RoyalProtector
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Posts posted by RoyalProtector
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6 minutes ago, DavidW said:
The plot of chapter 5 of BG2 revolves around the fact that you are not drow but need to infiltrate their city.
I get it, but isn't that a minor part of the plot? If you were a drow already, then, the only part that would need to be tweaked is the matter of whether you require to be disguised by Adalon or not, I think?
EDIT: Well, and a bunch of dialogs referencing your party or CHARNAME not being drow I guess. I'm no expert in modding this game, but I believe that type of tweak would not be too difficult to do? Anyway, out of the scope of this mod.
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14 minutes ago, jmerry said:
a game like this just isn't flexible enough to satisfy.
Probably. Unless someone wants to make a mod to accommodate this.
6 minutes ago, Trouveur80 said:all the dialogs clearly state you're disguised as one and could be find out
This part is a minor detail that could be tweaked, but then, it's out of the scope of this mod.
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Just trying to get a sense of the justification, I don't remember enough details to be sure.
Okay, so as far as aasimar, I suppose it's not really plausible, because then it would mean that Alianna (charname's mother) was a half-celestial, which are always good-aligned, which clashes with the fact that she was a devoted disciple of Bhaal who bore his children.
As far as drow... I think I need more explanation. It's not just appearance, I imagine, which would normally cause trouble for a drow on the surface (you might as well roleplay being an albino drow -- aka szarkai -- that blends with other elves normally). What am I missing from BG2EE that would make a drow charname unlikely or problematic lore-wise/plot-wise?
Cheers.
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3 minutes ago, Trouveur80 said:
That's what ToF revised HLA are for. ^^
Yes, some of them are quite underwhelming for a once-per-day spell.
Also some of the vanilla ones are made for multiple uses, as far as I'm concerned (like Spirit/Shadow form -- 30 seconds of half physical damage once per day is not that appealing), and as such I don't agree with the generalized one-per-day deal. But that's a topic for ToF forums.
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I like the component provided the spells are powerful enough to be worth having even only once per day. Otherwise, increase uses or improve spell.
Improved Alacrity is a good example of a spell that should be castable only once per day. It's outrageously powerful, after all, to the point where you can trivialize many fights, without giving much thought at all about strategy every round/turn.
But I think the some of the new quest/10 spells need some work.
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BG1NPCProject does a really good job at fleshing out Imoen convincingly.
I will admit though that it was a bit disappointing that in BG2 after rescuing her, she has no interactions with any quest. I think she has banters, but completely unvoiced?
I may be misremembering.
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Looks like a custom UI issue.
Was working fine when I had tested this in vanilla UI. The problem really is that he is not a follower of Baervan but of Baravar Cloakshadow (any excuse to add a couple more kits to the mod, please).
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That's really cool. I'll see if I can test it today.
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I agree. Anything to make bards feel less like subpar Fighter/Mages.
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9 hours ago, DavidW said:
Thanks for your patience!
No worries at all, thank you for your work and dedication, despite the probably overwhelming amount of reports.
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Very nice. So only left is the 20th of January report, as well as the possible issue with dragon breath I mentioned a few posts away. @Trouveur80 also has indicated that Chromatic Orb is misbehaving:
On 2/22/2024 at 10:22 PM, Trouveur80 said:Looking at SPWI18 with Near Infinity, all 6 levels of the spell are affected with no damage if the save is successful.
And then onto the (much longer) list for BG2EE. Exciting stuff. Endless bug squashing is the favorite activity for developers
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Very exciting. I've never finished ToB since I started playing the game 18-ish years ago. Never say never!
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Hey, congrats! I'll give this a try!
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Since we're talking about that -- is there a rough approximation as to how much time after the cast should pass before it's definitely safe to pause?
And does it happen with any spell? Would like to know about that, and if there's a known type of magical effect that is more susceptible than others
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On 2/18/2024 at 8:16 AM, gatperdut said:
your post comes across a bit as a project manager's
Indubitably.
Is someone going to get fired? Eek! Run for your lives!
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I share your enthusiasm, but yeah, definitely a bit early. Still many issues remaining
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There's probably a hacky way of "fixing it" like providing physical invulnerability for half a second or something along those lines. But hacky solutions are hacky.
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On 2/15/2024 at 6:27 PM, Guest some dude said:
That way people like me can enjoy the pleasures of paying for food and supplies without any workarounds.
I fully endorse this. Free replenishment removes the managing aspect of this feature. While you could ignore it, I wouldn't want my supplies to be replenished automatically, by accident or not. If it was something more fully featured, like a tweak to all strongholds, such that you could buy provisions to provide the stronghold, then I would be fine with it.
ini sounds fine to me. A minor inconvenience, but as long as it's documented, it's all good, in my personal opinion
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Just now, TotalMilk90 said:
while the other has to be taken through cunning/dialog
Huh, really? Because I tried to talk to them, but I didn't see any options. I might have missed it because I was playtesting rather quickly, but is there any other chance to talk with them other than when they're partying outside?
Many thanks for the update.
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Ugh, those pause bugs are so annoying. They'll never be fixed, so we have to live with it. (Or maybe fixed in 20 years, in the next update cycle?)
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OK, since you asked: the green dragon projectile is the same as before as far I can tell. There is also a mismatch between being hit with damage, and the animation of the spell, i.e. characters suffer the damage before the poison bubbles get close enough to them. The "cone" of damage is very small too -- quite unforgiving.
Also the description of the spell is always about a "gout of flame", in case I didn't report this before.
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Another issue in Shadows and Echoes. I dropped the note and then met the target. The target was deleted when they explained their actions to the quest giver, but the quest giver did not react in any way. I cannot progress the questline any more.
The target respawned at the same place, however, but they cannot be interacted with, and killing them made no difference. So yeah looks like it completely broke the questline.
Deleting them yourself outright as a result of the dialog completed the quest as expected.
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Just noted a potential issue in Shadows of Revelry quest.
Only one of the nobles can be pickpocketed. I think one of them cannot be pickpocketed because their bag of money is in the helmet slot. The one who can be pickpocketed has it in the inventory slots.
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Ah, sorry, I didn't know it was a common unsolved issue in EE modding. Hopefully some clever cookie will untangle this problem at some point, but no big deal regardless
[Questline Mod] Errant Justice
in Miscellaneous Released Mods
Posted
Congrats on the release. The concept of this mod is right down my alley. I'll definitely give this a try and I'll report if there are issues. Cheers.