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RoyalProtector

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Everything posted by RoyalProtector

  1. Minsc looks pretty cool. I'd like to see the same for his BG2 portrait. Imoen looks nice. She's giving me slight Alyson Hannigan vibes. Shar'Teel looks too benevolent in that photo for my taste -- she's a raving lunatic misandrist always thirsting for blood. Compared to the original artwork, that is. Ditto for Baeloth, in the original artwork you can see the signs of his maniacal malevolence, while this portrait gives me more vibes of careful Lawful Evil malevolence from the shadows, like Edwin. Too "poetic" for feedback? Sorry, that's the best I can do for this type of thing. Looking forward for more.
  2. Either it was fixed already since Beta 3, or I sleep-deprivedly conjured it myself. Looks fine in Beta 8 as far as I can tell. It works on my kitless Bard at level 19 in ToB (I leveled up with what ToB gives you). Lingering melody works fine up to that level. Then I leveled it up directly to max level 40. That and selecting the Epic of Charname in the feats are the only things that changed. Lingering melody stops working right then for some reason. I still see it in Beta 8. In the list of advantages, it states first "May achieve GM with these weapon classes: Crossbow, Longbow, Shortbow". The third "advantage" is "May achieve GM in longbows, shortbows and crossbows." Paraphrasing. Also, in case you want to take a look at it before releasing Beta 9, the hotfixes for Beta 8 had a weird side effect where pressing the character record button also makes your character say one of their selection lines, weirdly enough. (Although on second thought, it may be completely unrelated to the hotfixes -- the hotfixes just allowed me to start testing)
  3. Very nice! I'll retest the ones you mentioned you couldn't reproduce.
  4. Yes, I bet you love ignoring little things like feedback. Yes, get it now, "amigo"? Your comments come across as very entitled, as if you're assuming the author is literally, and on purpose not fulfilling their holy duty to update the mods that you want to play. The very optional priorities in anyone's life, generally speaking, is not something you have any right to request more attention on... Especially considering you haven't the slightest idea about the modder's life and what their situation is. NOT THE SLIGHTEST. They could have family dying of cancer in the hospital, and you wouldn't consider it for a minute, would you? Heavens forbid they deny you the updates you seek. This thread has already received several reports, including a double comment by you. Take a hint! Look in the mirror before you accuse anyone of "posting offensive garbage". It's quite clearly not my problem if you have a visceral reaction to being called out on it. And if you REALLY didn't mean it like that, at least accept that it comes across as that. Or not, I don't care, I just find the attitude a bit revolting.
  5. At least I got you to remove this last bit, hey "amigo"? What a beautiful irony. I'll leave you to your entitlement issues, "amigo".
  6. Yes, pester the author. I'm sure their real life will bend to your wishes.
  7. I think your suggestions are great @hulkamania! Although drow charnames are out of the question as far as this mod is concerned so far.
  8. This is what I'm the most excited for, because believe me, I'll install mods that add more and more new kits. Even if I'll never use them lol
  9. Sorry, should have explained, not everyone is familiar with the vanilla SD. Slippery mind is a default "feat" in both BGEE and NWN/NWN2 that Shadowdancers have by default. Your version is more close to the actual effect of Slippery Mind in NWN. I think it was taken from the Player's Handbook 3rd Edition where the following is said: "Similarly, the mind of a rogue could be described as “slippery” and many rogues were infuriatingly difficult to charm or enchant" The Slippery Mind that BeamDog implemented is just a universal +1 Saving Throw. I think it should remain consistent with the overhauling nature of your mod and that feat, but perhaps you disagree.
  10. It does in BGEE. If you select Toughness, you see how many "pips" you got in Toughness. That's why I'm bringing it up. Speaking for myself, that would be more than enough for me. Great! Thank you for considering them. Since you just looked at Fury of the Pack, you might want to consider tweaking it because of another issue that I reported later, which is that the wolves can critically miss, so perhaps adding an effect to invalidate critical misses is warranted. IIRC that's done with opcode 362 with a value of -1. (You added impossibly good rolls, so I assume the intent was to always hit)
  11. Seems like one of those cases where you need to memorize the spell twice to be usable in that scenario... Like summons against anything that has Death Spell memorized. So annoying.
  12. Another tangential issue to fiends that I saw is that summoned fiends that can use "Symbol Of" spells, fail to affect your own party, because the spells are now party friendly. (Or at least I think that's what this is)
  13. Huh... weird. Could it be an importing effects issue translating poorly from BGEE to BG2EE?
  14. OK. Good to know the common-sense answer is the right one. I asked because I don't assume it has to be easy or straightforward. After all, they're supposed to give me perks that consume their (apparently very) limited resources, potentially.
  15. Hello! Why do you think I'm talking about you?
  16. Wow... I don't mean to resurrect this, but I wasn't expecting to find this kind of thing in this forum lol. I've never seen such an incredibly self-righteous defense of posting porn in a modding forum, against all common sense, decency, and the basic rules of the service you're using. But you can't reason with someone that narcissistic... with great modding titles such as "Ass".
  17. Yes, who likes doing optional stuff in videogames, anyway? Ugh, while I understand this, I never liked this. Needing one summoning spell memorized just to be fodder (if summons is your tactic to win, anyway). But I suppose if they cast it mindlessly, you might as well have a cleric of druid cast the lowest of the low, since they have many more spell slots...
  18. That's right. Like I mentioned, it isn't like The Witcher 3, where being hit or not being hit depends exclusively on what the player does. So the mix of AC and Hitpoints is an abstraction about the resilience of the character. Good point. In the third edition, they changed poison so it progressively damages your stats. I don't think it can kill you, at least in NWN/NWN2, it just can make you extremely weak. I had mixed feelings about this, because I'm used to poison being an added source of HP damage, though I can see why they changed it. I know that for example The Artisan changed poison-dealing classes such that when applied, enemies take damage every round and lose 1 point of constitution. Losing constitution seems a bit more realistic, I guess, because it's a way of damaging that is agnostic about the amount of hitpoints the enemy has -- which has some synergy with mods that tie saving throws to stats, now that I think of it. (Leaving behind the fact that some creatures in the game AFAIK don't have a change in HP when their constitution changes -- I don't know how that works).
  19. Nice. I had no idea, thanks for the info.
  20. But can you use it to modify saves in a similar way?
  21. True. I don't particularly like that system, it's limited, "gamey" and too passive. But hey, this isn't The Witcher 3. It's not player skill at play here (for the most part). It's one of those things you have to give some suspension of disbelief. For example, consider how at level 1, you die by 2 or 3 arrows at most, but at level 13, you can take 10 times more, obviously it can't realistically mean that your character suddenly is capable of being impaled with many sharp pointy metal projectiles.
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