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Morgoth

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Everything posted by Morgoth

  1. I was not impressed by Isra npc mod; so I'm kinda undecided if I should bite the bullet and go for it and try it.
  2. Did you have the issue in EET, or BG2 EE? Planning to install Ninde and I wouldn't like to have this bug too; after all it would mean her quest would come to an halt.
  3. It's a polish quest mod. I was said it is good, but I don't know if it is for sure :P. Just wondering if it was translated by someone on the .net and I didn't know.
  4. Thanks Jmerry for the precision. If I knew which part I could be exploring, I would do it. By the way, I think that by selling everything I could actually get my 15k as soon as I'm out of Irenicus Dungeon, without not even having to do the circus quest nor having any need for a thief. The bad part would be in Brynnlaw, I think there you need a thief. Can I do Brywnlaww optional quest later, when I've escaped the Asylum dungeon?
  5. Thanks. The point about mazzy is interesting. I Find valygar to be on the same league as Cernd as for personality. So I'm actually unsure. If I had a way to have Jaheira dialogues all at once concerning her quest, I wouldn't take her. I will think about Ajantis, thanks. I wonder if Kivan too would be a good choice, considering that having my main being a cleric means that I can get the good ending for him and Deheriana. One has to wonder.
  6. Had to re-read some things again because I was truly behind for a lot of things. 1) I'm not sure how you solved with Breagar. Did you release an add-on, in the end? The kit is surely disappointing. Can I use NPC_EE on him and change his kit? Also, what about the custom npc mod? Will npc_ee automatically add the tome to these? 2) I truly dislike PiD too. I never install them either. It's more of a mechanic added by modders that for me is not that enticing. I had hoped Brandock didn't have these. I wonder about Soulafein now. 3) Did you try NWN by Paladin84?
  7. Good party. It will be me (ranger/cleric) Imoen (thief/mage) then I'm totally undecided about who else to take. Any suggestion about custom npc mod too? For a vanilla party I was thinking about: Me, Imoen, Minsc, Aerie Jaheira (more for her personal quest, than anything else) What about the sixth? I would say Yoshimo in BG2, Sarevok in Throne of Bhaal. Totally undecided. Any custom npc mod for good that you would suggest? Was thinking about Neh'taniel - any other npc mod worth having?
  8. Planning to install this in my next playthrough. I saw the section "changes" in the gibberlings page - is a new version coming out anytime soon? Also, were you able to make the developer remove that overpowered npc spoken in beamdog forums https://forums.beamdog.com/discussion/comment/1205016/#Comment_1205016 ?
  9. Basically, after installing Olvynchuru's mod, Epic Thieving Mastery (https://github.com/OlvynChuru/Epic-Thieving), I don't enjoy very much the way imoen is dual classed. So... which mod am I supposed to use ? SCS or one of the mod made by Subtledoctor? I have 0 clue on which component from SCS and which mod from Subtledoctor does that. Also I'm not even sure about the differences in execution between SCS and Subtledoctor's stuff.
  10. For anyone wondering, the only missable content would be not being able to do Mae'var quest if you sided with Bodhi. Also there are a few changes in the cemetery area after you come back, but I'm unsure how many changes, considering the area is not that important.
  11. Taking a wild guess: he is probably asking if he can have a different skin for each game by installing the various UI versions (that's why he is talking about skin "packages" rather than mod). Maybe he is using EET? So basically, he would like to play with the "appropriate" skin for each game you've written, rather than having one skin for everything.
  12. I'm selling everything and I'm pretty sure I will be getting my 15k if I sell all equipment available. ow the question: do I lose any quest if I simply start Aran's quests and then come back when I'm out of Underdark to do everything? In particular, I'm afraid I will lose Maevar's quest.
  13. Thanks. 1) In game, several characters (e.g., Cowled Enforcers, Conster, Mekrath, Rayic Gethras, Terminsel... etc.) are wearing special rings which cover them with a semi-permanent Stoneskin effect. Unfortunately, due to the nature of the Infinity Engine, this Stoneskin effect could not be removed by the Breach spell. Would allowing the Breach spell to properly take down any Stoneskin effects which are applied by such items be a good idea? Same treatment should be appleid to Gargoyle Boots to allow enemy mages to take down its Stoneskin effect with the Breach spell. 2) Also shouldn't warrior innates be casted "instantly" and not being able to be interrupted, considering they are not spells? 3) What about the casting delay for innate druidic shapeshifting abilities? You can get the "Spell Disrupted" message while attempting to shapeshift as a Druid. Also Wild Magic and Dead Magic zones should probably not interfere with druidic shapeshifting abilities. Nor the natural weapons (claws) of the shapechange forms should be removed by Dispel Magic and Dead Magic Zones.
  14. Was it a recent change? Because I don't understand why Tresset had to make this tweak at all if the mod is actually redundant. I'm planning to install BG2, and Tresset's tweak bigger bard songs is one of the tweak I would like to install.
  15. A shame I can't install it in my Bg2. Thanks for leaving it possible to install the (Optional) Appropriate Items for High-Level Spellcasters even in non-eet installs.
  16. Readme for Atweaks here: https://avenger981.github.io/doc/readme_atweaks.html#faq I'm not sure, but wasn't there some sort of issue with Fiendish gating component from Atweaks, so if you had it with SCS, the demons would start fighting each other? Also, DavidW, do you recommend to install PNPFiends, undead, mephits, fey, elementals, increase the elemental hit dice for prince (all component from PnP tweaks in the readme)
  17. Take a look at this: https://forums.beamdog.com/discussion/comment/797885/#Comment_797885 I never used it and planning to install it. Given that I wish to pair it with Oversight Equalizer longbow component, I'm wondering if this post tells about a true bug: https://forums.beamdog.com/discussion/comment/1168775/#Comment_1168775
  18. Hello Does anyone have a reworked XPBONUS.2DA where you get the full xp values for thief lockpicking (1550 xp) and disarming (3250 xp) starting from level 1?
  19. Well, thanks. Now that I think about it, the fact that paladins can't benefit from it to take higher levels spells makes it fine. And even if they could, the impact wouldn't be so "huge" as it seemed to me before reading your post. My only issue with this is that after a certain point, especially if you are a fighter, you wouldn't care about Thac0; especially when you consider that you are able to hit almost everything decently even with a Berserker 13 dualled to mage.
  20. So Morpheus562, am I wrong by thinking that the only oddity would be the unupdated weapon damage, while everything else will be "fine"?
  21. Okay, thanks for the help. I'm trying to make a soup to see if I can get a decent wizard slayer out of all tweaks on the .net.
  22. This is a mod I’m planning to install. Thanks for it, you gave me some food for thoughts. I find it cool, but it has two flaws in my mind: - it makes the different kits all the same soup; - it falls too flat in the execution of some HLA. 1)Whirlwind attack. It’s not clear to me if it provides a way to get the APR all up to 10 (so +1 APR every time you select the related HLA, until you get to 10). Why? I don’t know if it was the same in AD&D but haste would kill you by making you age very fast. So, it would be cool to have the possibility to not have to cast it, if you use a fighter. And I’m not here to see it being destroyed and annihilated in dps by 1 simple cast of Horrid Wilting. 2) Deathblow: I’m not sure it’s useful at all, because the enemies under level 12 are fodder already when you have HLA. Do you have an enemy in particular that is particularly annoying and that makes you benefit from taking this HLA? Also, why would I care about taking this at all? I’m not even sure my character will be doing criticals. It should be that you one hit kill these under level 12. May sound insane, but I don’t even know if there is anyone at all that has level 12 in ToB. And if there is, you already kill them anyway with your powerful charname. Should be changed. Probably to the following: kill the half of your level in one hit. Obvious immunity for Dragons, Solars and who else? I don't know. 3) Greater Deathblow: I’m fine with it. Would probably lower it, but I’m not sure how impactful it is. Does it sum up with the % chance offered by vorpal swords? 4) Hardiness – I don’t like it because it basically neuters the difference between different classes. I would actually make it the way it’s done in refinements. Make it only for Barbarian.* 5) Resist magic. I don’t like it because it basically neuters the difference between different classes. I would actually make it the way it’s done in refinements. Make it only for Barbarian* 6) Power Attack: fine for both fighter and barbarian. 7) Critical Strike. Increases Critical Range by 1 -> how does this work with other mods? For example, take Artisan house rules tweaks. If you pump the single handed weapon style, you can crit on 17. Would it sum with the weapon style? Cool. 9) Would you kindly add the deathbringer assault as HLA too? 10) War Cry. It would be cool if you could change it into “Aura of Command” and make it a passive aura that does improve the people around. For example: 11) Would be cool to have a +HP HLA - it would be cool to have a +12hp for fighter; +20 for barbarian. *Note: This is personal preference; so I wouldn't remove it even if I find it odd. Let the player choose. Resist magic is very odd. Also, isn't it basically dispellable with a "lower magic resistance" spell?
  23. Hello, Can I use the following tweak from Olvyntweaks (https://forums.beamdog.com/discussion/74322/mod-olvyntweaks-version-1-4#latest)? Increase Wizard Slayer Magic Resistance Wizard Slayers gain Magic Resistance way too slowly. At max level in Baldur's Gate 1, Wizard Slayers have 8% Magic Resistance, which is less than a third of the Magic Resistance a character could get by wearing the Cloak of Balduran (which Wizard Slayers can't use). That's just pathetic. This component makes it so that Wizard Slayers gain 5% Magic Resistance per level rather than 1%. with your "wizard slayer enhancements" component from Skills and Abilities ?
  24. Ah sorry, I was sure I was in the right topic. Can any moderator move the post exchanges to the right topic? Linking the right one now: " it updates the base items if they are 2h weapons". Basically I can use them both safely then. The only issue would be the "unupdated" entries on item themselves. Am I wrong? @subtledoctor Thanks for chiming in. The loss of +2 doesn't sound as big, but when you take a look at the table, it seems that two values (21 and 23) are basically dead spot now. Not that elegant :P. Consider a buff... a +1 on both values would do.
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