus/Coronet/Slavers circuit.


    The SoD level cap is 500k -- that's around level 10 or 11, depending on class. You'll push past that by at least the 64k, possibly a little more, depending on how much surplus XP is in SoD. Even if there's a surplus of an extra 150k XP in SoD, that's still not enough for an entire extra level. Remember, capped, vanilla SoD intends you to enter BG2 with a 10th-11th level character.

    As Jarno pointed out, manually setting XP levels in EEKeeper is also a very valid strategy.

    Very helpful, thank you! I will remove the caps then and refer to this post to check up on how XP is going. 

     

    Of the mods listed thus far which are highly recommended? (Unfinished Business, FinchNPC, and Sirine's Call, Ascension, SCS, Wheels of Prophecy)

     

    I'm curious but don't want to risk messing up the install since I just started modding. Prefer not to use an install tool. 

  2. Hello! Just checking out your mod and had a question. 

    I know now with vanilla EE Ranger/Clerics they don't get access to druid divine spells until they reach the appropriate ranger level for it to unlock ( i.e. they would get level 1 entangle added to their book at ranger level 8 )

    I was wondering in the case of the Ranger/Cleric kits available from this mod if they will still unlock the vanilla druid spells like this if they aren't already included in their cleric spheres. 

    I hope that question makes sense, kind of complicated to explain. 

  3. So I have read that if you're playing with alot of major quest mods that you should set the XP to 50% for quests and monsters. But I'm about to do a trilogy run with no mods except tweaks and EET itself. So, I was thinking of setting both to 75% to compensate. Is that about right? I haven't been able to find any guidance on an otherwise unmodded run. 

     

    Also, if I see I have too much experience as I go along, can I change the XP tweak mid game without messing anything up? If so would I have to uninstall EET end, run the tweak .exe to change it, then install EET again?

     

    Or perhaps the best bet is just establishing the XP caps per section like the option gives? But that kind of defeats the immersion...

     

    Thanks for any advice!

  4. 11 hours ago, subtledoctor said:

    Yes. You don’t get spells unless you select a deity (i.e. a kit), and we have no triple-class kits. I haven’t really been motivated to create any, because I’ve never played a triple-class character and dividing XP by 3 seems crazy to me. (Go into TOB at... 12th level?)

    That said, feel free to pitch some ideas for triple-class kits. Deity, spheres, special abilities. With an idea sketched out it wouldn’t be difficult to add.

    The 2E system is somewhat incomplete, and lacks various newly added spells. Basically alpha quality. It’s a proof of concept - it shows how any player can tailor the system to their own preferences by editing a human-readable document. In its current state I only recommend playing with it if you are a real 2E purist. 

    If you don’t mind some liberties taken with the spheres (“Exploration” instead of “Travelers,” etc.) and the spells (some new spells, some spells moved to different spell levels, and some wizard spells available to priests), then you will enjoy the FnP sphere system much more. We put a lot of time and thought into making each the FnP spheres balanced - each is different from the others, but still full of capable and useful spells. The 2E system just hasn’t received the same amount of consideration; and being constrained to 2E material makes it harder to balance them.

    Glancing through some internet resources I see that Corellon Larethian is a major elven diety of several things including warfare and magic. He's the only one so far that could fit the bill for a Fighter/Mage/Cleric. Perhaps "Azureguard" or "Blue Warden"? Corellon's clerics wear silver circlets and gossamer robes of the brightest azure

    Also could use the evil gnomish diety of urdlen for a Fighter/Cleric/Thief, also giving the chance to roleplay an evil gnome with correct racial diety. Could be called "Spawn of Urdlen".

    I will keep thinking...

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