Jump to content

Nehreis

Members
  • Posts

    14
  • Joined

  • Last visited

Everything posted by Nehreis

  1. I just finished a playthrough with WoP, Ascension and The Longer Road. I experienced a lot of bugs : - After killing Sendai, I killed Abazigal and got the "scene with Melissan and Balthazar duplicating in Abazigal lair" bug. I fought Melissan but she was unkillable (and the Solar talk didn't trigger). I reloaded and decided to enter the monastery before killing Abazigal. - After killing Melissan, siding with Balthazar and killing Abazigal, I couldn't access the grove. I used the console lines provided here to tweak the variables and summon the choice talk when leaving pocket plane. - I had to use the console again to tweak variables in order to acces the throne of Bhaal. - After the fight with Bodhi, I didn't got any talk and couldn't access the three pools. I reloaded and reinstalled WoP with the version linked by paladin84 (I made a copy of the game folder since it felt very risky). It worked well and I could finish the game. Some dialogue choice with Demogorgon claiming Irenicus caused a loop, summoning a new Demogorgon each time (scary !), but at least one dialogue option worked. Also, after the reinstall, the powerful ring I looted from Melissan disappeared. The mod obviously deserve a fixed version, the idea being very cool, but I feel the current version should acknowledge more clearly how unstable it is. I was not aware at all of the potential troubles when I installed it.
  2. Honestly, not really challenging. The surprise effect worked well, but non-magic-users were quickly dispatched, and as I remember, Zallanera was not casting anything too problematic. She seemed to me far weaker than Layene for example (for information, I use SCS on hardcore, with casting before battle for mages on tactical and use of HLA for mages on insane). It's fair to say I didn't feel from the gameplay that she was supposed to be very powerful.
  3. Actually I can even summon two deva at the same time.
  4. I just tested on my EE install, I can summon a deva, a planetar and a fallen planetar at the same time (I didn't even think to try during my run).
  5. 1. I obviously expected the summoned shadows to not count for the summon limit. I agree with subtledoctor, it would not have been totally useless this way. I wouldn't mind for this ability to be completely removed/replaced though, since spectral brand has already a summon ability. 2. Oh ok the Ust Natha store. It's somehow vicious as a location, since the item gains a lot in perceived value when you get Ravager and talk to Cespenar.
  6. I confirm that my in-game description of PfMW doesn't include the or non-magical weapons part, and that I installed SRR (and I got all the other differences with SR). But again I installed it at least seven months ago, if it can explain the mismatch ? Here is the relevant line in weidu log : ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 18 (Revised v1.3.900) Also, I would argue that it's confusing in this description to specify blessed or enchanted weapons, or attack of powerful monsters, since *all* physical attacks are included. I totally get your point for sticking with SR general behaviour. One last thing : I noted that some effects which don't stack, like haste and offensive spin (or mage armor and spirit armor), have the stronger one canceling the weaker one. It felt awkward to me, punishing the use of offensive spin whenever the party was hasted. I would have expected the haste to take effect again at the end of offensive spin. Is it a choice (from SR ?) or an engine limitation ?
  7. Strange, I don't see any reference to non-magical weapons in PfMW in-game description (also, not fan of this choice to include them).
  8. Thanks for the great mod! I liked the new armor system, the modified item stats and the relocations. I have two minor things to report : - Spectral brand "dark swarm" ability didn't seem to work at all - I *think* I never found Serpent shaft
  9. I just finished a 7 months run, I tried SRR for the first time and really liked it, thank you very much! I even used Larloch's energy drain. These are some minor problems I encountered : - I *think* magic armor went to AC 5 at level 4 rather than level 5 (no big deal) - protection from magical weapons protects also from normal weapons (quite frustrating) - Tenser transformation doesn't seem to work as described, the base thac0 is set at 9 at best when cast by a high level mage. The similar spell Divine power gives a base thac0 of 1 at high level (I guess it should be 0, but no big deal).
  10. Very nice mod, thank you! I just found the very ending was a little anticlimactic, having the player be mostly a spectator. I encountered one bug : at the end, I went to the pocket plane by talking with Zallanera, and then was stuck there : when I tried to leave, I just came back in it, as if the pocket plane itself was the location from which I accessed it (I am in the part of ToB in which I don't have options to chose when I leave the pocket plane). I had to use the console to reach Toril again.
  11. Thanks for the mod, simple but effective. I experienced minor text mismatch, as shown on the pic below. WeiDU.log WeiDU-BGEE.log
  12. Gwaihir, I'm glad you solved the mystery of the dark magic affecting Liia's mind, and also embarrassed I didn't think of lowering SCS difficulty...
  13. I don't think it's the mod's fault, it only make the bug matter. I just reloaded a save to test again, it's actually a spell trigger and not a contingency (see pic below). I tried to Ctrl+R her to remove all effects, but it didn't change anything.
  14. Thank you very much for the mod, it really feels more natural to deal with Sarevok before entering tales of the sword coast, and not being able to loot him always frustrated me. I encountered one serious bug : when I returned to the ducal palace after killing Sarevok and approached Belt and Liia, one of her contingency triggered to cast cloudkill. After being hurt by the spell, Belt, then Liia, turned hostile. This reproduced on every attempt I made, preventing me from continuing the game. The best workaround I found was to add Liia to the party by Ctrl+Q and send her to the basement (hope that won't break anything in SoD). I guess this has something to do with SCS. I *think* some of my party members got hit by confusion during the fight against the dopplegangers, but this didn't turn any allies hostiles. Weidu logs are below if needed. Also, not a bug but maybe some room for compatibility improvement : I noticed Sarevok's armor and helm are not modified by Item Revisions. WeiDU.log WeiDU-BGEE.log
×
×
  • Create New...