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Axatax

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Everything posted by Axatax

  1. Does this mod change anything with the Aran Linvail fight if you side with the vampires? I threw a death a fog into the room and everyone stood there and died...? At the least they should come running out of the room and fight. I think he's a thief/cleric and there's two mage-somethings in that room.
  2. Being evil aligned has everything working against you in this game. I think the PC should *always* be evil, (alignment) based solely on his/her Bhaal heritage. You're the child of an evil God. So you're evil, and you have to deal with it. That doesn't mean you can't walk a righteous path and do good deeds. You should have to fight this urge (if you choose), and this plot line should be encouraged within the game. It's pretty clear to me, the SoD plot-line is some type of metaphor for the Iraq war and Caelar is supposed to be George Bush. Maybe I'm reading too much into all of this. So there's notions of moral ambiguity (or not). But if you buy into the idea that the PC is inherently evil, then you should be able to do "evil" things, like join the Throne, or in a more philosophically ambiguous position, join the the Crusade. Ultimately it's a role-playing game, and one might want to control a character that's somewhat different than their actual persona in the real world.
  3. Calahan seems like an idiot, and he hangs out right in front of Mendas' house (who can't manage to get the charts without help). I think this plot element is either too convenient or very unconvincing. I understand why this is needed but the way this is currently implemented doesn't really make much sense from a role-playing POV.
  4. I was thinking about a way to introduce the player to the history of the tower. Ultima VII is a game that's very mechanically similar to BG. In U7, There's a museum in the "main" city of Britania, that has exhibits and artifacts dealing with the hero's past deeds and the history of the realm. A "Balduran Museum" doesn't seem like something that would be out of place in the tower (and a target to steal something from, if inclined, like the Balduran items from BG2). Maybe even a reward for donating Balduran's logbook from the island to the museum (otherwise useless)
  5. I was the original poster but wasn't logged in -- - I might not have had the latest version -- I'm going to re-do Candlekeep and I'll post back. - I didn't use Charm but was a hidden thief when I initiated the dialog with the mage.
  6. So I'm playing through with a mage (with the same mods). If the PC identifies the belt, all is well. If a storekeeper identifies the belt, then the lockup occurs.
  7. The names of the towers are good - it supports game lore. but each description also had something along the lines of "door" or "stairs" to the tower, right next to them, which might be redundant (I don't recall exactly how these were named).
  8. I played BST in my latest playthrough and thought this mod was enjoyable and *very* professionally done. I didn't encounter any bugs whatsoever with this mod. I have some very nit-picky recommendations, understanding this is beta software and incomplete -- The first quest the PC is likely to encounter is the crypt. I was confused WRT exactly what I was supposed to do here. I wasn't sure if I was supposed to kill everything (or not). The dialogs and log entry hints at how this encounter should be handed, but I just wasn't sure. I was expecting a Demogorgon-like enemy but ended up hacking a bunch of generic skeletons (I appreciate all the arrows). Exactly what the Sea Tower *is*, should probably be explained somewhere. Maybe a character at the entry way, similar to how the tour guide operates in Durlag's Tower, or maybe some books on shelves, or something at the Balduran statue that gives a condensed history of the tower and why it exists. If I wasn't up on Forgotten Realms lore, this area would probably be perplexing. The map view is too busy with too many "tacks". I don't think every staircase and entryway to each tower on the wall needs to be identified individually. The backgrounds also tend to look somewhat blurry. I assume probably everyone has newer and better monitors than I do (I have a triplet of 12+ year old Dell monitors that I run at 1024x768) and this might not be obvious on 4K displays or whatnot, but it shows on low-end displays like this. I'm essentially blind so I don't bother with buying good monitors, and I run the game fully "zoomed in", by the mouse wheel, which is probably how the game looked in 1990-whatever at 640x480. Anyhow, this is just some *very* nit-picky criticisms of an excellent mod with a lot of potential. This mod caused no problems with the game overall which is very refreshing.
  9. How do I close out -- "A Bandit Camp?" "Tandem in Extremis?" "On the Trail of Sarevok"?
  10. Eltan could actually *want* to be sickened (or give the impression of being sickened), for example, for various reasons to distract from other goings on within the city. Entar Silvershield is an obvious asshole. Maybe Eltan felt he *had* to seek protection from the quartermaster for some reason or another (Silvershield aligning with the Throne while the PC is gone).
  11. I'm playing with Framed, and I could easily see how the PC could return to BG and be the one to sicken Duke Eltan if they align with Koveras and his party in Candlekeep.
  12. Not being able to join either seem like big oversights in the original plots. I've been thinking about how this could be done, without completely having to turn the story arcs upside-down, and literally play from the opposite side. I think there's some very good ways to do this. SoD has a more obvious mechanism to affect this. You have Tamoko in BG1, and the forest encounter in SoD with Caelar. You can somehow be "recruited" during these encounters, spend time with the "enemy", and ultimately wreak various levels of havok on the "allied" characters through means such as poisonings/espionage directed at officials such as the Dukes or the commanders in the siege camp. If the PC was playing a "double-agent"-like role, then that could be a way to easily transition back to the original plot and have the remainder of the game and battles ultimately make sense with a scenario like this.
  13. So, I did a fresh install, with ONLY that item from CDTWEAKS, and it indeed leads to the crash. I can live without it (it's a cosmetic fix).
  14. This is the only item in the file (from CDTWEAKS) -- Mods affecting BELT05.ITM: 00000: /* created or unbiffed */ ~./CDTWEAKS/SETUP-CDTWEAKS.TP2~ 0 90 // Disable Portrait Icons Added by Equipped Itemsv9 I can remove it, and try to pick up the belt if you think that'll help.
  15. This item is in the loot you get from the ogre South of Friendly Arm Inn. (It's unidentified when you acquire it). If I pick this item up, and go into my inventory, clicking on it results in the game basically locking up (EET on Linux). I have to kill the game off from another console. I have some mods installed, but I don't know if that's the issue or which one is causing this problem. I can troubleshoot it, but before I do that, (because of the time involved with SCS) I want to know if this is a known issue. I'm pretty sure I've never seen this on a vanilla game. weidu-bgee.log weidu.log
  16. On a similar note, I think the WEIDU package for SCS calculates fluid dynamics during the installation.
  17. Axatax

    White Label Disks

    Yep. They're the same as the original release (which work in GemRB). The Ebay prices for used copies of the retail versions aren't that expensive though, and have a pair of real game manuals.
  18. Axatax

    White Label Disks

    Bootleg CD-R.
  19. Do they actually work properly, though? The poison effect isn't reported (in the same fashion as a party member being poisoned or an enemy poisoned with something like the Dagger of Venom - ie. "X takes Y poison damage").
  20. I don't know exactly where this question should go, so -- there's clearly the concept of poison arrows in BG(x), but AFAIK, in none of the games can you actually obtain any as a PC or for your party NPCs. I think there's maybe one character that can create poison arrows, but it's something rare, while various low-level enemies use them very often. Not really a question, but maybe an idea would be for a store to sell them, or a generic spell to poison arrows (or bladed weapons).
  21. I found a workaround in the time-being - if you pause the game quickly during the forest scene before Irenicus' dungeon and make a save game, it can be re-loaded and the crash is avoided.
  22. Yes, if I start SoA directly from the "campaign" menu, it works properly. If there's a way to generate a log, etc., point me in the right direction and I'll provide one.
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