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morpheus562

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Posts posted by morpheus562

  1. There are story element spoilers involved with this mod. As all things spoiler related, no one likes that guy who ruins the surprise. I kindly ask that when wishing to discuss a topic that one would reasonably deem as a spoiler or plot twist, to please use the spoiler tag to hide that section. Much appreciated!

  2. In collaboration with Acifer, it is with great joy that I am announcing the release of our newest mod, Crucible.

    Crucible features a continuation of the story once the player closes their pocket plane in ToB. Instead of immediately beginning the final fight at the Throne of Blood, the player will find themself in Gehenna outside of Bhaal's kingdom. From here, the player will need to assault Bhaal's kingdom and fight to the Throne. This mod includes about a dozen new areas, created by Acifer, and delves into the lore surrounding Bhaal while offering many new and challenging opponents and tactical encounters. The player should expect the mod to add about 1 to 3 hours to the game.

    Forum at G3
    Readme: English
    Download directly at GitHub

  3.  

    CrucibleBanner.png.3de9c0b6cb78d3be5f99ecc488506da7.png

    In collaboration with @Acifer, it is with great joy that I am announcing the release of our newest mod, Crucible.

    You can download the latest version of the mod here.

    You can view the readme for the mod here.

    We were recently featured in an article for EIP located here.

    Introduction

    Crucible features a continuation of the story once the player closes their pocket plane in ToB. Instead of immediately beginning the final fight at the Throne of Blood, the player will find themself in Gehenna outside of Bhaal's kingdom. From here, the player will need to assault Bhaal's kingdom and fight to the Throne. This mod includes about a dozen new areas, created by Acifer, and delves into the lore surrounding Bhaal while offering many new and challenging opponents and tactical encounters. The player should expect the mod to add about 1 to 3 hours to the game.

    Difficulty

    Difficulty for this mod is heavily tied to the difficulty slider to include the numbers and types of enemies encountered along with the abilities they choose to use. Insane and LoB difficulties are going to be in line with Tactics/Ascension level difficulty while anything less will be much more approachable to users who avoid difficulty increasing mods.

    Components

    The player has the option to install the mod with or without ai generated voices for the NPCs. Please note: even if the player chooses to install without ai for npcs, the opening scrawl will still be voiced by ai.

    Compatibility

    This mod is for Enhanced Edition ONLY and compatible with Ascension and mods that add IWD spells into Baldur's Gate. In both instances, Crucible needs to be installed after these mods.

    Emerging Technology

    This mod uses ai voice acting for net new characters courtesy of Replica Studios and ElevenLabs.io. Any characters with prior voice work, such as NPCs, do NOT have voice acting for any new lines of dialog.

    Special Thanks

    • Lava, thank you for the numerous bam files and feedback
    • lowman02, thank you for the testing and feedback
    • Cam for all of your help and assistance. The reasons are many, thank you.
    • All those who assisted in testing and providing feedback! I appreciate every single one of you for all that you do!
  4. 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
  5. 2 hours ago, Guest HappyGamer said:

    Hi @morpheus562, I haven't played this game in 10+ yrs and i'm excited to start a EET run with many of the great mods out there!

    Issue is that my PC (illusionist) and other spellcasters AI seem to not cast any spells during combat. But buffing, healing out of combat and potions work fine. I tried to different set-ups; offensive only/ defensive/debuffing only, selecting other scripts and then back to Enhanced Powergaming Scripts again per character. Nothing seems to change the behavior.

    Afterwards I tried installing Enhanced Powergaming Scripts as the only mod on a clean BG2:EE (no EET) and the Advanced AI script there seems much more active in combat spellcasting then the Powergaming Scripts. Am I missing something or did I muck up my mod order? Or will the spellcasting improve as I NPC's get more spells available?

    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.

  6. 2 hours ago, ktchong said:

    This mod/script is not usable in BG:EE.

    After I had selected a character's [Record] → [Customize] → [Script] → [Enhanced Powergaming Scripts],  the [Customize Script] menu did not respond to the [Done] confirmation at all.  The Enhanced Powergaming Script was stuck at the [Customize Script] menu and could not be selected for any character.  The only way I could exit the menu was by pressing the [ESC] key, which cancelled the selection, and the character's script remained unchanged. 

    The Enhanced Powergaming Script overrode the default custom script.  That means I no longer had an option to customize the AI for any character at all, and I could only use preset scripts.

    EDIT: The problem still persisted after I had uninstalled your script, but I found another way to overcome the problem.  I had to select another script first and press [Done] to accept, went back out to the character's [Record] screen, and THEN returned to [Script] to select the [Enhanced Powergaming Scripts] and press [Done] for it to be accepted.  Basically, select another script first, and then select Enhanced Powergaming Scripts. That was the only way it would take.

     

    WeiDU.log

    These steps to select the scripts are outlined within the readme and it is required for any scripts utilizing the advanced scripts option.

  7. 10 minutes ago, Connelly said:

    When installing the Proficiency System overhaul (Vanilla Proficiency Progression) on top of ToF's Revised Proficiency System, most classes seem to receive initial points in seemingly non intended proficiencies and style.

    That I can see, and without bogging myself down on checking kits:

    • Unkitted clerics and F/M/C start with points in bow, large and exotic swords, axes, and archery style.
    • Unkitted druids start with points in concentration, spiked weapons, axe, and thrown and archery styles.
    • Mages start with points assigned to concentration, axe, blunt weapons, thrown style and archery style
    • Monks start with points in spellcraft, divine, concentration, axe, thrown and archery styles.
    • Shamans start with points in conditioning, concentration, spiked weapons, axe, polearm, and thrown and archery styles.
    • Sorcerers start with points in swiftblade, exotic sword, axe, polearm, thrown weapon style, and *three* points in two weapon style.
    • Thieves start with points in spellcraft, divine, concentration, axe, blunt weapons, polearm, and thrown and archery styles.
    • C/T, C/M, F/C start with points in bow, large and exotic sword, axe, and archery style.
    • D/M start with concentration, axe, and thrown and archery styles.
    • D/R start with concentration, spiked weapons, axe, missile weapons, polearm, thrown and archery styles. and two points in two weapon style.
    • F/D start with concentration, spiked weapons, axe, and thrown and archery styles.
    • F/T and F/M/T start with spellcraft, divine, concentration, axe, blunt, polearm, and thrown style.
    • F/M start with spellcraft, divine, concentration, axe, blunt, and thrown and archery styles.
    • N/T start with spellcraft, divine, concentration, axe, blunt, polearm, and thrown and archery styles.

    That I can see, bards, blackguards, fighters, and paladins start with points in all proficiencies except the vanilla styles. Rangers as well with their two points in two weapon style. So all good with those (although I'm not sure if the thrown and archery styles should be given as defaults?). C/R seems to be also good.

    It's late and my mind just wasn't on the task, so I glossed over spell penetration, probably other things that escaped me. But I imagine some cases also have it assigned just like concentration.

    Edit: wrong weidu.log file.

    WeiDU.log

    Yup, per my readme the two proficiency systems are not compatible with one another. Choose only one proficiency overhaul system.

    Readme:
     

    Quote

    The Overhaul Proficiency System Component is not compatible with other mods that alter or change the proficiency system like Tweaks Anthology, Scales of Balance, and the Talents of Faerun (only the Revised Weapon Proficiency System component). Choose whichever component you like best. This is compatible with the Talents of Faerun Races and Subraces component; however, you must use the vanilla proficiency progression.

     

  8. 3 hours ago, Morgoth said:

    Okay, thanks for the help. I'm trying to make a soup to see if I can get a decent wizard slayer out of all tweaks on the .net.

    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.

  9. 1 hour ago, Morgoth said:

    So Morpheus562, am I wrong by thinking that the only oddity would be the unupdated weapon damage, while everything else will be "fine"?

     

    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.

  10. 32 minutes ago, Morgoth said:

    Hello,
    Can I use the following tweak from Olvyntweaks (https://forums.beamdog.com/discussion/74322/mod-olvyntweaks-version-1-4#latest)?

    Increase Wizard Slayer Magic Resistance
    Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%.

    with your "wizard slayer enhancements" component from Skills and Abilities ?

    I have no idea. I'm not sure how olvyn goes about and does the updates.

  11. 15 minutes ago, Morgoth said:

    Hey,

    does the component More Meaningful Stat Bonuses (Two-handed attacks receive one and a half times the Strength damage bonus, rounded down).

    touch the way Strength works, or the way the two handed weapon ability style work? Because I would like to pair it with Subtledoctor mod "more meaningful stat bonus" that adds his own bonus to STRength value.

    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.

  12. 1 hour ago, Axatax said:

    Yes I liked it, and it's been improved by people here since the release.

    The Lich dungeon in the dwarf quest is especially solid.  Certainly better than either Windspear or Umar Hills in BG2.

    There's a ridiculous amount of magical items which I feel needs to be toned down.

     

     

    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.

  13. 11 hours ago, ktchong said:

    This mod does not add any much-needed flail in BG1/BG1EE. 

    A few ability/skill mods reassign the Flail/Morning Star proficiency Mace/Morning Star proficiency, (i.e., morning star is moved from out of the flail into mace proficiency.)   The reassignment makes the Mace/Morning Star proficiency into a much more attractive proficiency.  On the other hand, flail by itself become a proficiency... and BG1  really does not have enough good flail for it to be a useful or viable proficiency on its own.

    Most any characters should select one — and only one — weapon proficiency that delivers crushing damages, i.e., flail, hammer, mace, morning star or staff.   IMO, putting proficiency points into more than one crushing-type weapon is not economical.  Also, some classes and kits may not have enough proficiency points to put points into more than one crushing-type weapon.  Which means, the flail proficiency is no longer a viable option BG1 due to the lack of availability. 

    (Which is why I have always avoided and never used any mod that reassigns the Flail/Morning Star Mace/Morning Star proficiency, e.g., the Item Revisions mod.)

    Anyway, my point is: I'd like to see some item or weapon mods add flails into BG1, (not BG2; as BG2 already has a couple very powerful flails to make the proficiency worthwhile.)   I have been looking around for any mod that adds good flails into BG1 so I can use mods that revise proficiency categorization.  Surprisingly, I really have not found any; (which is the reason why I was looking into this mod.) It seems like no one else has thought of moving morning star into the mace proficiency would seriously gimp the flail proficiency in BG1.

     

    P.S. Seriously, enough long swords already.  Even without any mods, BG1 and BG2 already have too many long swords.  Seriously, does Greywolf need to carry/drop TWO enchanted long sword??

    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.

  14. 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.

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