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morpheus562

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Everything posted by morpheus562

  1. You're not going to need 3 divine characters in a party (you, Aerie, and Jaheira), and I personally believe more than 1 is overkill. Valygar and Mazzy have fun interactions, and Keldorn is a must-have for me in my good playthroughs. Another wild card is Haer'Dalis, who can help out your arcane-light party. For me, personally, with the MC and Imoen & Jaheira requirements, I would do something like: MC (Cleric/Ranger) Imoen (Thief->Mage) Jaheira (Fighter/Druid) Keldorn (Inquisitor) Haer'Dalis (Blade) Dealer's choice of Valygar, Mazzy, Minsc, or Sarevok
  2. The games base scripting is more loose on when it will use spells which leads to the common complaint from the player base that scripts waste spells on trivial fights. I'm more conservative in my checks on when spells should be used during combat. If EEex is installed, I perform a challenge rating on the fight which provides a more accurate read on if spells should/should not be used. Otherwise, I do a check on the number of enemies or if there is a specific type of enemy present before spells are used. Early game, the spells at your disposal are few, so you should see more use as their spellbooks fill up.
  3. I'm just waiting on the switch to flip so it can go live.
  4. These steps to select the scripts are outlined within the readme and it is required for any scripts utilizing the advanced scripts option.
  5. Official release for version 5.1 which brings the following enhancements: Updated Russian translations.
  6. Yup, per my readme the two proficiency systems are not compatible with one another. Choose only one proficiency overhaul system. Readme:
  7. I already gave an update pushed on git, but not released, that reduces the WS item restrictions to only rings and amulets. This, plus my other updates, should greatly increase the effectiveness of this kit.
  8. I think this would be correct. 2h damage would get the extra damage from vanilla damage irritation while characters would be growing off the modded.
  9. Good day DavidW. I did an install quick to test some other things and received a number of SFO warnings. SETUP-STRATAGEMS.DEBUG
  10. I have no idea. I'm not sure how olvyn goes about and does the updates.
  11. EDIT to remove me message. I meant to slightly reword my response and it somehow quoted myself in a new response.
  12. The component you're referring to is in my Skills and Abilities mod while this mod thread is solely for my kit mod. The component you're referencing assumes vanilla style STR values or the changes in values from ToF. It will not provide accurate updates with @subtledoctor STR changes, at this time. This component does not touch how any proficiencies work or how STR itself works, and it updates the base items if they are 2h weapons. I'm happy to take a look at Doc's mod and see how the STR values are different from vanilla and add compatibility between the two mods, but it may be a little bit before I get a chance to do that.
  13. Someday, but it is going to require net new scripts for that game.
  14. Definitely one of the highlights for SoD, but I wouldn't rank it up there with Windspear, which I consider one of the best dungeon crawls in the game.
  15. Official release for version 5.0 which brings the following enhancements: Added Kaze no Kama monk kit. Corrected infinite HP bug with Death Knight. Frost Presence will now grants +2 Constitution instead of +10% HP Bonus.
  16. I do update The Thresher +2 which does provide a very competitive +2 flail (+10% Physical Damage DR). That aside, I do think you are right and one or two more mundane flails can be provided for the player to choose. Regarding Greywolf, he should only be dropping the one +1 longsword I provide. Varscona should be moved elsewhere in BGEE.
  17. Looks like an install order issue. For your order, I recommend installing this between BGQE and STRATAGEMS. The reason the error is being thrown is you use my Skills and Abilities Proficiency Overhaul component which reorders the prof numbers. The error occurs because it is trying to alter the old prof number and doesn't register it has been moved.
  18. Skills and Abilities isn't touching lore or identification of items. I'm guessing the issue may be arising from doing a reinstall instead of doing a fresh install with your listed mods.
  19. My apologies, I took your "original or not" comment as referencing net new created characters.
  20. Crucible passed a nice milestone: the last boss style fight has been scripted and in a test worthy state. I need to write dialogue for 4 NPCs, possibly more, then do touch ups to add traps, add journal entries, and add map notes. Then lots of more thorough testing and incorporate feedback. Feedback received so far has been heard with changes already implemented or slated to be added. Thank you so much to those testing this, your effort is greatly appreciated. On a fun note, Crucible will feature a completely new starting area (existing starting area will just be the second area the player enters). The new starting area is larger than the Brynnlaw map, and it will take me some time to go through and populate.
  21. Replica Studios is a pay to use service that has hired it's own voice actors to generate their AI models. For creating net new characters with their own unique voices, I would disagree this is taking work away from voice actors as I am paying them through their licensing agreement through Replica.
  22. I think this falls flat entirely in implementation. Are you personally going to create a mod using AI voices derived from existing voice actors and their work or are you trying to convince modders to do this for you? If relying on convincing existing modders to do this, what skin in the game do you have? How much are you personally going to finance, right now, to incoming legal issues these modders are likely to face? You can 100% be in the legal right and get crushed in legal expenses to where you can't exonerate yourself in court. How much are you personally willing to assist a modder to do this given how vocal you are they should use ai to copy existing voice actors work?
  23. Jennifer Hale (Mazzy Fenton, Fem Shep, and a host of other memorable characters) has spoken out against it. If you want to make a mod using ai to add Edwin's voice to more dialog, self host it, and be willing to be the legal case study for this, then that's your prerogative. I think we are left with legally murky water and the express desire from some in that community to not do this action. I don't really need more than that. I believe any discussion on this topic is more philosophical at this point.
  24. I am not an attorney, but I don't think case law has been established here to say whether or not you can use ai to copy Edwin's voice (I'm sure @CamDawg would hate even more lines from Edwin). As such, big corporations could legally be in the right to protect their voice actors and bleed out anyone using ai to copy their voices. Legal stuff aside, I think some of the voice actors who worked on these games have come out directly against using their likeness without permission. That's enough for me right there.
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