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ktchong

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Everything posted by ktchong

  1. Experiencing the same problem. Had already completed "Madwoman of the Firewine Bridge" and sent Carsa to Gullykin. Went to Gurrykin, and Carsa was in the temple. Carsa kept initiating dialog with my party and going through the same dialog loop. My party also kept getting the 1,000 XP from Carsa, she disappeared... and then immediately reappeared, and initiated the same dialog again.
  2. There is a banter between Xan and Montaron. In my game, it was the first banter between them. A quote from it: That did not sound quite right. Shouldn't it have been phrased like this instead to make more sense? "... I doubt I'll be able to live to see tomorrow, let alone see who is behind it all." i.e., he doubted that he would live to see tomorrow; therefore, he would be far less likely to live longer (more than one more day) to be able to see who was behind the iron shortage.
  3. Something very minor: In Fire Leaf Forest of BG1/BGEE, there is a tongue-in-cheek encounter with "Larry, Darryl, and Darryl"". They are a kobold, a xvart and a tasloia, who are supposed to be friendly. After the party talks to them, they leave the area. They are not supposed to turn hostile and attack the party. A monster spawn spot just happens to be very near "Larry, Darryl, and Darryl", (i.e., it is slightly to the northwest of Larry, Darryl, and Darryl.) That spot randomly spawns either a group of kabolds or xvarts, and those monsters are hostiles. The problem is, those random monsters... they call for help, to which Larry, Darryl, and Darryl respond and become hostile (if the party has not already talked to them.) I do not think that is supposed to happen. Perhaps Larry, Darryl, and Darryl need to be made an exception to "Better calls for help".
  4. These assets already exist in the BGEE: Quality Helmet (Not used in the games) High Quality Medium Shield (Used in BGEE: Siege of Dragonspear) High Quality Large Shield (not used in the games)
  5. Two components: Recoverable Ammunition [argent77] and Recoverable Throwing Weapons [argent77] ... should have additional supporting components that automatically put recovered ammo or throwing weapons back into their ammo/weapon slots (instead of the backpack) as they are being collected and recovered, (i.e., arrows go back into the ammo slot with other arrows of the same type, throwing axes/darts/knives back into the weapon slot from which they were thrown.) Right now, one has to pick up and recover the ammo or throwing weapons, which go into inventory slots in the backpacks. Then, have to open the inventory screens to move the ammo back into the ammo slot, move throwing weapons back into the weapon slot. And have to do it over and over again after every battle for every character that uses an ammo or thrown weapon.
  6. To complement this component: "Breakable Iron Non-Magical Shields, Helms, and Armor" For completeness and consistency sake, a secondary supporting component should replace regular non-magical shields, helms and armors in Thunderhammer Smithy with non-breakable quality shields, helms and armor after the "Vial of Mysterious Liquid" (i.e., "The Tainted Ore") quest line is completed, (as counterparts to the quality weapons that become available after completing the quest.)
  7. Even if Carsa had died, the "The Madwoman of Firewine Bridge" quest line in the journal should still be shown as completed after Kahrk had been killed. The final journal entry could be different from the one for Carsa had lived. Otherwise, that quest line would just be left hanging and active.
  8. Carsa always dropped dead when my party took the jar from her, (i.e., selected the "We're taking the jar from you, whether you like it or not" option in her dialog, which summoned Kahrk.) After defeating and killing Kahrk, "The Madwoman of the Firewine Bridge" stayed active. Carsa was already dead at that point, so could no longer initiate a dialog with her. I do not think she was supposed to just drop dead upon releasing Kahrk. So her death must have been a wrong trigger.
  9. A clarification: it is way more common for ghasts to drop level-2 scrolls than level-3 ones. I went back and tried to duplicate a level-3 drop from ghasts, and finally got one after a long time. Three screenshots are attached below. • 1st screenshot: Reloaded to a much earlier save game in Nashkel Mines with a spawn spot for ghasts and ghouls. Kept reloading the save game and re-rolling until I got ghasts and not ghouls. (Got all the fancy equipment from importing a fully-loaded character from The Black Pit into the main campaign.) • 2nd screenshot: Kept reloading and re-rolling until a ghast dropped a level-2 scroll. Only took 2-3 minutes for one to drop a Web scroll. • 3rd screenshot: Kept reloading and re-rolling until finally got a level-3 scroll, Monster Summoning I. That took much longer, probably close to 30 minutes. After having removed the "wider selection of random scrolls" of SCS a few days ago, I wanted to farm scrolls to catch up. So I checked the wikis on Random Treasures, which indicated that ghasts drop "wealthy treasures", which could only roll level-2 scrolls. So I was aware that ghasts were not supposed to drop level-3 scrolls, (although I vaguely remembered that I had gotten level-3 scrolls from ghasts in my previous runs.) I was expecting to farm level-2 scrolls from ghasts in Nashkel Mines... and was then surprised when a ghast drop a Haste scroll. Then I also got a few more other level-3 scrolls from other ghasts in other places. It was relatively quite rare for ghast to drop level-3 scrolls, but they do drop level-3 scrolls. (Which was still way better than zero chance of dropping level-3 scroll with the SCS component.) I was not the only one who got level-3 scrolls from ghasts. Here is an old discussion from Reddit: "Best place to grind for spell scrolls in BG:EE?" So, at least 3 or 4 other players had also gotten level-3 scrolls from ghasts and upvoted the comment.
  10. Well, I am certainly getting level 3 scrolls from ghasts, which are very common monsters. There are a lot of ghast spawn points, in Southern Beregost Road, in Nashkel Mines (surface level), in Valleys of the Tombs, (which is also a good place to farm ankheg shells, and ankheg also drops scrolls as well.) The most important point is: I do not have to find and kill basilisks, doppelgangers, or ogre magi for level-3 random scrolls. Level-3 random scrolls are supposed to be relatively common; they certainly are without the SCS "wider selection of random scroll" component. That change is ridiculous and unreasonable, AND (my biggest issue with that change) users were not told nor given the choice to opt out of that drastic change. I only wanted a "wider selection of random scrolls"... no way I (or most players) would want to gimp my game and miss out all the level 3 scrolls by limited them to rare high-level monsters.
  11. Just add a "wider selection of random scrolls". Do not lower the drop rate. Do not cap the scroll levels. This is what is stated in the readme:
  12. I had version 35.9. I have never installed the "wider selection of random scrolls" component from version 35.10. I have reinstalled the game and mods, and I have removed that component completely. So I do not know if it works in 35.10 and I do not want to find out. When I started to realize that monsters in my game had not been dropping random scrolls at all, I knew some mod must have messed up the scroll drops. I had played BG1 and BGEE (vanilla and without SCS) many times in the past since the late 1990s/early 2000s, (never really finished the game though.) I have installed other mods in the past, but this is the first time I have installed SCS. It took me a while to remember that monsters used to dropped a lot more random scrolls in my previous runs. So I googled around and read some forums. I found out that SCS had been the culprit. Upon further reading, I found out that problematic component was the "wider selection of random scrolls". So I looked into the Github page of SCS and and saw it had been recently updated to version 35.10, which supposedly "fix" the problem with random scroll drop rates. However, then I read the jmerry's post that the SCS component actually lowered the drop rate and capped the level of random scrolls; i.e., the scroll drop rate in version 35.10 was still lower than the drop rate in vanilla, and the component also put level caps on random scrolls. Those nerfs were NOT what I wanted from a component that was stated to add a "wider selection of random scrolls" and mentioned nothing else. I wanted to add a "wider selection of random scrolls" in my game, NOT to lower drop rates of random scrolls, NOT to put a level cap on random scrolls. I decided not to take any more risk with that component, AND I did not want to install a component was hugely detrimental and offered very little benefits (even if the "wider selection" part had worked properly, which it had not.) Even if the component added a "wider selection of random scrolls", I would NOT trade it for a lower drop rate of and a level cap on random scrolls; (and it did NOT add a "wider selection of random scrolls"; there was not gonna be any "wider selection" when monsters were not even dropping random scrolls at all.) Anyway, I have no idea if version 35.10 has fixed the "random scrolls" components; and, based on what I have read, the component still limits drop rates and level caps. Those two undocumented nerfs were NOT I wanted from a component that is supposed to only add "a wider selection of random scrolls". Anyhow, I am happy with my game now with the vanilla drop rate for random scrolls.
  13. Ghouls and ghasts are fast and easy kills that reliably drop levels 2 and 3 scrolls, and there are plenty of spawn points for ghouls and ghasts. Also, I quick-saved before my party moves into those points to triggers another spawn. If I did not get see any random scrolls that I wanted in the Quick Loot menu, I quick-loaded, re-rolled and tried again until I got the scrolls I wanted.
  14. Did not need to use the console. I removed the the SCS component "wider selection of random scrolls," (along with other components that were causing problems.) Since then, my game has been getting LOTS of random scroll drops from monsters. Previously with that SCS component installed, my game was NOT getting any random scroll drops, AT ALL. Now, with that component removed, my party is getting at least one random scroll per encounter, sometimes up to three scrolls in a bigger encounter. The before-vs.-after difference in random scroll drops is YUGE. That component seriously broke my game balance and pacing. After removing the SCS compoent, my party went back to some previously-cleared areas for random encounters to farm scrolls. My mages have been able to (mostly) fill up all three spell books with levels 1, 2 and 3 spells from random monsters and scroll drops — including the important ones like Dispel Magic, Fireball, Haste, Invisibility 10' Radius, Protection from Normal Missiles, Web, etc. Previously, most of my mages and bard did not have those spells because High Hedge did not sell them and SCS completely eliminated random scrolls — and therefore eliminating any chance of my mages getting those spells before Chapter 5. (Except Neera who already had Dispel Magic and Fireball in her spell book, but she did not come with Haste or Web.) The " "wider selection of random scrolls" component was a very big nerf to the party mages and a drastic change to the game balance, which SCS did NOT tell users or let user opt out. SCS just installed the component without telling people what it actually did, (or rather, misinformed people what it did.) Anyway, I browsed through the various conditions of the component, I got a feeling that there could be some logic errors in the conditions, coding and/or implementation that is causing random scroll to not drop. There is something wrong in there. Most important, that component should NOT have just put caps on the drop rates and levels of random scrolls without telling users or giving users the choice to opt out. BTW, that component actually makes most arcane spells — including low-level spells, i.e., levels 2 and 3 spells like Web and Haste — inaccessible until late game, (until Sorcerous Sundries because High Hedge does not sell them.) Imaging unable to cast Haste or Web until Chapter 5. That is what the "random scrolls" component in SCS did: screwing up my game balance and pacing. I believe some spells might have even become unavailable in the game — because the only way to get them is from random scrolls, and that SCS component completely killed random scroll drops. But oh yes, there is nothing wrong there, SCS is not the problem here, why doesn't everyone just console in those scrolls... what's the problem?
  15. I uninstalled the SCS component "wider selection of random scrolls," (which is really a misnomer because it actually lowers and even eliminates random scroll drops altogether.) Then I loaded and tested some save games from recently and way back. Finally, monsters started to drop random scrolls for the first times. That component is broken and has misleading designation and descriptions. It does NOT add "wider selection of random scrolls", i.e., you cannot get a "wider selection of random scrolls" when monsters were NOT dropping random scroll at all. The component actually lowers/eliminate scroll drops. It needs to be property identified and described as such so as not to mislead users into installing the component for one reason but then ending up getting something else entirely different (and bad.) If the component was purposed to make the game harder outside of improving enemy AI, then what should have been done was to split that component into two or even three: 1. The component for actually adding a wider selection of random scrolls without lowering drop rates; 2. A separate second component for lowering drop rates for random scrolls; 3. A third component for setting level caps for random scrolls. Instead of combining all three into the same one component (but accomplishes only number 2 and 3.) Let users decide which of the three they want in their games. If users decide to install the second component to lower drop rates, then let user select what how much lower drops/less random scrolls they want. If users decide to install the third component to set level caps for random scrolls, then let user select at what levels they want to cap their random scrolls. Then SCS will not have to keep adjusting and experimenting with drop rates and level caps with every new version, but will only end up upsetting the game balance and pacing. That is better than slipping in hidden, unwanted change that claims to add (a wider selection of) random scrolls but conceptually does the exact opposite.
  16. I uninstalled SCS, opened and edited "/stratagems/initial/bg1fix.tpa", commented out the entire segment of "Remove the Nashkel Mrchant's Amnesia", and then reinstalled SCS, (while also skipping a few other components that were poorly conceived/implemented and causing problems.) Now the Nashkel storekeeper is working properly as BGEE had originally intended with an official fix, i.e., he buys any additional winter wolf pelts after the first sale.
  17. I've already started the process to uninstall and reinstall BGEE and mods. I've reinstalled mods up to the Tweak Anthlogy. My current WeiDU.log is attached below. SCS was the mod that I previously installed after the Tweak Anthology. I plan to NOT reinstall SCS this time. The SCS components that I previously installed are listed in the attached "SCS-log.txt", (i.e., grabbed and edited from my Windows batch file that install the mod components.) Now I just find out if I can just skip SCS or at least some of its troublesome components, (especially the random scroll component and whatever component that's related to the winter wolf pelts.) I installed some more mods after SCS. Those mods and their components are listed in "post-SCS-mods-log.txt", (i.e., grabbed and edited from my batch files that install those mods.) I intend to reinstall them after skipping SCS or some of the SCS components. WeiDU.log SCS-log.txt post-SCS-mods-log.txt
  18. This is what stated in the readme of SCS: So that was basically misrepresented. The component does not actually give a wider selection of random scrolls. It actually limits -- or even eliminates random scrolls. I certainly have not gotten any scroll drop at all from random monsters. Zero drop. That is a freaking HUGE misrepresented change to the game balance. I'd say that change broke the game balance and pacing. So the component does something that is completely different from what was being stated. The component should be renamed to "Lower drop rates of random scrolls" with more accurate descriptions of what it actually does. If I took out that component, will the scroll drop rates go back to normal/vanilla?
  19. Is it possible to remove SCS in Chapter 3? Is it gonna break the game? I am really hating this mod. It just dishonestly and sneakily installed too many undocumented and unwanted components that have nothing to do with improving the enemy AI, and those components just completely mess up the game balance and pacing.
  20. Why? Why messed around with drop rates?? And Why-TF cap the random scroll levels??? Those are very unnecessary and unreasonable changes to the drop rates, and they are NOT accurately documented or revealed to the users. Drastically lowering drop rates of random scrolls and capping their levels... those are HUGE changes to the game. Those undocumented changes are neither "fair" nor "low key" as adverstised. The different SCS versions kept changing the drop rates and scroll level caps back and forth -- without giving much consideration on how those changes would actually alter and even break game balance. All those changes are clearly beyond the stated goal and scope of the mod, and they are not properly or accurately explained anywhere on the SCS webpage or in its readme. This is the first time I've installed SCS, and I've always installed the latest versions. So I was comparing SCS drop rates vs. vanilla drop rates, (i.e., never used anything before v35.) Also, SCS supposedly adds "wizard chess" to the game. Can't play wizard chess when this mod takes away all the chess pieces from the players. It is simply poor balancing and lousy pacing. This just completely screws up my game. Now I can't replace or swap out mages because there are no more scrolls for them to scribe into their spellbooks. The limitation of this stupid mod is restricting my mage choices and options. I've found this mod to be extremely dishonest. It claims to do one thing but then sneakily does another, without telling the user or giving the user the option to not install those components.
  21. Already did. Thalantyr sold only two copies of most scrolls, and those two copies went to the two mages. So now the bard is left with nothing, and my party can't swap mages (because they would have no more scrolls to learn.)
  22. Just read another thread and downloaded the latest version that (supposedly) fixes the drop rate issue with scrolls. Is there a setting/switch that can be changed to increase the drop rates for wizard scrolls? I want to dial it up to make up for the losses in the previous chapters and encounters. Right now my party can't support two mages and a bard because they have not been able to find enough scrolls to fill out all their spell books. The bard literally can't cast any level-3 wizard spells, i..e, level-3 spell book is completely blank because could not find any level-3 scroll to write. I have to drop that bard because SCS messes up the drop rate.
  23. Does SCS decrease the drop rate of wizard scrolls from enemies and monsters?? And it decreases the drops rates by a lot -- the difference is very noticeable and very significant. With SCS, monsters NEVER drop scrolls. Like, literally NEVER. WTF?? I had played the vanilla and various modded versions without SCS, and it has never been like this. This seems to be another undocumented annoyance of the SCS that is installed without the user's knowledge or consent. This is the first time I am using SCS, and more and more I am regretting having it installed because it is just screwing around with and messing up everything that it is not supposed to..
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