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RoyalProtector

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  1. I think perhaps you should make a new thread for this. Also you should specify what's exactly wrong with their leveling up. Jaheira should be multiclassed, though Imoen should not.
  2. For me the component is non negotiable. Real bears can run very fast, and have a huge amount of stamina, more than enough to outrun any human. It's a neat little detail. I thought the EE fixed bears though (made them faster).
  3. There's a lot of potential here for good stuff -- and overall creepiness. I'll be curious to see where this goes.
  4. Probably to be expected... The poison ability from the Artisan Kitpack is completely different and uses a completely different philosophy for upgrades too
  5. Maybe a list of (currently) reported incompatible mods should be pinned in a post, @DavidW? I think it would be useful for people so they know what to expect so far (but to be fair, being still in Beta, you kinda have to expect various incompatibilities, I guess).
  6. Decided to test Dirty Fighting, since I never bothered to test it: Slow effect of Dirty Fighting doesn't have a string saying Slowed or some such on affected characters. I think Dirty Fighting should tell the user that targets can only be affected once per 2 rounds. Also, it doesn't affect character that are female, apparently... I checked it out in NI, and it looks like genders of female, niether and 255 are protected. Don't know this is some sort of hack or what... Regardless, I don't seem to be able to throw sand in Jaheira's eyes, no matter how much I critically hit her. EDIT: It's possible to get a blind portrait icon without being blinded, because the random chance for displaying the portrait icon is 50, but blindness as such is 49 (including the display string effect). I experienced this in the testing. Since 50 is also within the chances for slow, I got essentially Slow on the target as well as that icon. Guess I got very lucky. [All fixed]
  7. ... And since poison issues that were preventing tests are solved, here's the issues found: Assassination states that requirements are high level Thief{K=0, C=4}. Avoid Danger (both), Avoid Death, Crippling Strike, have a similar issue. (I might have missed others... regardless I don't think this problem was present in Beta 3) [Fixed, pending to check] Deathkiss does not apply the 1 poison damage for 24 seconds when save is failed for targets above 60 hitpoints. Additionally, it feels like the feats that improve the saving throw difficulty are not applying to this, but I might be mistaken. Regular (wyvern) poison applies much more consistently Nerve Venom seems to prevent resting for a while when it's active on a target in the party (seems to fade after a bit...). The game seems to act like it's in combat since armor cannot be removed Nerve Venom should not allow a saving throw, but it actually does. Nerve Venom does 6 poison damage without saving throw allowed, despite the description stating that "it does not otherwise damage the victim" Nerve Venom seems to apply an absurdly high AC modifier bonus against Crushing to the victim... unless it's some sort of UI bug. Carrion Crawler Ichor paralysis seems to not work sometimes a while after applying it once (after more than 1 round). Not sure why, but it feels like it can't be applied if the target is already paralyzed by it (and thus extending it). If that's the case the description should probably clarify this Also, I would mention that, unless I'm missing something, Deathkiss is a direct upgrade to Wyvern's poison, at least as far as the description goes. Much like the normal poison, it should cause 24 poison damage over time at max level +6 immediate damage... but it can also kill outright targets below 60 hitpoints. If that's the case, there's no reason to use Wyvern's poison after getting it. Maybe the highest damage output potential should be left to Wyvern Poison, and Deathkiss should be toned down (perhaps just the instant damage should be kept?) -- the upside being of course making weapons capable of slaying in the specified circumstances.
  8. All the reports from this point on are tested in Beta 5 OK, since the Bloodline sorcerers not being able to level up were fixed, I took another look at them (and other stuff that I tested while I was at it): Rimefrost Sorcerers can learn Shroud of Flame (I think the spell is not tagged as Fire...), even though Flame spells should be off limits. Maybe they shouldn't get Comet or Dragon Breath? the latter is pure fire damage, so, perhaps...? Weird text between brackets seen in summary of class when leveling up Celestial Sorcerer "{K=44,C=19} (also present in others such as Gravetouched) Summon Shadow is available to Celestial Bloodline, despite being also considered Necromancy (but I don't know what the policy is if it's considered from other schools too) Rune of Immunity durations seem to be wrong. Immunities to protection removal spells lasts 24 seconds, and immunity to schools of magic only last 22 seconds. The duration stated in the description is 10 rounds Deepearth sorcerers should probably not be able to get Thunderstorm, Immunity to Electricity (maybe?), or Scion of Storms, because they shouldn't be able to get spells of air or electricity. Maybe Energy Blades too, since it's electrical projectiles... Sorcerers can get duplicated sequencers and contingencies in their spellbooks if they pick them as they level up and take them as feats (I'm guessing it might happen with Find Familiar too...). Limitation or bug? Efreeti Sorcerer description has a double period at the end. Efreeti Sorcerers can get Blood to Ice despite the kit stating they can't get ice spells Efreeti sorcerer can get Aegis of Rime despite not being able to use ice spells Efreeti sorcerers start out with a blueish color scheme for their clothes, I was expecting red or orange for fire... mentioning it just in case. Melf's Minute Meteors, Fireshields, Lower Resistance, Death Fog, and Tensers Transformation separate the two school of magic they belong to by a comma with no space in between. Normally, there's a whitespace after the comma, and other spells do show that (such as Wraithform). Melf's Meteors are also available to Fey Sorcerers despite belonging to invocation too (although, same question applies, I don't know how mixed magic school spells are handled). This is present in other spells with mixed schools... if this is not a problem, I'll remove these anyway. Seven Eyes Issues: - Eye of the mind: Supposedly you can spend it as Charm Person, but what you actually receive is Charm Animal (seems to behave like the Ranger charm animal ability, though with a different icon) - It gives you Lay on Hands, with Cure Light Wounds description - It gives you Dispel Magic, with Remove Magic description (functions as the former) - It gives you Spiritual Hammer - It gives you Druid Polymorph Abilities - None of the spells that the spell claims to give you are given. Fiendish Sorcerers can summon Planetars -- despite technically only able to summon fiends. Pierce Shield last paragraph is separated by more than one empty line (might have reported it before, will delete if that's the case) Blood to Ice HLA spell seems to paralyze the victim for far more than the 1 round the description states (several rounds, it seems). Although frankly I'd rather have the version as it is, otherwise it could be underwhelming otherwise, being a single target spell (but perhaps toning down the paralysis duration would be wise). Stormborn Sorcerer has access to Malavon spell HLA despite being an acid spell I'll scan the rest of issues and see if they were handled by beta 5 too (such as poisons) and cross them out later. Cheers.
  9. Looks really cool, thanks! Anything of this sort for BG2EE?
  10. I've seen this happening when NPC receive any amount of XP while they're still at level 0
  11. Seen this myself with druids. If I rest while shapeshifted, I wake up in the morning as a male monk lol Until I remove the staff
  12. Yes, bloodline sorcerers are bugged. Reported by me here: You're better off waiting for a stable version
  13. There are some kits that just won't level up, they're bugged, so you probably can't do anything... unless there's a hotfix for that problem, I'm not sure if the cause was identified
  14. That is hilarious... whoever wrote that version, good job.
  15. Just out of (technical) curiosity... What sort of regex would account for NPCs that should probably be taken care of so they don't spawn dead?
  16. Hm. That reminds me that during my test BGEE run, I noted that Xzar had 2 Health. I was wondering if that could have resulted in just outright dead NPCs because of things like this
  17. Also, I just realized that Quayle is set as a Fastpaw of Baervan/Illusionist, but he actually worships Baravar Cloakshadow At least according to his biography in the game.
  18. Okay, I went through SoD and found the following issues (I hope this is alright): Dynaheir doesn't level up more than once. Safana levels up automatically to level 4 (i.e. I only have to level up once). Proficiencies are broken Randomly getting the "Natural form" spell auto cast on my druid for some reason, after being shapeshifted a while earlier (and also shifted to natural form manually too) Viconia becomes a Moon Elf too (this doesn't happen is she's your initial companion when starting a new game in SoD). Same considerations as the previous post Baeloth starts at level 7 (same as previous post -- also happens when starting with him) Jaheira, Neera and Dorn get no proficiency points anywhere when leveling them up from level 0 Dorn can take Extra Lay On Hands, despite being a Blackguard So I guess there are some issues with NPC customization all over the place.
  19. I quickly went through the whole game to get every joinable character in BGEE (not SoD) just to see if there were other issues: Possible issues: Garrick/Silke scene doesn't trigger until you talk to Silke. Talking to Garrick triggers the dialog and looks like it will make the dialog flow normally, but it doesn't. Garrick is displaying the usual "freakout" that I mentioned in other bug reports, which is present until I level him up... I may be mistaken but I distinctly remember that scene triggering automatically without doing anything. Garrick behaves normally. I've also seen during my tests the spellbook buttons randomly not working, not sure how to replicate it but it happened after getting Brawnen and leveling her up, and then trying to go into her spells. As reported for BG2EE in my thread, Minsc starts with only 1 pip in dual wielding, instead of 2. All good with Rasaad, although it was pretty funny that he was using the highest tier of fist weapons before I leveled him up from 0. Baeloth is set fine racewise, although you cannot level him up manually, and starts off at level 6 (IIRC) so the proficiencies and such stuff is broken As Rin said, Kivan is set as Moon Elf, not Wood Elf. Coran and Xan are also a Moon Elf but I don't know if that's incorrect. Shar-Teel leveled up only once to level 1, despite having leveled up my character (assassin) to 8 so I could get Baeloth, not sure why. Skie had the same situation.
  20. OK, nevermind, it happened to me too. It seems to happen in BGEE, not in SoD. I got Viconia at her usual spot. My character was at level 6. I leveled her up to level 4 (still not completed the process from NPC management stuff), and it does show as Moon Elf). She remains a Moon Elf at the end, without any drow characteristics (no magic resistance, keeps her vanilla magic resistance, no blindness to light). Hopefully that helps. Most of my tests in BGEE didn't involve progressing through the game, so I missed any bugs related to NPCs. Might take a stroll to see if there are issues with other joinable characters. WeiDU.log
  21. Just throwing an idea out there... Maybe it's the Fixpack Rin is using? It still doesn't have a release, and I think I've seen people reporting issues when this mod is installed along with the fixpack. I haven't seen this with just this mod installed
  22. I had a sudden itch for a good old heist. I liked the mini quests in bg about thieving although they were too short for my taste. So I'm wondering if anyone knows of mods for the bg saga that involve or are centered around thieving, heists, etc. Maybe something like Assassinations but more revolving around thief stuff.
  23. I believe UI mods cause conflicts with this mod generally speaking. I think only lefreut's supported.
  24. I had this issue too in previous versions with a non clean instalation of the game but it installed fine with a fresh copy with only the DLC Merger installed before.
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