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Zot

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Posts posted by Zot

  1. Ok, ran a quick test and I think I figured it out. I was getting crit because I had edited the Mask of King Strohm by ENABLING that flag (thinking that I was doing the opposite). Disabling the flag fixed the problem. A quick look through the other headgear items shows that things are better for my Kensai than I thought, as indeed my install is protecting crits by default with ANY item in the head slot. From a game-balance perspective I think it would be better if only *certain* items had that property, but at least I've solved the mystery.

    Thanks to you both.

    Cheers.

  2. Thanks for the quick replies! Not exactly sure what ToBEx is, but... probably? My install includes the Fixpack, BGT, Ascension, Tweaks and SCS. In hindsight the change probably happened when I got into the mods.

    Quote

    Helmets always grant critical hit protection, unless they have the critical hit protection toggle flag enabled; other item types never grant critical hit protection, unless they have the critical hit protection toggle flag enabled.

    And, just to be clear, when you say "helmet" you mean "goes into the head slot"/"Category:Headgear". Correct? It didn't seem to work for me, but I'll run some tests and try again.

  3. Newbie question, just messing around with NearInfinity to give a pure Kensai run some love. I remember when any item in the head slot protected against critical hits, but it was admittedly a bug which was eventually corrected.

    What I'd like to do is edit one or more specific items (e.g. Mask of King Strohm, possibly a combat-oriented Ioun Stone or two) to provide critical-hit protection, just like a standard helmet does. NearInfinity seems to indicate a toggle on the item that would apply in EE games, but it doesn't seem to work in my non-EE install. Is this even possible in a non-EE install, and if so, how?

    Thanks.

  4. 1 hour ago, jmerry said:

    Some reactions to those proposals:

    [...]

    #2:

    And to every creature that has grand mastery in a different weapon already. Korgan and Mazzy would need their proficiencies redistributed. So would many non-party NPCs such as Belt (bastard sword) or Meilum (BG1-style "large swords").

    Restricting grand mastery to melee two-handers also has issues with some other components. I see five components in this mod that would create proficiencies that straddle the line with both one-handers and two-handers available: "Two-Handed Bastard Swords", "Two-Handed Katanas", "Two-Handed Bastard Swords", "BG-Style Weapon Proficiencies", and "IWD-Style Weapon Proficiencies".

    Thanks. Also, "ouch, yes". The NPC edits would be tedious but doable, but the latter mods would be basically incompatible.

  5. Hey folks, player since release but newbie tweaker. I have some personal tweaks that I was thinking of converting into one or more mods, but I've taken a look at WEIDU and doubt that the learning curve is worth it. So I'll just post them here in case there is any interest. Cheers, and thanks for all the mods. :)

     

    1. Better Minsc Berserk:

    I have a few versions, but I've settled on the lightest which is simply to eliminate the "cursed" true-berserk quality from the ability.  More aggressive improvements could include nonlethal expiry damage, Imprisonment immunity, or a Barb-flavoured +10DR and movement boost. If I were making the mod I'd force a choice between the last two options.

    This is a simple SPIN117.spl replacement.

     

    2. Rebalanced Weapon Mastery

    This allows 5 proficiency pips ONLY for two handed melee weapons, and caps the limit at 4 pips for all other weapons. It also tweaks the bonuses:

    1: no bonuses or penalties
    2: -1THACO, +2Damage, +1/2 APR
    3: -2THACO, +3Damage, -1Speed, +1/2 APR
    4: -3THACO, +4Damage, -2Speed, +1 APR
    5: -3THACO, +5Damage, -3Speed, +3/2 APR

    Dual-wielding is still better, but this system gives the two-handers a little boost.

    This involves edits to WeapProf.2DA, wspatck.2da, and wspecial.2da.  There are compatibility issues here that make this a daunting prospect: for one thing, the dlg.tlk references are different between my BGT and BGEE installs. Also it could theoretically work with other mods like "Grandmastery for All" but it would need to take those into account.

     

     

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