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Delior

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Everything posted by Delior

  1. With respect to xp boosting, I would argue in favor of the no xp boost policy. I cannot think of anything I have found more frustrating in my runs than trying to properly balance XP progression. If playing on SCS on higher difficulties, early leveling feels painfully slow, especially when trying to fight higher-level arcane casters at low levels, which is why many who play on higher difficulties use XP exploits like rushing the basilisks. I like to role play, and so I hate using meta knowledge to use XP exploits. Later, however, if you clear everything including ToTSC content then it is quite easy to hit the level cap in chapter 6. If you add quest mods, you'll get there even faster. I've tried using the XP limiter from EET tweaks to mitigate that problem, but that only magnifies the problem of painfully slow early game leveling, and I was also surprised at how much of an impact reducing xp gains can have on a playthrough. To give just one example, on one playthrough with lots of quest mods installed (SoTSC, BST, BGQE, BG1RE, BG1NPC, etc.), I reduced XP gains for creature kills by 50%. After a full clear of all available content, I was just over 130k at the beginning of chapter 7. By contrast, in another playthrough with no quest mods and no XP reductions, I was just under the level cap at the beginning of chapter 7, and I had completely skipped Ulcaster, Firewine, the Bear River, and the Spider Grove areas. The gains (or losses) from tinkering with XP for kills accumulate over the course of a playthrough, and it ends up making a big difference overall. Given all that, I don't think David should be trying to tinker with XP rewards. It is a very difficult balancing problem to get right. BioWare's blunt and clumsy solution was the level cap, and after trying to tinker with the issue myself, I can see why they ended up with that solution. If I cannot figure out a proper solution for my own playstyle, I do not see how David is supposed to come up with a solution that works for all playstyles.
  2. JFC . . . It's a wonder people make mods at all when people like you order them around like a customer service rep. Need I remind you that all of these mods are provided for free by volunteers! That all said, it does sound like that may be a bug with BG1UB because it is supposed to block the Kivan and Tazok component from being installed on the enhanced edition games.
  3. I share your sentiments. I had to drop SotSC from my game partly due to the abundance of loot it adds to the game. It's unfortunate because the artwork is well done, and I can tell that Lava put a lot of time and effort into crafting all of the items. They are not simply "OP Longsword +6 with 50% stun chance" or something along those lines. If anything, my issues with the mod stemmed more from the sheer amount of changes it makes to the game. Lava has said that he prefers BG2 over BG1, which is presumably why so much of the mod ports over creatures from BG2, and as we all know BG2 (and SoD) has a lot more loot than vanilla BG1. I personally like to keep the games a bit more separate, and SoTSC is an all-or-nothing mod that changes the game a lot. I also couldn't help shake the feeling that the mod was unbalancing the game. I can see the counterargument, however, which is that even vanilla BG1EE has OP items. It's not hard for a player with meta knowledge to quickly gather up a wand of fire, exploding potions, and a necklace of missiles, and those items can trivialize quite a few fights that otherwise are fairly difficult for low-level parties.
  4. I've also experienced this bug where the vanilla EE Kivan quest "Kivan and Tazok" does not close as it should after the bandit camp battle. Relatedly, BG1NPC gives Kivan an interjection if you choose to just travel to the bandit camp via the map to attack it rather than using the bandits in Peldvale to infiltrate the camp. The interjection has Kivan stopping for a moment to pray before you assault the camp. Unfortunately, this interjection also triggers incorrectly if you choose to infiltrate the camp via the bandits in Peldvale after the battle has concluded, at which point the interjection is nonsensical since Kivan refers to praying regarding an upcoming battle that your party just finished. Honestly, unless it messes with Kivan's other BG1NPC quests, the whole Kivan and Tazok questline should just revert to vanilla EE behavior because Beamdog did a good job with it IMO with the exception of the quest timer.
  5. Hey @AWizardDidIt, I'll add my praise to what Sergio said and say that IMO Blackhearts is not only one of the best BG mods I've played, but one of the best mods I've played for any game. It's not perfect, but don't let your doubts cripple your ample creativity. I'd love to see you do more with it.
  6. I wanted to revisit this topic just to note that on a separate installation of 35.10 than the one I was using when I made this post, I have not seen a single level 3 scroll drop from the RNDTRE04 group of enemies. Per Jmerry's chart above, this grouping never drops level 3 scrolls in either vanilla or SCS 35.7, but in my prior installation I had 3 such scrolls before my party even reached level 3. In my current playthrough, my party is almost level 6 and we've cleared most of the southern half of the map without any level 3 scroll drops. Based on that, my conclusion is that the component is likely working as intended, except that in my prior playthrough, the RNG gods were being a bit too generous to my party. As any longtime player of these games knows, the RNG roller is not always reliable and can get "stuck" at times, leading to odd results such as multiple instances of the same random treasure dropping, or the loot tables being overly stingy or overly generous. So, this component may be working as intended, and my OP questioning the generosity may simply have been prompted by overly generous random rolls.
  7. Hey @DavidW, since you're looking at the scrolls component for 35.10 in response to the unhelpful complaints in another thread, I wanted to make sure you saw jmerry's last response on this thread above. The key question I have is whether you intended for level 3 scroll drops to occur at the RNDTRE04 token level. Per the chart above, that did not occur on either vanilla or in prior versions of SCS.
  8. Install the required component to initialize the AI changes, install the improved AI component and set the difficulty to improved and, voila, you have SCS Lite.
  9. Thanks, Jmerry. It was likely a ghoul in the map just south of Beregost that dropped the Melf's Minute Meteors scroll I mentioned earlier.
  10. Well, I'm not sure which numbers you are looking for specifically, but here is the file from my override folder. rndtres.2da
  11. I am seeing level 1 scroll drops as well. Some of us noted in prior versions of SCS 35 that we were not seeing many random scroll drops, and David said that his code was being "stingier" than vanilla, and so he adjusted it for the latest version. I am either getting very lucky with level 3 drops, or the code may be a tad too generous. I also had an enemy drop a Melf's Minute Meteor scroll. I didn't note who dropped that unfortunately, but my party is still all level 1 or 2 and we haven't even cleared Nashkel yet. If the component is working as intended, that's fine. It's up to David to decide how generous he wants the scroll drops to be - my only purpose in noting these drops is to ensure that the component IS working as intended.
  12. I am playing with the wider random scrolls component from 35.10, and a level 3 scroll (Hold Undead) just dropped from an enemy in the Gnoll Fortress. Is that intended? I know it was possible to get level 3 scroll drops in vanilla BG1EE, but IIRC that only happened later in the game.
  13. Got it. In that case, this is not a bug.
  14. EEUITweaks is actively maintained here on G3 by Lefruet (see linked post below). The "Improved Record Screen" component is by Lefruet and mirrors what the record screen looks like in Lefruet's enhanced UI mod. I don't know why the odd entries still appear in that component while they are fixed in the enhanced UI mod. I'll go ahead and tag @lefreut as he might know why.
  15. Huh. It's been a while since I played vanilla, but I thought that evil NPCs wouldn't rejoin you if your rep was too high. So, for example, I thought that if you dismissed Viconia at say 14, she wouldn't permanently leave, but if you tried to recruit her at 20 she'd refuse to join. I thought that this component was altering that behavior as well.
  16. I've installed the happy patch component from Salk which provides that NPCs can complain about rep, but not leave. I am at 20 rep, and none of the evil NPCs I have recruited previously are refusing to rejoin my party with the exception of Dorn. He refuses to join at 20 rep just like vanilla.
  17. No. I've always just installed it after SCS regardless of the option chosen, so I don't know if the default potions option works before SCS.
  18. I believe that only the revised thievery component has to go after SCS. The rest of RR can (and probably should) go before SCS. FWIW, this compatibility issue existed in prior versions of SCS.
  19. I am playing with 35.9 and I did not get any SFO warnings in my installation. Here is my Weidu log. It is a fairly minimal installation since I like to keep things fairly close to vanilla with the main exceptions being BGQE, BG1NPC and SCS. [EDIT: I did not install the innate sequencers component because that apparently is bugged according to another post on this forum. Also, as I noted in another thread, I seem to be getting a lot fewer random scrolls than I usually get with this installation, although it's impossible to verify that since I am getting some scrolls] WeiDU.log
  20. I'm inclined to say that you're likely just experiencing bad luck from the RNG gods, but now that you mention this, I have noticed in my current playthrough of BG1 with 35.9 that I'm not getting many scroll drops either.
  21. The odd entries also appear on the record screen if you install the Lefruet's Improved Record Screen component from EEUITweaks on top of the vanilla SOD UI. I don't know why your prior fix doesn't work on that component since it does work on Lefruet's enhanced UI, but the entries are there in that instance.
  22. Hi Jastey, I'm playing on a BG1EE w/SoD installation with both the BG1NPC Project and the Ajantis BG1 expansion. My party just encountered the three Flaming Fist mercenaries that stop you on the road south of Beregost on the way to Nashkel. Ajantis had an interjection in that encounter that triggered normally, but the end result of the conversation was combat. After the Fist mercenaries were defeated, I encountered a stutter bug with Ajantis's PID popping up repeatedly. I downloaded the stutter debug tool, and the repeating sctipt block was Block 264 of Ajantis.BCS. I opened that file with NI, and here is the applicable block: IF InParty(Myself) !StateCheck(Myself,CD_STATE_NOTVALID) !StateCheck(Player1,CD_STATE_NOTVALID) CombatCounter(0) !See([ENEMY]) See(Player1) Global("C#AjantisFLAM5_0","GLOBAL",2) THEN RESPONSE #100 DisplayStringHead(Myself,123451) // Running block 264 of AJANTIS.BCS StartDialogueNoSet(Player1) END Given that the Global referred to references "FLAM," it looks like something about resolving that encounter through combat isn't setting a variable appropriately, which is causing the PID to loop repeatedly.
  23. The odd entries appeared again in the shopkeeper identify screen (on LeUI BG1EE skin on a BG1EE w/SoD installation). Specifically, if you use a shopkeeper to identify an item, then in that screen the newly identified item description shows the class/kit values. That's a rare occurrence, and thus not nearly as annoying as before, but thought I should report it.
  24. Huh, that's odd. The fixes worked for me. I'm using the LeUI BG1EE skin on a BG1EE w/ SoD installation.
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