Jump to content

DumbTheBad

Members
  • Posts

    13
  • Joined

  • Last visited

About DumbTheBad

Recent Profile Visitors

94 profile views

DumbTheBad's Achievements

  1. Gotcha. And would this happen in reverse and possibly overwrite the new items? I guess I'll give it a try and report back. Thanks for the quick answer!
  2. Is this mod compatible with the Item Randomizer mod? I'm thinking install the randomizer first, then Forgotten Armaments.
  3. SCS and ToF. In BG2EE I added some CdTweaks and Ascension as well. Having a blast so far! Playing as a Water Genasi, Favoured Soul of Mystra (neat cass btw): 1) got 25% fire resistance at level 5, and 25% cold resistance at level 10. Are these bonuses a different class is supposed to get? 2) Circlet of Lost Souls is usable by Favoured Souls (cause it's technically a shaman kit?). I actually like this as otherwise you just sell it. 3) Using Call Lightning sometimes only brings down a single bolt. Its happened both while chain casting it and just one off casting. This spell is nutty powerful now btw, which makes me smile as it's my favorite spell, but holy cow. I'm just waiting for some random priest to drop this on me and watch half my party get one shot. Love it. 4) in BGEE clicking on the character stats tab triggers all the party to voice their 'I'm selected' sound. I've also had this happen when leaving a shop, but not consistently. 5) when loading a save in BGEE clicking the character tab also assigned a bunch (70,000) of exp to that character. This was a 'prologue' save, and then later loading to 'chap 1 start' save with Imoen it assigned even more (144,000). This didn't happen when starting a new game and then loading THAT save, so idk. 6) High Watcher Ossig: when first talking to him you're replay back is "NO VALID REPLIES OR LINKS", but when you click that you exit the dialogue as normal. He didn't relocate to the temple afterwards, but subsequent dialogues with him were normal. 7) the Water Genasi's Mistball ability didn't import to BG2EE. (I really like this ability. POCKET SAND!) _________________________________ While I'm posting, I have some questions about saving throws and stats for NPCs I had while ctrl-Q'ing things: How is this being handled? I'm noticing that NPCs with classes seem to have the new bonuses, but monsters don't? Also, if it is being applied how is this working with NPCs who have 9 for the relevant stat and so get a 1 point penalty? Seems like an unintended nerf? Also, are NPCs getting the starting offset, or is that just the player? As an additional observation it is really easy to get negative saves now with high stats + feats (makes me feel a bit sheepish for collecting the tomes and then fighting these niners). Great work with this mod.
  4. As I keep poking around I've noticed that dual-classing to a kit doesn't work. Each time after I select cleric, mage, or thief it takes me to an empty list where kits should be. I was trying to dueling from a vanilla fighter and from berserker. If I click on the empty list there are invisible options being selected, but if I then complete the dual class the character has no dualed to kit.
  5. I get this same bug in BGEE and BG2EE with Enchantment spells. I tried the hotfix and it didn't work (though I'm guessing this is because it was for IWD:EE)
  6. Aha. I didn't know that was the convention as I don't play with class and race mods often and so importing never gives me grief. Thanks! As another bug, when trying to dual class to cleric it has an extra step of selecting which god to worship, but the field to select from is empty. I can click on the field and it makes the sound of selecting things, and then depending of where I click sometimes the proficiency table it brings me to next doesn't allow me to select anything so I have to Alt-Tab out.
  7. Found a few more bugs. Using ToF Beta 8, SCS 35.10, CdTweaks-16, and Ascension. 1) Can't find the F/M/C kits anywhere. Instead, Force Mage and Wild Mage as shown as options in the F/M/C submenu. This is the same for the F/M/T and M/T submenu. This is happening for both BGEE and BG2EE. 2) On importing a deep gnome magetracker to BG2EE the MR isn't correct, and show as much lower (about half as much, which makes me wonder if either the kit or the subrace isn't applying). BGEE WEIDU BG2EE WEIDU
  8. ToF Beta 8 (+hotfix), SCS 35.10 and some CdTweaks-15. I'm only now noticing there is a CdTweaks-16. At the same time, I'm looking at the it's changelog none of the components I used seem to have been changed from v15 to v16. Weidu log: Hello again. I just finished a BGEE play through and these are the bugs I noticed. They were all minor, and I only had one crash (area transition on world map) in the run but this wasn't repeatable. 1) I played as a Deep gnome Magetracker, and was able to use mage scrolls from the get go. Coran was also able to use mage scrolls, but Alora was not, so I wonder if it's specific to F/T? 2) I never saw the Dirty Fighting ability work, but I did see enemies save against it a few times. I just tried to test it and could not get it to work at all, no saves, passed or failed. 3) In the Feats selection screen for Edwin the Scribe Scroll description seems to be missing a string as it says "XP_PLACEHOLDER xp". I think this is already flagged as of Beta 3, so maybe it's just not gotten to yet and not a different bug. 4) When I picked up Baeloth he had a female human monk sprite and paperdolls. This seems to be due to the Excellent Quarterstaff he carried, as when I gave this to Edwin he too became a female monk. This did not happen with a regular quarterstaff. The sprites also twitched when in the top down game view. - Maybe related, the skeleton warriors in Sarevok's battle looked like they were using the female human fighter sprites. 5) Was occasionally getting the Dazzled debuff during the night time. It worked correctly most of the time, and seems it might be because it was late in the night/early morning but before the light change? 6) A few joinable NPCS had the same color brown for hair and skin. I noticed this for Khalid and Kagain. Oddly, when I just now reloaded the game to look at it the PC also had this coloration, but hadn't before... Curious... 7) Slow poison just cured the (spider) poison. I think I remember reading it was actually supposed to slow it down, but this is a new SCS thing, and its already on people's radar. ________________________________ As an aside, my Deep gnome PC and Alora had the "Small Size" buff, and Kagain had the "Dwarven Resistance" buff. I'm guessing these are just subrace things?
  9. Oops, should have searched the forum first, seems y'all already know about this one. I'll try with the hotfix.
  10. The interface allows for picking which gender but the "Done" button remains greyed out, preventing continuation. Mods: SCS 35.10, ToF 8, and some CdTweaks. Installed without a mod manager. Weidu log: I'll try again later without CdTweaks and see what happens.
  11. That's what I suspected. I think I'm gonna try it out anyway, to see how hard the new enemy casters dish it out and help with finding some bugs. Yes, please! This is my hope for the future seeing how DavidW is an Infinity Engine wizard. It would be awesome to make even basic fights with mobs more varied if they have more racial abilities, feats, expanded hlas, etc. This was my impression as well, which is a big reason why this mod caught my interest. I do use theBigg health increase tweak because I like how it makes combat just a bit grindier. I haven't played with a reduced level cap or the delayed HLAs, abut that's maybe worth a try. Just buffing the enemies' raw stats doesn't really appeal to me, as it has the same effect in my mind of just giving more to one side of the equation. In my ideal game the enemies would be able to do most if not all of what the PC can do, and the balance comes from things the enemies can do but the PC can't (e.g., mindflayers' psionics). Yeah I suppose most of them are passive... That said, extra elemental damage, Dirty Fighting debuffs, improved crit range, and thieves using scrolls (or wands for that matter if they had'm, and why shouldn't they? *evil grin*) are super powerful and would wreck PC face. Does make me wonder about more 'combat trick' like feats for the pool that would benefit both PCs and enemies. You know, stuff you can see the enemies use, but which are randomly assigned based on class. I know that you're bug squashing for now. I love this and the work you've put into making this sing. Makes me drool thinking about how it could be done for the other classes, as the already current improvements to monsters (like mindflayers) really adds a lot to the game, and I wonder if there is more depth explore here. Happy bug squashing!
  12. I love this idea, of either disabling inventory in combat or (imho) better yet disabling pause in inventory. I remember how tense this made combat in the old games where quickslots actually mattered. Its more than a little cheesy that in less than a second Aerie can throw the invis pot to Keldorn, who throws it to Jan, who throws it directly into my stomach to save the day. Not to mention swapping all the protection items over to the character about to eat some oh no spell.
  13. Hi there, ho there! I'm wondering about how the new SCS and ToF work together, and whether adding ToF is a net increase or decrease of the game difficulty. ToF adds lots of abilities, kits, some spells, racial combinations and stats, a new proficiency system, etc. The SCS documentation says that the new proficiency system, HLAs, and kits for enemy casters are integrated. Are non-caster kits used for enemies, or feats, racial bonuses (magic resistant duergar? Randomized race subtypes for enemies?), optimization for proficiencies, etc? Is there anything else given to the player that enemies don't get? I'm really interested in trying out the new mod, but find that these big content mods can mess with the difficulty by too heavily favoring player options. That SCS spreads the love to enemies is my favorite thing about it, and so I want to know how much of a double-edged sword this combo is. I imagine that answer to the difficulty question might change depending on the slider. I myself do the SCS insane maxed settings, double damage on, trilogy no reload thing. I find this to be the perfect difficulty for my own enjoyment (so long as the enemy planatar actually dies, but maybe I don't have to worry about this if the new SCS changes celestial regen?), but of course to each their own in these wonderfully compartmentalized mods. As an aside, this is my first post here and I want to express my everlasting appreciation to DavidW and all the other modding possessors of wisdom who have brought me back to these games time and again!
×
×
  • Create New...