Jump to content

Morgoth

Members
  • Posts

    336
  • Joined

  • Last visited

Posts posted by Morgoth

  1. For anyone wondering, there is a cool component inside tweaks and tricks named "Fair fights". Readme here: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/docs/gameplay.md#fair-fights

    While there is a "safe" component, there is also a risky component that does the following:

    Quite a few creatures in the game are wearing items that grant them various protections and buffs such as Globe of Minor Invulnerability, Speed, etc (Kahrk being one notorious example, but there's more). Presumably, the developers' intention was to compensate for the lacking AI. However, nowadays there are many AI-enhancing mods, such as SCS (which lets enemies pre-buff, too). With powerful AI, having extra free protections seems unjustified and plain unfair. This removes all such items from all creatures. This is a power user component as it hasn't been thouroughly tested. You've been warned.

    Note, though, that some items are actually needed to progress in the game, as you can see from the code (e.g Aldeth: https://github.com/BGforgeNet/bg2-tweaks-and-tricks/blob/master/tnt/components/fair_fights/mages.tpa).

    So if you have any suggestions on the technical execution or have anything to report by playing the game, posts here in this topic would be welcome.
    I'm starting my playthrough with the "risky" component above, hopefully, on sunday. 

     

  2. On 11/12/2022 at 6:38 PM, suy said:

    For the curious, here are some charts that compare the XP amounts that are needed to start/complete some level combinations. The axis need some love to look better/useful, but I hope is still useful. Indeed, at level 16 it's a lot of total XP.

    image.thumb.png.46cb5d9401bef2a58cfaddfc1ab1b47d.pngimage.thumb.png.0ad33269a442c0ed89180cd0c043df06.png

    Some more thoughts for ranger 13/cleric 14:
    13 is 1.5 million xp archer
    14 is 1.35 million cleric

    that would be 2.85 million before you have both available. That's a lot. 

  3. You are right. That was the issue. I have to be at least level 2. Thanks a lot.

    Ironically enough, even with CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes: v16
    I can only use slings with my archer if I dual class to cleric. I had hoped the weapons usability would have been changed too.

    Do you know any mod or any way to allow unrestricted weapon usage?

  4. This is my weidu:

     

     // Log of Currently Installed WeiDU Mods


    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~DLCMERGER/DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> Merge "Siege of Dragonspear" DLC: 1.3
    ~LEUI-BG1EE/LEUI-BG1EE.TP2~ #0 #0 // lefreut's Enhanced UI (BG1EE skin) - Core component: 4.6
    ~BUBB_REVERT_PATHFINDING/BUBB_REVERT_PATHFINDING.TP2~ #0 #0 // Bubb's v2.6.6.0+ Pathfinding Revert: 1.1
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow [plainab/grogerson]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #171 // Unique Icons [Lava] -> Replace all icons: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers [Miloch] -> Unique icons and names: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Annoying Visual Effects from Equipped Items -> Remove blur effect: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons [Angel]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1251 // Move NPCs to Convenient Locations: Move Alora to Gullykin: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove experience cap: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True grandmastery [Baldurdash]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal [Ardanis/GeN1e]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps [Ardanis/GeN1e]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2420 // Loosen Equipment Restrictions for Cleric Multi- and Dual-Classes: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2430 // Change Equipment Restrictions for Druid Multi- and Dual-Classes -> Loosen equipment restrictions for druid multi- and dual-classes: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount [Sabre]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Jewelry, Gem, and Miscellaneous Item Stacks -> Stacks of 120: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch - Alter How Party NPCs Complain About Reputation -> NPCs can be angry about reputation but never leave [Salk]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation [Luiz]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor [Icendoan/grogerson]: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3300 // Death Cam: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3320 // No Depreciation in Stores: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil Joinable NPC Reaction Rolls: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good Alignment: v16
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4170 // Ensure Shar-Teel Doesn't Die in the Original Challenge: v16
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 34.3
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 34.3
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.40


     

    I have 108 in my stats and tried dual classing from
    a fighter
    a ranger

    The button is always greyed out.

  5. I wanted to play a ranger/cleric, but the thought of having a bad fighter (due to the **) made me change idea and realize I have never played an archer in over 20 years.

    Here there is a cool topic about archers: https://forums.beamdog.com/discussion/63666/a-comparison-of-ranged-attackers-in-bg2/p1

    I have a few questions to ask:

    1) Does anyone use a mod that touches archer? Such as this one: https://forums.beamdog.com/discussion/34696/mod-improved-archer-kit-for-bgee-bg2ee-iwd-ee-and-original-bg2-bgt
    or this one: https://artisans-corner.com/the-artisans-kitpack/

    2) Do you recommend using this mod: https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak
    I don't know what would be the pratical impact on my game.

    3) Has anyone tried Archer dual classed to cleric? Edit: turns out I can't dual class to cleric. I've got all the right stats to do that and the following tweak: 
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
    But I cannot do that.

  6. The term "coupled" may be misunderstood and I shouldn't have used it. What I meant was that the mod I'm referring to had a component that improved the spells number according to Int and was made by you.  I used it in conjunction with the "saving throw bonus" contained in Scales of Balance.

    Edit: your signature came to my help. It's "Ability score bonuses" and it's inside Tome and Blood. But it seems the component is now the same that is inside Scales of Balance.

  7. On 6/13/2023 at 3:23 AM, subtledoctor said:

    Swapping out UAI for Use Scrolls is such an integral part of what Refinements does… I figured, anyone who wants to keep UAI wouldn’t be looking at Refinements in the first place. 

    I don't know. I feel like UAI is integral to the thief identity. And if Rogue rebalancing is actually preferred when it comes to revamping thieves, the mod makers had the same idea (after all, they didn't touch UAI at all). 

  8. 1) This happened to me in my last playthrough (2.6): https://forums.beamdog.com/discussion/12671/bug-aldeth-sashenstar-doppelganger-quest#latest
    If someone else could confirm this happening, it would be cool.

     

    2) This one should be investigated too: https://www.reddit.com/r/baldursgate/comments/nv50ea/taerom_fuirim_and_the_vial_of_mysterious_liquid/
    Issue: Taerom Fuirim and the vial of mysterious liquid - I have the quest in my log but when i meet him i get no dialogue options or similar

    Solution: you have to drop any Ankegh shells in your inventory for the dialogue option to show up.

     

     

  9. Damn, I was looking forward to playing this in my new playthrough. A shame you haven't released a revised version
    By the way, there is a bit of feedback here: https://old.reddit.com/r/baldursgate/comments/13ab7h4/standalone_kit_mods_witchlight_shaman_chaos/
    I don't know how authorable that is, though.


    I will copy it, considering that Reddit Baldur's gate will be going down tomorrow:

    The big issue with the Geomantic sorceror I had is it just clutters your spell menu so bad. Especially when you throw in the high level abilities too. Rather than dumping almost the whole druid list (including some things that are totally redundant with things a sorcerer would normally pick), I wish they would have focused on at most 1 to 3 druid spells per level that don’t overlap with the sorcerer list so much.

    Another post:

    The Geomatic Sorcerer sounded SO COOL hypothetically but in practice... it's kind just a bloated mess. Nevermind having both iron and stoneskins, the HLA paths are so entrenched that unless you're solo. In fact, with 4 different HLA paths each roughly 4 skills deep, I think its actually IMPOSSIBLE to get the full Geo experience in one run. And the balance is BORKED! Tier 3 of the resistance path grants 10% fire/cold/lightning resist. Tier 1 of Druidic HLA path grants +25 to those resists, and acid and some resistances and status immunities. No idea what the best path is, but at a glance the spell casting path looks BUSTED with smatterings of the druid resistances to be immune to almost everything! I'll never probably do an SCS no reload simulated run with it because it makes my head spin nor will I then post an analysis. Witchlight I intend to look at but Warhorn from Artisan is a hard nut to crack for best shaman. 

    Also the Geo's EXP penalty is bigger than it may seem. It isnt technically that you need 15% more experience, it means you earn 15% LESS experience. If you spawn into BG2 you will start with 15% less than 89k experience at 75650. If you console code yourself to 500k you will actually be brough to 425k. In a sense you don't need 15% more experience, you technically need to earn 20 experience for every 17 earned or technically about 17.6% more experience So you'll reach lvl 31 at around 9.27mil which you'll never get to in a party as is!

  10. On 5/4/2021 at 4:55 PM, subtledoctor said:

    Install HLAs on a class-by-class basis, and skip the thief HLAs. Install thief HLAs from Rogue Rebalancing instead. This sort of thing is very much the kind of reason I made this 4th version of the mod.

    Alternatively, you could go into the mod's weidu script and excise the stuff relating to Use Any Item... but I don't recommend that unless it's something you are already familiar with.

    Just use the RR thief HLAs instead of these. In fact I tend to think of it a different way - RR is my default option.  Instead of thinking "Refinements for HLAs, but use RR for thieves in order to preserve UAI," the way I consider it is: "RR for thief HLAs, and only add Refinements' thief HLAs if you want to get rid of UAI."

    You could make a new spell, a permanent passive version, in Near Infinity or DLTCEP, and give it the same filename and then drop it into /override. But, again, this is not something the average person is adept at.

    I personally agree, but that HLA was the creation of a different modder and I won't eliminate their work.  This mod is really beyond the point of adding new features... there are plenty of new mods being made, this sort of thing is best left for a new project.

    Not in a satisfactory way - i.e. you could give bonuses against this or that creature type(s), but it would not show up on the record sheet the way the vanilla favored enemy does. The vanilla favored enemy mechanic is very hard-coded, and not very amenable to modding. Best thing to do IMHO is to rip it out completely and re-create it in a more modular fashion. (Which, incidentally, is what one of my other mods does.)

    hey Subtledoctor,
    I would add this post as a "FAQ" to the first post you've made, so people know how to not lose Use any Item. To be sincere, it would be cool to have an install option "Install everything but Thief Hla" embedded into the installer. 

×
×
  • Create New...