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chuft

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Everything posted by chuft

  1. Well kartoffelgratin, thanks for bringing this up. I too downloaded the version here and ended up with version 3, which is what is linked at https://www.gibberlings3.net/mods/spells/spell_rev/ and https://www.gibberlings3.net/files/file/970-spell-revisions/ Where is version 4?
  2. Yes, BGT is definitely doing it, I followed this up in a BGT thread on SHS. Looks like a lot of people don’t encounter this because they use SCS and SCS overwrites these changes (or at least some of them).
  3. I am playing BGT with this Spell Revisions mod and the final fight with Sarevok in BG1 is totally broken. Not sure which mod is responsible. The enemies are using BG2 stuff, like Flesh to Stone, Contingency, Tattoo of Power etc. Death Spell instantly kills my 8th level Paladin. Fireballs do damage to characters with Protection from Magic scrolls up, or Minor Globes of Invulnerability up. These things should be impossible. The fight is basically unwinnable since nothing works properly. Nothing affects the enemies at all. Real question I have at this point is whether I should just us
  4. Hi, playing BGT-WeiDU and in a number of battles in BG I have tried using Slow against wyverns and it doesn’t do anything. In a mixed group of spiders and wyverns, the spiders either save or are slowed. There is no mention of the wyverns at all in the effects list, it’s like they are immune. Is this intended? Thanks
  5. Since we are on the subject of skeletons, the "Bassilus Family" skeletons also are vulnerable to arrows in a very un-skeletal way. They should have 90% missile resistance but are taking full damage. Note they do not drop skulls, but drop heavy crossbows and two handed swords instead of the usual darts and shields.
  6. You aren’t making any sense. The skeletons at High Hedge (and elsewhere) have more than 1 hit point, but unlike other skeletons in the game, the High Hedge skeletons are not resistant to arrow fire.
  7. You seem confused. Skeletons elsewhere only take 1 damage from missile weapons. EE fixed this bug apparently. https://forums.beamdog.com/discussion/5516/bug-skeletons-high-hedge In the past when playing BG1 I used a Dudleyville fix, which also fixed it http://www.forgottenwars.com/dudleyfix/bg1_creatures.htm
  8. This has nothing to do with SCS difficulty, but since Spellhold seems to be down (for several days) I want to post it where the same people will see it before I forget - The skeletons at High Hedge do not possess their proper resistance to piercing weapons and are taking full damage from arrows. I remember this being an old problem that I thought one of the unofficial fixpacks for BG1 fixed, but it is present in BGT.
  9. Huh? skellytz replicated it in vanilla BG1 and posted a screenshot as proof, above. I get mixed groups of enemies in every Waylaid encounter.
  10. Speaking of engine bugs, where is the best place to ask for help with a vexing problem that I do not believe is mod-related? Have already asked at GOG with no success.
  11. Well the question then is, is this a bug. If it has been in the game the whole time, then maybe it was intended to work that way. What puzzles me is that people seemed amazed that I had encountered an ogre mage and ogrillons at the same time, as if that never happens, but if it's an engine bug, then it must have always have happened that way since the game was released.
  12. Here is an example in my non-SCS game. Is this a normal mix? I noticed one species appeared when the screen loaded (I think the gibberlings were first) and then a moment later, the other species (dogs) joined them when I un-paused.
  13. I am often attacked by mixed groups of enemies in Waylaid encounters. I thought this was normal but maybe it isn’t.
  14. Thanks. That area (in Override) looks the same in my SCS and non-SCS installs, same times as given in your screenshot, so whatever did this is not doing it via modifying the area file.
  15. So where would that area be in my BGT install folder? I thought all the BG1 content was imported, but if so, it must be renamed, because I can't find 5700 or 5701 in either Windows Explorer nor Near Infinity.
  16. Well, having two ogrillons and an ogre mage both spawn at the same time sounds exactly like "erroneously spawned all the creatures from the given spawn point slots together at the same time." If BGT didn't do it, and I highly doubt BG2 Fixpack, BG1 Unfinished Business, BG2 Unfinished Business, Tweaks Anthology, nor WideScreen Mod did it, so that just leaves the Worldmap mod and SCS mod.
  17. This seems to be the answer - coupled with SCS leveling up the ogre mage of course. From comments about the unofficial BGT fork: from http://www.shsforums.net/topic/60540-general-attack-script-not-working/#entry607260
  18. In this case I never had an empty encounter area, but thanks.
  19. From discussion with someone else it sounds like BGT messes with the Waylaid by Enemies encounters and SCS raises the levels of ogre mages, so they both contributed. Whether this is what happened I don’t know. Other mods are all unfinished business, fixpack, tweaks, worldmap - nothing content wise.
  20. I decided to do a clean reinstall without SCS and with "Increased party movement speed outside combat". I installed Tobex explicitly this time early on, and later Tweaks Anthology. The fast movement speed outside of combat feature is working normally now. I did not select "Use BG Walking Speeds" this time however, so I am not sure exactly what was messing up the non-combat haste movement before.
  21. I was fighting (with my second level party, which has neither Sleep nor Invisibility) a Waylaid by Enemies encounter with what I thought was two ogrillons when an invisible ogre mage decloaked behind my line and proceeded to cast five Sleep spells in a row. Thanks to Viconia’s magic resistance she was able to stay awake and I eventually managed, via her sling, to lower the ogre’s morale to the point where he walked off the map. This left me with no loot and yet another expensive Raise Dead on Kagain. This was on the walk back to Nashkel from the Gnoll fortress.
  22. When an invisible ogre mage shows up adjacent to your thief and casts Sleep on the party while you are fighting ogrillons from "Waylaid by Enemies", or you are fighting inside a tiny tent in Nashkel, it's pretty hard to avoid the AOEs. This doesn't feel challenging, it just feels unfair. Some people like their games really hard, forcing lots of reloads. I'm not one of those people.
  23. I decided to go ahead and try adding "Awaken On Damage=1" to tobex.ini. Didn't work. Mage in the carnival tent slept my party and killed them one by one while asleep without them waking. Upon further investigation it appears this is an option in a different file, TobExTweak.ini, not tobex.ini. Trying it now. Edit: tweak does work, although oddly the character portrait of an awakened character keeps the "sleep" effect icon on it. Sadly I think SCS is too hard so I am going to start over without it. Can't afford all the endless Raise Deads on my evil NPCs. All I can do is
  24. Interesting, How did it work in BG1? BG2 of course you are always at a level where Sleep doesn't affect you. Well I looked in tobex.ini.txt and see this: in tobex.ini I see this This appears to be the "90" fix not the "100" fix. How do I enable it? Add a new line for "Awaken On Damage=1" ? Will this mess up a saved game? Or WeIDU stuff that is installed? Thanks
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