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DraikenWeAre

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Everything posted by DraikenWeAre

  1. I should have been checking this thread, didn't know you replied back. Baeloth if you play with him is a snickering coward who when you dismiss him begs you not to, as he is afraid for his life and survival. But when you accept him back he's overjoyous for Protection, but then quickly masks his obvious fear, stating his Protection is for you not him. I think maybe have two dialogue options one for trying to bribe him, where he's insulted and tries tries to use Najim to capture you ( I really feel implenmenting the battle to be like the beginning of BP2 so you can have a chance to beat Najim before he imprisons you and beat Baeloth, but have a chance to not kill them if you want to keep Baeloth but just want to fight the encounter) Then just threaten him as another Dialogue option, so he backs off, which would be in Charecter. There's another way to Implement Baeloth betraying the player, that fixes an original story plothole of the Original BP1 with BG. In BP the party actually kills Baeloth. But in BG Najim is said to have saved Baeloth. With the fact Original party Escapes with Najims help teleporting them out, it doesn't really make sense that he "saved" Baeloth when he then aided the party that killed him to escape and when in BP2 he tries to then warn that same party of another capture by some bounty Hunters. But when Playing the original Black Pits, and you talk to the Merchants, they talk about a party that almost killed Baeloth but failed. You can attribute that failure to a spell by Najim at the last moment, that teleported Baeloth to the surface and then killed the last party or somthing ( poor heroes) Then Baeloth just tries to survive gathering his strength following your party and after you leave the catacombs of CandleKeep Baeloth learns by listening over that you're the son of Bhaal, the Lord of Murder, plus he has seen you fight in battle going against insurmountable odds. This then makes him excited and see's an opportunity to reinvigorate the Black pits after the last set of unfortunate events that left him deliberated. So it's not by Irenicus or Sarevok but by Baeloth seeing an opportunity to reestablish himself with a new attraction. Additionally just let Baeloth keep whatever Items you put on him, so to increase the difficulty of the final fight but you can get them back when you beat Baeloth. And when you beat him, you can either kill him or put a Slave Collar (given by najim maybe) on him as he's still usefull but needs to be kept in check.
  2. Well I have two mods which have spells not read by this mod. The first being Wild Mage additions, where the modder said to me directly that he just isn't interested in making spell scrolls for the spells added to the game (since you said that in your readme that's how arcane spells are originally read to be added) and when I said there was a compatibility file in the mod, he didn't bother to reply me. He said it was easy to do, but he just didn't care to do it. The second mod, adds like some minor priest spells but they arent titled sppr like you said, and it's mostly me and another who fixed up pne of Temnix mods, who you know back then didn't care for compatibility and I'm not an expert when it comes to all this stuff. Lastly there's Chaos Sorcerer kitpack which spells are read by your mod but Nahal's Reckless Dweomer spell code is changed to somthing random based on the install, so I don't how you would solve that.
  3. @subtledoctor I downloaded your mod and there's a Mod that adds spells I have where the original make said he's not interested in making his spells get read by your mod. So read the Compatibility file in the 5E folder but I'm not really sure how to apply what you said to the tp2, as when I did try to do that it only gave me error and wouldn't install the mod in question.
  4. @lefreut It's me again. While I love your Mod, I'll be honest that I prefer the way EE games listed the Spells in the Spell Books with the Spells in a list on the left and descriptions on the right. Is there a way I can change that manually, I would like to ask?
  5. @DavidW I just want to say this workaround doesn't work for cleric or druid classes. Instead If to get the Divine Class Abilities to show, I have to make a separate game where I create a fighter and level them to level 2. If I do that then open a new game with a divine caster, then I can level that divine caster to Level 2 but upon pressing the abilities button, the abilities doesnt show, instead the game acts like I pressed the Enlightment ability for the divine caster already and I can just play the game as normal. I know you're obviously trying to fix this ,so I felt I should mention it too, as maybe it helps pinpoint where to look in the code.
  6. Man I'm definitely going to play this, I read your readme and honestly that whole part of Charname needing to search for Sarevok instead of Just being ported to the Maze just sounded like Genius to me, and feels like a far better implementation of Korlaz dungeon. You really are just something else with your ideas Man.
  7. I think I've seen another person once atleast mention that on leveling up in the beginning of the Abilities screen is empty which soft locks the game as you can't go back or foward or anything. At first I thought this might be incompatibility with another mod I had personally but then notice this was only happening to me in SOA or TOB (or any campaign the player doesn't start at level 1) I discovered that if I made a charecter in BG campaign (since I'm using EET) and used console to give the Charecter 2500 Exp which is to get to level 2, then the abilities screen didn't bug out and the minor abilities appeared like normal. If I then transferred this Charecter to TOB or SOA or whatever other campaign, and leveled them to lets say 5mil EXP (TOB) then the abilities issue didn't happen anymore.
  8. I think your Idea is a very good rework of what I said. Potentially it could be, he was hired by Sarevok, used Subtefuge like you said to join your party. Then have a scripted event that only occurs if Baeloth is in your party, where Najim appears and ports the party to the Black Pits. Meaning Baeloth was just getting a grasp of your party and how good they were before setting up an ambush with Najim and whoever is alongside him in the encounter. The encounter could play out like the beginning of BP2 where a Fallen Planetar shoots Otiluke's Spheres on the beginning party to capture them as they fight those who came with the planatar but here najim is the one shooting the spheres at the party. (mind you while difficult to win that fight, it is actually possible but just very very very hard because of that Otiluke's Sphere no save ability of the planatar and the enemies being high level, but there's even dialog for if you win that fight) The encounter I think would best be placed after the cloakwoods mines being cleared. Lastly if you complete the Blackpits, you can either kill baeloth for good or allow him to join the party with a gaes ring on to prevent any futher betrayals.
  9. The issue I was facing was that the sleep state wouldn't go off when entering back into the waiting area. Like I understand why it's in Black Pits, to prevent the whole gameover die effect but in this mod it seems to be causing more issues than it should, as I read through the pages of this post and from my own experience. I was basically am playing to avoid the minhp affect, reloading when any party members enter the sleep state. I ended up removing it from the override and it made the ring dissapear completely, which got rid of the issues, so I feel atleast if you removed the minhp1 effect for this mod, it would be better. Becausd Charname being able to die in the main campaign isn't an issue to most. I'm able to rest in the waiting area. Unfortunately I have a conflict with the revised rest component of SCS recent updates where I have a limited amount of rests based on provisions outside an inn. Fortunately I discovered that Najim is actually coded to beable to talked to manually for a rest, this isn't noticible normally since he always despawns after a cutscene. But when I spawned him and talked to him manually I noticed that. So I want to leave this information atleast for those who have that SCS component installed. ...... Lastly I don't want to overstep my bounds but I have a suggestion to make again. I read a few pages before that some feel this can feel jarring when compared to the rest of the game and that why would Charname employ Baeloth in SOD if he made you fight and kill for him without remorse. Potentially maybe instead of writing Charname to wanting to visit the underdark for adventure. Instead it could be written as a Trick as Baeloth is hired by the Ironthrone or Sarevok (not directly maybe but through potentially Daveron) . Baeloth agrees as he see's the party as good additions to his blackpits if they able to cause so much trouble for the Iron Throne, (obviously getting irritated by how good you are eventually) And then when you finally defeat baeloth, he begs you to let him live and that he'll help you fight against those who employed him, so you get the chance to either kill him for good, or make him join the party with the barrythl barrityls burden ring (which already can't be removed from baeloth) written to be the slave ring you apply unto him given to you by najim. Just a thought.
  10. I just want to make two suggestions for this mod. I don't think the geas ring should be present it causes more issues than it's worth as if a Charecter reaches zero they get stuck in an unconscious state, (or atleast remove the min1hp effect from the rings) Maybe just put an npc the player can talk to ,to rest and reset spells. Additionally If the invisible referees can be removed entirely, they are completely (100%) pointless and just preven lt Charecters walking paths. (I sorted out my previous issue by quickly pausing and just useing command console to port najim in and talk to him quickly)
  11. Seems to be another Mod that's causing the issue, since it's still present after trying the hotfix. Don't know which it could be though.
  12. Don't know if this is incompatibility with another Mod or this Mod itself. But after tier two boss fight, I'm having this bug where in the normal BP Najim is supposed to be summoned and give dialog but here it just keeps spamming in and out of cutscene mod . Weidu.txt
  13. @subtledoctor Just want to highlight that besides the issue with Neera being in the party breaking the Dialogue with Baeloth you've already mentioned. There's also an issue that if Viconia is in the party and you decide not to go to BP but continue talking to Baeloth like you want to recruit him, then she will end up braking that dialogue with her own dialogue, mako Baeloth unrecruitable.
  14. @lefreut I changed the titles figure number. Fixed the issues like you said. Thanks.
  15. @subtledoctor having an issue with the Necromancer Class spell ability "Rebuke Undead" Instead of working and Holding Undead, instead it's affecting non-undead . I know the .spl files are d5nctu but those are actually fine and unchanged, so it seems those files are referencing another file which employs the hold effect. So I don't know if you could tell me the name of the file which you encoded for the hpld undead effect so I can easily pinpoint the mod that's causing the conflict and just replace the file with what's in that mods backup.
  16. @lefreut actually semi works. Icewindale has it's own Logo showing. Icewindale 2 also has it's logo but for some reason the Title at the Top is saying Planescape Torment and I was just puzzled by that.
  17. @lefreut I normally play with your Ui mod (honestly it's a must since I require it to play EET on android) but it seems to have some incompatibility with IWD_EET Intergration by SubtleDoctor. He did give a sort of manual fix here but even so there's another issue of your mod not allowing the proper IWD logos to be seen in the main campaign selection menu. Not really a major issue but if you could look into it since SubtleDoctor said he doesn't know how your mod interacts with his mod to cause the issue so he's not equipped to solve it; it would be appreciated .
  18. @subtledoctor Not trying to be nitpicky here I just wanted to ask , is there a way to add the Logo's for IWD 1 and 2 in the menu screen when you press the campaign instead of them using the SOA and BP logos?
  19. @subtledoctor Worked Like a Charm. Thanks. Thanks a lot.
  20. @subtledoctor So after I finish modding I should open UI menu with near infinity and paste it in the space between TOB and BG1 is what you're saying, so I understand you fully?
  21. I Tried installing it just yesterday with the latest version. I'm using Lefruet's Ui Mod, most of the other mods installed are the same as what you posted in the repos list. Just with minor additions here and there. I generally like to put my mods and play on my phone and prefer to play there which is why I always install Lefruet, because without that I can't select all available campaigns on mobile. I haven't even finished modding, it's just no matter the Install , I've never got Integration to work , I thought maybe it was the install order but still nada as I see now. weidu.zip
  22. @subtledoctor Every Time I try this mod I can't seem to get it to work. I used to think maybe it had a conflict with another mod affecting UI , so I installed it as you listed it in order of your weidu.log you posted on github and still nothing. Everytime I press one of the Icewind Campaigns, it just opens up the BG1 Intro Movie and switchs to BG 1 selection. I really don't know what I'm doing wrong here, should I play the game normally with tipuns mod and then access it progressively before able to access it through the main menu? I really need some help please.
  23. I wanted to ask if it's possible to remove the untargetable and Undamageble effect from the Revised Petrification. While this mod is competing with the habbit of Savescumming/Reloading , others of us like to not have the instant death effect of normal Petrification but insteas just be as vulnerable as every other Charecter in the game when petrified, that one hit equals a destroyed statue and a game over.sa So it becomes a reasonable midway threat of a situation. If possible I would appreciate if the Effs for the two effects could be mentioned, so atleast manually they can be removed (if possible) with near infinity just to test how it would be atleast.
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