RoyalProtector
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Posts posted by RoyalProtector
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I think aTweaks restores that vulnerability too. Or was it CDTweaks? One of them... just so you know.
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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: 1Also the enchantment is level 6, while in the description it states that it acts as a +5 weapon... This might require a separate thread?
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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.
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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?
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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?
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Quote
It needs add some type checking to the code--right now this makes everything (e.g. 2H swords) available for backstab, but I should cut it back down to the normal thief weapons. So it'll make stuff like Staff of the Magi and Ninjatō of the Scarlet Brotherhood available for backstab, but not bastard swords and the like.
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.
SpoilerEven Caelar does this at the end of SoD if she becomes Belhifet's blackguard.
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.
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21 minutes ago, The Artisan said:
Anything with a 'not-usable by thief' flag is innately made unable to backstab.
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.
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4 hours ago, subtledoctor said:
I don’t think that NPC makes any sense either
What makes you say that?
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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.
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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
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After remaking the spell using the level-3 version as a base, everything works. What is going on?
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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? -
Hmm... How is this mod changing the slayer transformation exactly?
I'd really like to install that part of Ascension.
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Just in case no one mentioned it. It should last 2 turns as per the description, but it actually only lasts 1. Cheers
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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.
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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
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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.
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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.
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Oh, my bad.
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No, it happens with pure class thieves as well.
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What the title says, simulacra with thieving abilities cannot hide in the shadows and IIRC, also cannot detect traps/illusions
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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.
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11 hours ago, ahungry said:
Cons: Small chance to be randomly attacked by "innocent" flagged characters every X minutes / reputation gains are halved+temple gain disabled, alignment restricted to Evil, -1 cha
Drizzt would disagree...
Werebane+1 has an enchantment level of 2, probably should be 1
in EE Fixpack
Posted · Edited by RoyalProtector
Just what the title says. Personally I feel like it should be a +2 weapon, but that's besides the point.
Sword of Balduran does not have this inconsistency.