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Morgoth

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Everything posted by Morgoth

  1. I would be interested in an addon to be applied to Breagar to change his kit. Btw, you think it is underwhelming per se, or is it made underwhelming due to the mod you use and the changes they do?
  2. I don't know where I read it, but I seem to remember that you updated the mod and now the bonus spells based on stats also applies on paladins and rangers (and druid?). Is this the mod? Aren't you afraid that it's going to get a bit unbalanced for paladins especially? (that's the reason I didn't download yet the latest version).
  3. Can't find the thread of the newer version of this mod anywhere - would you kindly link it in the starting post + write a last post here with the link (and then ask the mods to close it?) Edit: I found a way on how to find it - I think I have the newer version on my disk - will find the name and then search for the topic on google Edit 2: Here it is:
  4. I enjoy a lot reading your playthroughs. I would publish your weidu when you start a new one, so people can take inspiration. Agree about the mirror encounter in the Black Hearts. That's the lowest point of the mod, but even if it's the lowest, it's far from being bad. But could definitely be executed better.
  5. For the ee fixpack, I guess it depends on Camdawg's will. Just for reference: https://imgur.com/a/BUnOySk The icon can be seen, I guess, but I'm pretty sure the fact that there was sun shining in my room didn't help either. I guess the fact that spell is not used at all made no one complain about it
  6. Yes, I agree, I could have left the topic even if it was my own " fault " I had the issue. Next time I will leave it.
  7. Well, guys, if there was any good stuff to be left in, you can count on the fact that I would have left it. I had written the following: "For some strange reason, on my second playthrough, I cannot add spells into my spellbook. Nothing of this sort happens in the savegame of the first playthrough. It seems like my mouse clicks do not register". Then I solved it. And I deleted the post. Wanna know what was the issue? I was a paladin and I had only one spell available for level 1, so I got "detect evil" as my only spell, but the white was so faint on the spell, that I didn't realize the spellbook was already with the spell being "memorized" set there. So you will have to realize there was 0 reasoning to leave the topic there and the post too.
  8. I have a request. Please, make the wand of monster summoning better. I have played with it in Siege of Dragonspear and it wasn't as good as I would have hoped it to be. It turned from great in BG1, to almost pointless in Siege of Dragonspear. I won't mention bg2 (read later on why) I would have liked to use something different from the wands of fire in the encounters of Siege of Dragonspear. In general, I would make it so that the wands stay as useful as possible until BG2. I don't think you could do much in BG2 to make them "interesting" - because the higher level makes them redundant.
  9. May be interesting: https://forums.beamdog.com/discussion/46808/stein-the-tomb-robber-in-athkatla
  10. Congrats. I have the feeling you will deliver.
  11. I'm reading this comment now - to which mod is "with this anyway"? By the way, also take a look at this, for anyone interested in the mod and this: https://github.com/SpellholdStudios/Nostalgia-Pack/issues/2#issuecomment-1891069498
  12. Weigo thanks for all the work you've put into this. I'm kinda planning to add it to my next BG2:EE playthrough
  13. Leilu, are you still working on this? And has anyone reading this post used this and enjoyed this on his own games? Undecided if installing it or not.
  14. Paladin84, thanks for all the work you are doing. 1) I will be sure to play it in my next playthrough. Or... I could play it now if you tell me I can just warp to a certain area while being in SoD. 2) I wonder - is there any reason the russian community hasn't converted Nej (Never ending journey) to EE?
  15. Thanks a lot. I'm looking around for an override file to have thieves traps and locks give max bg2 xp values even on thief level 1.
  16. Any possibility to add a tweak to force SoD to make the enemies act with insane ai, even if you are playing on core ?
  17. I've checked a few mod classes and I noticed that modders tend to set Damage Resistance on 5 or multiple of 5 rather than 1% 3% 7%: Is it due to any technical reason or just for estetic purpose ?
  18. XP for Traps, Spells and Lockpicking Compatibility: BG2, Tutu, BGT, CA, IWD-in-BG2, BG:EE, BG2:EE, IWD:EE, EET (similar tweak present in BG2 Tweaks) Adjust XP rewards for disarming Traps, learning Spells and Lockpicking via editing XPBONUS.2DA. Available options: 1. BG1 values (default in EET) 2. BG2 values (if you are using EET/BGT/Tutu than keep in mind that it's way to high for BG1 portion of the game, but consider installing it after starting BG2) 3. Vanilla friendly progressive (with default XP CAP your thief and mage will earn the same XP rewards as in BG1. Later in the game rewards increases progressively to end up on BG2:ToB values when your thief reaches maximum level and about half of the maximum XP for level 9th spells) 4. Disabled (pen and paper accurate) 5. Custom value (type in integer percentage value Can someone explain me option 5? If I put 100 (as 100%) what happens to the xp values of traps and locks?
  19. Basically to have it anywhere near decent values you would have to set the traps and locks to what you would get if you had a level 16 thief. Thanks Argent77. Would have loved if the check was split between BGEE SoD BG2EE but it will be a good reason to check nearinfinity and learn how to use it.
  20. I've been thinking to play a game with no traps and locks, so without a thief for once. And I was wondering - what's the amount of xp I would be losing if I were to be playing without traps and locks ? Are there enough locks and traps to actually offset the impact of losing of 1 party member?
  21. Some more bugs, with savegames, but I'm not sure they are helpful since the bug has already "happened". Some more questions: 1) SoD bug. Bridgefort fortress. Basically, I can tell Khalid that I don't want the help of the Flaming fist to assault, then when he objects, I tell him it's better to call for the help of the flaming fist. Issue: When I go to Corwin, she asks me that the fortress helps the flaming fist in the assault. Basically, I'm forced to besiege the camp alone without the help of the flaming fist, because there is no option on Corwin (that isn't in my party) to tell her that's it's time to attack. Same bug confirmed on 2.6 here: https://forums.beamdog.com/discussion/50704/spoiler-bridgefort-quest-help/p2 Savegame here: https://easyupload.io/lkmc3y 2) Another bug: the bridge has exploded because I failed to not let it get ignited. The cutscene goes on nonstop. 3) I'm having an issue in the healing quest in Sod camp. I can't seem to be able to heal the people involved in Dosia's quest. Am I forced to have a druid ? The quest is complete, but reading in the guides in the .net the quest seems to have been going differently. For example, I couldn't use the basilisk item. Savegame here: https://easyupload.io/lkmc3y Edit: this one may not be a bug
  22. I have a few requests (I will include also some thoughts): 1) I would like to use the following tweak: Increase Enemy Group Size The enemy groups in Siege of Dragonspear scale depending on the current difficulty level, by having some enemies silently self-destruct at certain difficulty levels. This component changes some scripts to enlarge the enemy groups. Current default is to have no enemies remove themselves and thus always have the maximum number of enemies. This can be changed in the ini file. Can you add an option in the .ini file the whole Morintherene army spawn even if you kill her silently? (https://baldursgate.fandom.com/wiki/Morentherene: five Greater Wyverns and two Young Green Dragons). 2) In the made in heaven: encounter & quests you make the following statement: Complete more/all Zaviak's Vision Quests This component gives the Spectacles of Spectacle more charges (default 9, configurable in the ini file), allowing you to complete more of Zaviak's vision quests. The default lets you complete all available quests, although you still have to choose between the two possible ones in Dead Men's Pass. Note that if you bring forth the elemental first, you can bring forth the other npc too. I did it (I was sort of cheesy because I gave the spectacles to another npc, but I guess it can be done)… 3) As for the spectacles I had three requests, but your mod seems to satisfy the first one, so I'm left with only two: - make it so that you don't have to equip them to see the ghosts around a good idea would be using the line of sight of whole party (And not of the single party member having them in their inventory). - make it so that you don't have to use the ability on the ghosts. Just click on them *Use the spectacles to bring the ghost forth* and done.
  23. Thanks, I checked. Thanks for the explanation about Sod spawning. Made in heaven has the following component, if you are interested: Increase Enemy Group Size The enemy groups in Siege of Dragonspear scale depending on the current difficulty level, by having some enemies silently self-destruct at certain difficulty levels. This component changes some scripts to enlarge the enemy groups. Current default is to have no enemies remove themselves and thus always have the maximum number of enemies. This can be changed in the ini file. Jmerry, how would I check what's going wrong with my ring of free action or... well, my game?
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