Jump to content

RoyalProtector

Members
  • Posts

    329
  • Joined

Everything posted by RoyalProtector

  1. Speaking of which, I don't know if my game is broken or what, but BBoD does NOT set 5 pips in Long Sword. Looking at it in NI, it doesn't seem to be broken though. Tested on the character above. Is something wrong in this effect? Type: Modify proficiencies (233) Target: Self (1) Power: 0 # stars: Active class: 5, Original class: 0 Proficiency: PROFICIENCYLONGSWORD - 90 Behavior: Set if higher (0) Timing mode: Instant/While equipped - 2 Dispel/Resistance: Not dispel/Bypass resistance (2) Duration: 0 Probability 1: 100 Probability 2: 0 Unused: 00 00 00 00 00 00 00 00 h # dice thrown/maximum level: 0 Dice size/minimum level: 0 Save type: ( No save ) Save bonus: 0 Special: 1 Also the enchantment is level 6, while in the description it states that it acts as a +5 weapon... This might require a separate thread?
  2. Honestly I don't even know what is happening. I removed the three pips on dual wielding and this is THAC0 which results from holding two long swords. It doesn't make sense. The one handed bonus is applying though.
  3. Apparently it seems if you wield a weapon in the off hand, the game will interpret it as it didn't exist as far as weapon styles go. I noticed this because the critical hit bonus from one handed style still applies even if wielding a weapon in the off hand. Not sure how that would interact with other mods that change styles such as Scales of Balance (or was it Might and Guile?). Is it fixable?
  4. So out of curiosity, what exactly do they do to all weapons to allow them to backstab, if it's not making them available for all thieves?
  5. Personally I wouldn't mind making two handed swords available for backstab. I sometimes envision blackguards "backstabbing" (sneak attacking rather), with a two-handed sword. They should probably be limited to 2x backstab multiplier for balance reasons, however. It sounds pretty damn cool in my opinion to play BG as a blackguard who can make use of invisibility potions that way. Spoiler below about the end of SoD. In fact, I think I will modify a few of clearly "blackguard" swords to allow such thing in my current playthrough. I'm thinking Dorn's swords, the Unholy Reaver and Soul Reaver.
  6. Yes, I just checked that. I removed the flags and it works then. Thanks. I suppose this would be more a tweak than a fix so it's outside the scope of this mod. I don't really like how vanilla handles it though.
  7. Maybe I'm missing something but there doesn't seem to be any reason why it would be unsuitable. I'd propose removing that limitation.
  8. Yeah, I see now what happened: an effect that made the target immune to the poison for its duration was not the last effect, the other effects I mentioned were added after that one. Since those effects are added in order, it makes sense why it wouldn't work. The target became immune to the spell itself, making everything added afterwards useless. Thanks
  9. After remaking the spell using the level-3 version as a base, everything works. What is going on?
  10. I was making a poison in NearInfinity and it seemed to work when I was level 3. But when I reached level 4, it stopped working as intended. I noticed that the only thing changing besides the duration of the effect of the poison is that the order of some effects was different. So essentially, the poison decreases movement speed, constitution and AC. When those things are closer to first in the order of effects, they work. Everything works. But at level 4, it had those effects on the end of the list for whatever reason. And only the poison damage worked. Is this a known quirk or do you think I'm probably missing something?
  11. Hmm... How is this mod changing the slayer transformation exactly? I'd really like to install that part of Ascension.
  12. Just in case no one mentioned it. It should last 2 turns as per the description, but it actually only lasts 1. Cheers
  13. As I understand, this mod should be installed first before anything else, right? I was wondering, are any of the fixes likely to cause an incompatibility because some other mods rely on some bug or inconsistency of the base game? Just wondering, I don't know much about Infinity Engine modding. Speaking of which, is a release coming anytime soon? I'd love to use it in my next playthrough.
  14. Very cool, I like it. In general I like anything that emphasizes how special the PC is or their potential. Definitely trying this out on my next playthrough. I won't say no to free stat boosts either
  15. It'd be interesting if at some point they implemented spellcasting in a way that prevents the loss of spells if they are interrupted and not fully cast.
  16. Another thing that is probably not fixable without engine fixes: cleric-thieves lose access to some innate abilities, seemingly whenever the number of innate abilities surpass a certain number. In order to see them again, you have to spend others first. I suspect the thieving button inside is causing some sort of issue, and it eats up one innate spell slot somehow. In the past I had "fixed" this by making copies of innate abilities, marking them as "Spells" in NearInfinity and finally adding them to my character with EEKeeper. Or, how Time Stop's duration is not consistent. You can tell easily with Shadowstep. If you add another effect that lasts for 7 seconds, you'll see that TS sometimes ends before the other effect, or after.
  17. No, it happens with pure class thieves as well.
  18. What the title says, simulacra with thieving abilities cannot hide in the shadows and IIRC, also cannot detect traps/illusions
  19. I think Drow may pass for surface elves if they were szarkai (albino drow), assuming they had no monstruous features, because they would simply look like regular albino elves. Could be an interesting roleplaying choice.
  20. Haven't had this issue on a heavily modded BGEE myself. I installed this mod very close to the end though, as tipun suggested. After Scales of Balance and before SCS, IIRC.
  21. Yeah, could be a good idea to activate sneak attacks. I like the idea of sneak attacks, but I don't like that with SCS, most basic enemies will always attack rogues or mages over anyone else in melee range, so playing rogues in that way could be a frustrating experience. I think I'll just change them to inflict 1d5, +1 THAC0 and a 10% extra critical hit chance (this last bit might be a bit overpowered so I may change that back to 5%), making some exceptions in the case of some special daggers like the Grave Binder and throwing daggers...
  22. Thing is, unless you play a class that specifically allows you to put more pips into daggers, there's not much point to investing in them, with the exception that there are a few ones with interesting effects. They have the lowest damage of all the weapons, and short swords are better for backstabbing anyway. The introduction of sneak attacks in NWN makes them perfectly usable weapons for that purpose because sneak attacks are just flat amount of damages on top on the base damage, so the differences between weapons to sneak attack with are fairly low (and weapons vary more wildly, such as in how often they score critical hits and the critical hit multiplier). I was trying to come up with an idea as to how we could make daggers more interesting in BG. One idea I had is to add a backstab hit effect to all daggers so that every backstab would inflict extra damage (the higher the enchantment, the higher the extra damage). For roleplaying purposes it could be understood as an extra "quick stab", since it's such a small weapon. The problem is that this effect is not applied to the weapon, but to the character holding the dagger, so if you are dualwielding with a dagger in the off hand, and you backstab with a ninja-to, the extra damage would still apply. And I don't like that much. Other idea could be to increase the damage of all daggers to 1d5. It would be on par with warhammers which I think is fair. That would tip the balance a bit. Other things to tip the balance: all daggers have a +1 THAC0 bonus. Because they are such small weapons and easy to use, it's easier to handle them. Also: all daggers can, more easily pierce vital spots, because again, small pointy weapons = lots of easy murder. That is, all daggers have a 5% or 10% extra critical hit chance. I don't know how to mod but I do these things with NearInfinity. What do you think about this?
×
×
  • Create New...