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Trouveur80

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Posts posted by Trouveur80

  1. 8 hours ago, DrAzTiK said:

    this mod looks interesting (especially the one adding some challenges and monsters) but we really need a readme to understand what is going to happens (and it can helps preventing incompatibilities with others mods)

    There is a complete readme in the doc subfolder.

  2. 1 hour ago, JediMindTrix said:

    The other thing I will note is that I think it's extremely odd that you don't replenish your provisions when you rest in your strongholds -- some of them do make more sense like the Planar Sphere, but the de'arnisse keep as a cook and kitchen, the bard stronghold is beneath an inn, the rogue's guild is/was set up to be an inn... you're telling me the temples don't have foodstocks their prized priest can restock from? The Radiant Order of the Noble Heart doesn't give their paladins travel provisions when they set off to do Paladin things? etc etc

    Already discussed here :

     

  3. Hi, it would be nice to have a tweak allowing to have in BG the dream sequences with special abilities gained automatically at the first chapter eligible rest.

    I often don't rest in chapter 6 and not often in chapter 7, and I can finish the game before getting the two last abilities.

  4. 5 hours ago, Baptor said:

    Is this available to play yet? People seem to be playing it but I can't find a download anywhere.

    From the OP :

    "Current progress: 

    The mod version is beta V. 0.7

    The English version is currently being proofread and Beta tested. As soon as this is completed I will officially release the English version of the mod and provide a download link." 

  5. I always saw this as Sarevok wanting to neutralize all groups able to challenge his future iron fist rule on the city (Rededge says adventurers and all competent sword and magic wielders are also targeted).

    It's one stone two birds : strengthen his grip on the city, and also make it more focused on the war against Amn, with no outlaws weakening the war efforts. 

  6. 24 minutes ago, subtledoctor said:

    I think it’s fine. What I have set up in step 5 leaves some thieves in the Guild, but not as many, and the ones named in those dialogues (Alatos, Narlen, Rededge, etc.) are no longer there. Just Denkod, Lily, and a skeleton crew of nameless thieves. It fits the narrative while allowing the Thieves’ Guild location  to remain, you know, the Thieves’ Guild. 

    I have to get this thing done, at least a playable beta. It is taking up time I should be putting toward other projects. I am writing up the dialogue in step 7, and I have looked at how EndlessBG1 handles the transition to SoD. I should be able to use the same technique, and make it compatible, without much trouble. I will even support optional EndlessBG1 components like the hero tribute cut scene - though, that will be a bit more nuanced with this mod. 

    All good then. 🙂

  7. 1 hour ago, mickabouille said:

    I read that more as the Flaming Fist putting pressure on the guild and having some success, with some killed and jailed members and many others going dark and waiting for things to calm down (so... standard operation, kind of)

    Not really the same thing as the guild disbanding or being destroyed.

    "The guild is all but lost to the Flaming Fist." line seems to imply more than some success.

  8. On 4/5/2024 at 10:47 PM, subtledoctor said:

    Cool, that would be helpful. I see in the area script that most of the occupants of the guild are set to disappear in chapter 7. But neither Black Lily nor Denkod has anything to say about it, and in my recent playthrough I did not meet anyone who gave more information about it. It is a nice enough plot point, but if the game does not actually pr

    esent it to players, then what is the use of it?

    I don't really like the idea that the guild has been completely eliminated. (And after all Denkod, Black Lily, and Voleta Stiletto are still there.) So I might reintroduce some nameless thieves to the area, just to have bodies there. I am going to write out a small conversation with Denkod, and if the player gets needlessly murderous and attacks him, I want others around to help him.

    Here we go :

    Chapter-7-thieves-guild-1.jpg

    Chapter-7-thieves-guild-2.jpg

    Chapter-7-thieves-guild-3.jpg

    Chapter-7-thieves-guild-4.jpg

    Chapter-7-thieves-guild-5.jpg

  9. 18 hours ago, subtledoctor said:

    This makes a ton of sense. The Flaming Fist consists of fighters, but they are largely low-level soldiers. (And I’ll probably add a line about the most experienced members gearing up to leave the city and confront the Crusade.) Thieves’ Guild members, by contrast, are probably higher-level thieves. They are probably more than a match for low-level fighters one-on-one… then add in the fact that the fight would be on their home turf, they have traps, they have poison, they have magic… it would be a bloodbath. 

    When returning in BG city in chapter 7, Alatos is dead, most thieves are either imprisoned, killed, or have flee the city because of Flaming Fist brutality under Angelo's rule. 

    So you will probably also need to edit some vanilla dialogs for consistency. 

  10. 1 hour ago, Centurion said:

    I "know" it because of this line in the ReadMe: Belladonna flower. One Belladona flower is added to the kitchen storeroom behind a locked door (accessible via quest "Fire Elemental in the Seatower Storeroom").

    Hence why I thought completing that task would somehow gain access. And, for the other poster, there are other belladonna flowers in the game (Balduran's Island), but the mage shows no interest in these. It must be an item coded specifically to this quest? 

    I always successfully brought the ones from Balduran's Island for this quest.

  11. 9 hours ago, TotoR said:

    This is very true for PnP tweaks such as: PnP fiend, PnP undead, PnP mephits, PnP fey and PnP elemental installed with most SCS AIs that update the same aspect of the game (smarter Fiends, revised Elementals...). But for the other tweaks, there should be no problem using them together.

    Indeed, I always install some aTweaks components before SCS without issues :

    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #262 // Altered XP rewards from locks, traps and scrolls -> No XP rewards from locks, traps and scrolls: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53

  12. 20 minutes ago, DavidW said:

     I am reluctant to have too-bespoke modifiers for ability scores. One goal of that component was to have a simple rule that does not vary by ability score (as 3rd edition D&D and later does).

    Another option would be to make starting thAC0 higher than 20, so the to hit bonus from ability scores would not lead to a very low thAC0 until end game? It would also slightly advantage warriors in the beginning thanks to their faster thAC0 progression.

    Edit : also, the 3e bonus system option for scores higher than 18 would probably be more balanced than the custom one. With the sub races component and the BGEE tomes, strength of 19 or 20 is easy to reach in BGEE, and there is the big belt and the gauntlet of ogre power too, meaning at least three characters in the party can have high strength easily. 

     

     

     

     

  13. 17 hours ago, Madzak said:

    yes. see weidu log above.

    It's the culprit then. This component also affects familiars and so increase HP gain from the spell. 

    You can edit the familiar CRE file in Near Infinity before casting the spell, so you don't gain too much HP

  14. 7 hours ago, Madzak said:

    Spells:

    Find Familiar:  Fairy dragon gives way too much HP (20+)  (sitting at 34 hp in Candlekeep) (insane difficulty)

    Did you also installed Tweaks Anthology max HP for all creatures component? 

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