Jump to content

Gordian

Members
  • Posts

    86
  • Joined

About Gordian

Recent Profile Visitors

173 profile views

Gordian's Achievements

  1. You can actually use them together if you choose to go with instant trap detection from TnT. Works with my install order and is pretty neat. Only thing missing from this setup is support for Thieving Skills for Bards (etc.).
  2. Ha! Great job. : ) This also explains why I didn't encounter this bug on later installs, since I figured I don't need the component. Is it really the core component or just the auto-pause one? I only discarded the latter (8/9). My UI (at least) has trap auto-pause anyways. And it was TnT after all. Yea, Magus is very responsive. I did open a (albeit lengthy) issue myself there but didn't find the time to split etc. Feel free to pick up anything you find relevant there, it's already closed. Edit: TnT is a great mod in my opinion, really deserves more compatibility and feedback on features.
  3. I ever was, thus still am, too impatient for that - BUT, that's just me. ; ) (And I kind of never wanted to CTRL+J through the game unless a bug mandated it.) +150% OOC MS are a very neat alternative, I think - might break the immersion for others. But then again, I'm actually considering playing at 60fps. Must admit that I only tested the arcane version of Haste with the divine version of FoM and nothing else but this combination seems WAI. I will look into this for my next install (one I might actually end up playing, but it'll be a while...) Then again, this would only be relevant for fights and I'll have to debate this with myself, heh. I can imagine it being hard to implement but would be interested in what nuances you're alluding to specifically.
  4. Oh, that's "great", haha. Interesting findings - might yield clues as to what gave birth to it. I don't think that I have the install of that save still, so my testing capabilities might be limited. I think, that the forum offers 1MB of upload storage per account, you can check there and delete your old stuff, if you want to. Did you try @subtledoctor's NI suggestion?
  5. I was quoting SR's (that's why I assumed SRR as well) readme from memory. This is a clear deviation from its vanilla description, hinting at (to me at least) not blocking Haste. I never tested the interaction, as I mainly playtested early-mid BG1. I do know that the klatu component didn't install, but this can have a gazillion of reasons, so one would have to test. Reasonable, but annoying when it comes to having to switch items. That's what my younger self thought about it when trying to move the party quickly from A to B back in ~2000. Now with tweaks that allow for faster OOC movement, I might prefer the nerf to Free Action myself. I see where you're getting at when it comes to generalising SR and SRR. Edit: I just tested it, as I still have an install (without the klatu component): SRR's Free Action doesn't block Haste. Can't say anything about SR but I would expect it to behave the same way in this regard due to its description.
  6. I remember having issues with invisible party members myself and got the impression that it was related to familiars (namely TnT components), unsure though. Tabbing displayed an invisible "Uninjured" entity, I couldn't get rid of. From what you wrote, it seems that these are two distinct issues. It happened in/after Beregost for me and I could rectify by reloading a previous save and doing Beregost again. I also vaguely remember handling the aforementioned fight differently. We do have similar install lists - it figures. What are the tools available for pinpointing the culprit? Will definitely check out your new version once I get back to installing/testing - sounds great!
  7. 3) Works as far as I can tell, did not use/check all its components (the Infravision one for instance) though. Enemy Random Targeting: no idea whether sensible to use with SCS Ad: Area Transitions: I sometimes encountered a bug, where I got the "You must gather..." message, even though it was gathered. This might be due to an "invisible familiar" bug or something else, couldn't pinpoint. Mainly happened after Beregost. An idea was to counteract this issue with this component - never tested though. 4) The spell-related message components work in my installs. "Reveal Hidden Doors" installs but I never checked whether it works. The animation fixes installed and fixed a select few spells - never checked their animation. 5) Works flawlessly, from what I can tell. Ad klatu's Free Action: I'm not entirely sure, but I think it is (partly?) included in SR(R) - that's also why it didn't install for me, iirc. If memory serves right, this might also be an option to consider.
  8. Ah, I omitted this on purpose since I only play on Insane difficulty. But I should probably include it at the end under "adjustable difficulty". Maybe I should check all components for such adjustments again, so other users do I get a choice. I can't promise testing them very soon, but I might in the foreseeable future. I'm currently looking into the tweaks section and trying to get a good overview of overlap and issues. Maybe Tweaks and Tricks' components will have more EET compatibility soon. : ) Haven't been able to playtest as much I would like, but have been testing a few mods. Especially the ones I used EET_mod_converter on.
  9. Hi, @Wise Grimwald! This is just my personal install list with no ambitions to a) be working for everyone or b) provide fixes for specific issues - this is up to the respective mods' authors. The local changes I made to some mods are mainly amateurish tweaks on working mods for achieving my still infantile vision of "balance". In addition I'm very fresh myself but I can give this a try regardless. (Best ask on Discord or create your own topic in this sub-forum, for instance.) First and foremost: from what I know this mod needs to be installed on BG:EE and not after EET - this might be the cause for your issues. EET provides compatibility for a few left-over mods installed on BG:EE. EET changes area names and the mod might have patched the wrong (or none?) areas as a result. You can check this list for your next install. I'm not too familiar with the mod, as I just included it yesterday (no idea whether I'll keep it either) and haven't tested it at all. As far as I know, there is a thread on Beamdog pertaining to this mod and the mod hasn't been updated in quite a while (1.5c in 2018). From my browsing through the pages, I get the impression that you're familiar with it. I can't imagine a deliberate change from another mod to specifically affect the behaviour you're describing, but that doesn't mean that it hasn't been done. The only other mod I'm not familiar with is SETUP-BGEEAR. From my last research a version of this (not saying that this is the one) was one changed for EET but not by the authors themselves. As it is minor and you already have a fix (thanks for bringing this to my attention, as I might run into the same issue), this shouldn't pose a huge problem for your run. The short answer: If this really bugs you and installing it on BG:EE doesn't fix it, you can try posting it (again?) on the mod's thread or PM its author on Beamdog. If the mod isn't maintained anymore, then you're out of luck from an official standpoint. You could try to change the mod locally (which might and probably will come with its own issues) or ask someone to do it for you (I'm not right address for this). Hope I could help or provide you with a working approach.
  10. Sounds great if applicable - also the ticks part! Shields vs. TWF/DW (or balancing weapons/armours overall) is a different beast entirely. But making shields a more enticing choice is something sorely needed, I think (even after SoB's and IR(R)'s changes). I like the breath weapon defense buff idea. Rant:
  11. This mod does not install, please see the open issue on git, @subtledoctor. - a disgruntled and impatient customer edit: Here's hoping @-ing works when editing.
  12. This already is a neat tweak for dragons (exact values, stacking rules and crossmod implications (SCS, SR come to mind) would need to be checked, I suppose), what do you think, @subtledoctor? But we should probably move this discussion elsewhere. This would also make dodging/not being affected by a dragon's breath quite crucial and would make good use of EEex' timers. I'm not advocating turning the game into an "avoid void zones" one, but tactical positioning and movement should be a factor, I feel.
  13. You posted two excellent implementations yourself, I feel. One could create multiple components to add said effects to various creatures to give players a choice and/or fine tune their difficulty. I also contemplated writing something along those lines myself but I don't think that I'm there yet and should probably start with something smaller on the one hand and UA already houses many features which could be applied to enemies in addition to giving those options to players - also alluding to our conversation on feats for AI F/T. I will check out the thread and try to contribute if I come up with something concise and (more or less) sensible. Heh... this was the first thing I tried a few weeks ago, but I must have missed the pop-up somehow (Firefox), thanks indeed!
  14. According to the wiki Firkraag (at least) has this already, that's why I didn't bother proposing. If that's not true for all dragons, then that might be a good addition. You could also make it set the resistance to a certain amount or maybe there's some middle ground between cumulative and set. I haven't fought dragons in a long time, so I can't comment on frequency (even more so in a modded game). What I can state is, that I don't really like its implementation too much, but launching characters into the air or whirling them around might not be feasible without EEex (I think Olvyn Spells managed to do something like this). I wholeheartedly agree with the rest of your paragraph btw. That's an elegant way of implementing/emulating multidirectional attacks! This train of thought could be applied to more enemies than just dragons, I suppose. Yep, that would be one way of giving them "feats" - also agree on the large creatures part. Wondering whether maybe there should be different versions of this - differing in the effect being blocked by Freedom of Movement or not, when using being stunned as an example. As in a powerful enough dragon overcoming this protection. Angel's mih_eq has various tiers for creatures like dragons or vampires, thus an elder+ version of a creature could overcome some protections that are directed against their natural abilities. Do SCS scripts check for states like "stunned" by default? I'm thinking of targeting behaviour etc here. Adding such (mainly passive) abilities to various creatures might really be an interesting mod to spice up the game. It would also benefit from SCS' difficulty slider and/or fine tuning options. On quoting: I'm pretty new to writing in forums: is there a way of quoting a specific passage without having to quote everything and deleting the rest? Might just be my lack of knowledge, but seems tedious.
  15. Hm... One could maybe give them abilities (I'm thinking in analogy to MnG feats or similar - if I had the choice, all enemies would get similar abilities and use them via SCS scripts) as at will abilities being quick/free actions to make them independent of their casting potential and boosting their action economy versus a full party. Another (additional?) option would be to give them multi-directional attacks for facing multiple opponents (I'm thinking bite, claws, tails, wings - they have 2 of those, iirc) but this might not be feasible at all. Also: them being in a much higher size category than humans should result in them having a much larger range (don't know their default range, but it's an easy check in NI). I think there already was a mod idea on enemy ranges - totally in favour, where it is sensible. Will likely need a script overhaul though... I really like what Angel did with his alternate damage for large creatures component in mih_tweaks. Ideas like this one add granularity and immersion. On spells: extending the set of spells the AI can use seems to be a herculean task, from what I've read here (and UA-like abilities might be in the same boat), else I'd also propose a dynamic check for installed spells and HLAs (maybe even more so) and adding them to the AI's arsenal. Again something I don't know the status quo about: how does SCS AI react to being debuffed (SoS spells/abilities often in preparation of SoD/outright die ones)? Does is prioritise getting rid of them immediately? Ad targeting: I don't know its current state well enough as a baseline, but making smart (i.e. INT/WIS maybe lore even) enemies analyse the situation and focusing the biggest threat would make for interesting gameplay. ME_tweaks makes enemies change their target faster (no idea whether that's needed with SCS), which prevents some kiting cheese. A dragon should be one of the most fearsome enemies, preferably not just due to stats and its aura (could be different auras too). There's the Super Firkraag mod too, don't know what it changed/did though. The gist of my notions is: we give the player so many useful and shiny tools, but most enemies have to resort to their (beefed up) vanilla ones, if I'm not mistaken. UA already houses many of the tools conceivable, we'd just have to make enemies use them too. (Probably with several layers of scaling using sliders.) This would be an angle for making fights more interesting and hopefully requiring some innovative thinking/extra care when facing many of Faerûn's inhabitants. (Afterthought: The more I read in this thread, the more I'm gravitating to reverting to 2.5 and SCS 33.4 (not going to as of yet, but still). Even though dragons might be the same. Patience and an SCS update or two will definitely be the better choice.)
×
×
  • Create New...