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Jarno Mikkola

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Posts posted by Jarno Mikkola

  1. Okay, the problem appears to be that BG: EE increases the number of wands carried by stores by up to an order of magnitude. Future versions of Item Randomiser will likely bring the number of wands back down to sane amounts.
    Or you could threat them as a separated tear ?!? And add the same amount to the BG1's stores in the non EE games. After all, no matter how many wands you have, what matters is how you use them as they will be what's called pretty penny... costly and useful yes, but depending on the situation suitable or not.
  2. Quick question: do these tables affect monsters and do they get bonuses based on my tables?
    They should, but I can't say for sure. Know that most of the creatures have most of their stats set to 9 if it doesn't matter for them... there's monsters that have their stats taken from a monster manual like table.

    The SCS has also a component that checks the monsters at install time and sets their HP, AC, Thac0 etc stats if the .2da table has been radically changed ... but only in the case they get better stats.

  3. @Jarno Mikkola, great tips and I tried the code you wrote. Works just fine and helps to give some advantages to my AC =), I suppose this cant work for strength due to the 18/xx percentage code?
    Works just fine, you just need to edit the "strmod.2da" file and the "strmodex.2da" file, the first's content, yes, I modified these:
    2DA V1.0
    0
      TO_HIT   DAMAGE   BEND_BARS_LIFT_GATES      WEIGHT_ALLOWANCE
    0    -20      -20             0                       0
    1    -5       -4              1                       1
    2    -3       -2              2                       3
    3    -3       -1              3                       5
    4    -2       -1              4                       15
    5    -2       -1              5                       25
    6    -1       0               6                       40
    7    -1       0               7                       60
    8    0        0               8                       80
    9    0        0               9                       100
    10   0        0               10                      120
    11   0        0               11                      140
    12   0        0               12                      160
    13   0        0               13                      180
    14   0        0               14                      200
    15   0        0               15                      220
    16   0        1               16                      240
    17   1        1               18                      260
    18   1        2               20                      300
    19   3        7               50                      500
    20   3        8               55                      600
    21   4        9               60                      700
    22   4        10              65                      800
    23   5        11              70                      1000
    24   6        12              75                      1200
    25   7        14              80                      1600

     

    And the second:

    DA V1.0
    0
       TO_HIT   DAMAGE    BEND_BARS_LIFT_GATES      WEIGHT_ALLOWANCE
    0    0         0                0                      0
    1    0         1                5                      2
    2    0         1                5                      4
    3    0         1                5                      6
    4    0         1                5                      8
    5    0         1                5                      10
    6    0         1                5                      12
    7    0         1                5                      14
    8    0         1                5                      16
    9    0         1                5                      18
    10   0         1                5                      20
    11   0         1                5                      22
    12   0         1                5                      24
    13   0         1                5                      26
    14   0         1                5                      28
    15   0         1                5                      30
    16   0         1                5                      32
    17   0         1                5                      34
    18   0         1                5                      36
    19   0         1                5                      38
    20   0         1                5                      40
    21   0         1                5                      42
    22   0         1                5                      44
    23   0         1                5                      46
    24   0         1                5                      48
    25   0         1                5                      50
    26   0         1                5                      52
    27   0         1                5                      54
    28   0         1                5                      56
    29   0         1                5                      58
    30   0         1                5                      60
    31   0         1                5                      62
    32   0         1                5                      64
    33   0         1                5                      66
    34   0         1                5                      68
    35   0         1                5                      70
    36   0         1                5                      72
    37   0         1                5                      74
    38   0         1                5                      76
    39   0         1                5                      78
    40   0         1                5                      80
    41   0         1                5                      82
    42   0         1                5                      84
    43   0         1                5                      86
    44   0         1                5                      88
    45   0         1                5                      90
    46   0         1                5                      92
    47   0         1                5                      94
    48   0         1                5                      96
    49   0         1                5                      98
    50   0         1                5                      100
    51   1         1                10                     102
    52   1         1                10                     104
    53   1         1                10                     106
    54   1         1                10                     108
    55   1         1                10                     110
    56   1         1                10                     112
    57   1         1                10                     114
    58   1         1                10                     116
    59   1         1                10                     118
    60   1         1                10                     120
    61   1         1                10                     122
    62   1         1                10                     124
    63   1         1                10                     126
    64   1         1                10                     128
    65   1         1                10                     130
    66   1         1                10                     132
    67   1         1                10                     134
    68   1         1                10                     136
    69   1         1                10                     138
    70   1         1                10                     140
    71   1         1                10                     142
    72   1         1                10                     144
    73   1         1                10                     146
    74   1         1                10                     148
    75   1         1                10                     150
    76   1         2                15                     152
    77   1         2                15                     154
    78   1         2                15                     156
    79   1         2                15                     158
    80   1         2                15                     160
    81   1         2                15                     162
    82   1         2                15                     164
    83   1         2                15                     166
    84   1         2                15                     168
    85   1         2                15                     170
    86   1         2                15                     172
    87   1         2                15                     174
    88   1         2                15                     176
    89   1         2                15                     178
    90   1         2                15                     180
    91   1         3                20                     182
    92   1         3                20                     184
    93   1         3                20                     186
    94   1         3                20                     188
    95   1         3                20                     190
    96   1         3                20                     192
    97   1         3                20                     194
    98   1         3                20                     196
    99   1         3                20                     198
    100  2         4                25                     200

    To get the originals, go here.

  4. True Ranger feels like a striker-ish class with default 2 pips in dual welding (in my case Kivan is always using range and range is high hit rate and damage in bgee 1), I like the idea with rangers restricted to armours up to chain mails only (no splint mail or plate mail), hence high offense, medium defense (high dpr, medium AC/hit points).

    ...

    Mods installed: Kit revision, item revision, SCS, BG2 tweak pack

    There's a mod that makes the dexterity score give the bonuses on the 3ed base, and using that with the item revisions heavy armor dexterity penalty will make you play with lighter armor, as both your thac0 and AC suffer at really heavy armors. If you fail to find the mod, you can use the following table, and make new text file, rename it as "dexmod.2da" and put it to the game folders override -folder:
    2DA V1.0
    0
      REACTION  MISSILE  AC
    0    -20      -20      5
    1    -6       -6       4
    2    -4       -4       4
    3    -3       -3       3
    4    -2       -2       3
    5    -1       -1       2
    6    0        0        2
    7    0        0        1
    8    0        0        1
    9    0        0        0
    10   0        0        0
    11   0        0        0
    12   1        1        -1
    13   1        1        -1
    14   2        2        -2
    15   2        2        -2
    16   3        3        -3
    17   3        3        -3
    18   4        4        -4
    19   4        4        -4
    20   5        5        -5
    21   5        5        -5
    22   6        6        -6
    23   6        6        -6
    24   7        7        -7
    25   7        7        -7

    The advantage is that you can also edit the content and make it as you like.

  5. The BG1 NPCs really lack kit flavour, and it's a pain to recruit NPCs that already have wasted thieving points/proficiencies :D
    Time to use the Shadowkeeper ... yes, it works, but you need to move the saves from your computers profile to the games folder and then return them back to play with the edited saves... a small thing.
  6. If the other changes takes too much I'll upload a b20 before going to sleep anyway,
    Well, the title of the topic still says b19 and I can't see the b20 anywhere ... you, you...

    Yes, I am this eager to criticize the potential lack of the "lunumab.2da" file in the b20 Paladin XP component yet again... av-2129.png

  7. As yet, it's not compatible. I suppose someone could kick my orcish butt into making it compatible, but it's made of pretty thick hide these days...
    Take this *Jumps in and starts the work just out of the joy of the kicking a drow-orc* ...

     

    Erhm, isn't it just a matter of editing the correct creatures? As the weidu.exe v236 should handle the file formats correctly and the dialog things. And of course adding in the function that's needed to define the BG1 NPCs in BGEE/BGIIEE.

  8. Selaad Gan (loupgar.cre) was basically unaffected by my magical weapons with +2 enchantment (have IR installed). When I checked his equipped items, he was wearing ringloup.itm which grants him immunity to all weapons except those made of cold-iron when he switches to werewolf form (shouldn't this be silver?).
    Well the cold-iron or silver -flag is actually editor based text description for the value... in BG1 it's the silver/gold/-special human-wolf killer enhancement. The Sword of Balduran and Silver Dagger are made of it as well as the +3 vs shapeshifter-bastard sword, so you should be able to kill him with them.
  9. In addition, you might want to mention in the kit descriptions when the kit's spellbook is altered.
    I should probably mention it yes, though I'm not sure how. Listing all new spells might seem cool but then you may start wondering why I don't list the entire spellbook of base classes too, especially considering that even the base classes now have very different spellbooks compared to vanilla (the True Ranger in particular).
    Well, how do you know what spells the character will have at the end of the install ? The answer is that you won't, so for the optimal result, you should just mention the kit exclusive additions spells just like the Stalker kit gives in the original game. Yes, just their name...

     

    You won't need them indeed. KR's HLAs will pretty much be an updated/expanded version of Refinements ones.
    Out with them then, so kreso can see himself if that is so. :p
  10. It's about UH usability flags. Removing the UH flag from plate armor makes it usable by Berserker as well.

    I recall that Refinements does shift usability flags between existing kits.
    Erhm, but the bigger question is why kreso needs the Refinements ?

    As we could just make a compatible change to the tweak he wishes in one of the Revision mods and so forth. And of course we won't clone things, but add a optional component that does the tiny tweak...

  11. Dagger vs. Short Sword vs. Long Sword:

    Now, some of long swords penalties are "situational" (e.g. not all characters need to backstab or dual wield), and if the wielder is a warrior with high apr long sword's speed factor quickly lowers itself (from 5 to 2.5 with 2 apr, 1.67 with 3 apr - almost as fast as a thief with daggers), and thac0 against armors shouldn't be a problem (even more so if the warrior is a fighter class with weapon mastery). Conclusion: on paper the long sword is indeed inferior in terms of global stats (tons of drawbacks for just +1 dmg), making it a poor choice for a non-warrior imo, but it might still be a valid option for a warrior, is it?

    Well, I'll say one thing, I look at the Item Index, so take this as out dated as that is.

    ... it's particular that you have a one +5 dagger and one +5 long sword.... I would say that it should be easier to make a better enhanced larger items than smaller ... now the Short sword can be an exception if it's used by a thief, but the Sword of Mask could still be a +3 and then update to +5... but still, you could cut down some of the enhancement levels with 1. It would help the better monsters be immune to the small-er weapons, to balance out the items.

     

    Ranged Weapons:
    Nice, approved !

     

    About the slings: what about allowing only for half of the strenght bonus (rounded down)? In this way, the sling that allows for full bonus would still have a reason to exist and at the same time, all slings would potentially have a little extra kick.
    I don't think that's doable, as the item is flagged as one or two handed(x1.5) and with or without the str bonus. Well, unless you go and play in BGEE's. And I am still unsure if it's there even.
  12. I tend to group items into few terms.

    Simple Weapons: weapons usable by mages - staff, dagger, sling, dart

    Light Weapons: weapons usable by thieves

    Heavy Weapons: weapons usable only by Warriors

    Exotic Weapons: Katana, Wakizashi, Ninja-To

     

    Light Armor: Leather, Studded Leather

    Medium Armor: Chainmail, Field Mail

    Heavy Armor: Plate, Full Plate

    Those are all fine and dandy until you run into things like Elf Chain Mail(it's actually lighter than Leather), Hide armors, Scale Mail(Dragon & Splint Mails) etc things that don't actually fit in, and then the descriptions become additional bulk that means nothing when you can use the real item names.
  13. if all you're asking for is to make all classes get HLAs at level xth when the unique xp progression is installed you do have a point, it wouldn't hurt. That being said, the xp table component per se is a sort of beta within a beta, I don't even know if beta tester are still using it or not.
    Well yeah. Now see, if you won't include all the files to a beta mod, you are unlikely to get a player to actually use the component.

     

    PS: Here's the table for you:

    2DA V1.0
    0
                       FIRST_LEVEL RATE       CHANGE_LEVEL NEW_RATE   
    MAGE                18          1          99           1          
    FIGHTER             18          1          99           1          
    CLERIC              18          1          99           1          
    THIEF               18          1          99           1          
    BARD                18          1          99           1          
    PALADIN             18          1          99           1          
    DRUID               18          1          99           1          
    RANGER              18          1          99           1          
    FIGHTER_MAGE        27          1          99           1          
    FIGHTER_CLERIC      27          1          99           1          
    FIGHTER_THIEF       27          1          99           1          
    FIGHTER_MAGE_THIEF  35          1          99           1          
    MAGE_THIEF          27          1          99           1          
    CLERIC_MAGE         27          1          99           1          
    CLERIC_THIEF        27          1          99           1          
    FIGHTER_DRUID       27          1          99           1          
    FIGHTER_MAGE_CLERIC 35          1          99           1          
    CLERIC_RANGER       27          1          99           1          
    SORCERER            18          1          99           1          
    MONK                18          1          30           1          
    MULTI2FIGHTER       14          1          99           1          
    MULTI2MAGE          14          1          99           1          
    MULTI2CLERIC        14          1          99           1          
    MULTI2RANGER        14          1          99           1          
    MULTI2DRUID         14          1          99           1          
    MULTI2THIEF         14          1          99           1          
    MULTI3FIGHTER       13          1          99           1          
    MULTI3MAGE          13          1          99           1          
    MULTI3THIEF         13          1          99           1          
    MULTI3CLERIC        13          1          99           1          
    
    

  14. So the v19b is out and you again forgot to fully implement the paladin XP tables HLA changes. I am talking about changing the "lunumab.2da" -table, which you have actually included to the data/HLA folder, but it's not copied, nor does it have any particular changes in it that I see.

  15. True Seeing

    The problem with vanilla's version of this spell (aka without a save) is that multiple TS stack. Even a single TS is almost OP imo considering it is just a 4th level spell (against melee weapons it's almost a PfMW with long duration - even more so with IR weapons not allowing ridiculously fast melee swings with most weapons), but when you start stacking multiple TS than the spell shows itself as clearly broken.

    Erhm, ha. TS being over powered ... not. The only reason for it feeling to be overpowered is that the things it protects against are OP without it !

    You know, rogue stealth backstab, invisibility clones... the works.

    You can still take the TS + Protection from Missiles with pure simple melee fighters. Yes, your thief is a bad fighter, and your mage needs to use damage inflicting spells... Now then if he has invisibility(if there's such a thing with the continuous TS), then you are in a heep load of trouble if your own mages or clerics TS fails.

     

    Well, if it's about the TF, then making the spell "party unfriendly"(and self hostile) will fix it, as the mage will not be able to cast it on himself as then he will get screwed for flying outside the field by the melee'ers... it's that how it worked ? And needs to work.

  16. Anyone there?
    You might have to wait for a bit more, the new kit weidu function to the weidu.exe has been added this week(v235), and so just have to wait and see how it's going to be utilized... and we(the public) still have no idea how the saves are going to carry continuity from the BG:EE to the BG2:EE, and can they utilize the non EE version data... etc.
  17. that's odd, but you probably just have to take his xp malus into account.
    Well dah... the same thing is with Shadowkeeper... the game actually keeps the non malus XP in the character record and then multiplies the amount with the malus figure to count the effective amount...

     

    So the 2500xp required to level up to the second level in the usual games... is 2500/0.85 = 2941...xp... so about 2950xp, in shadowkeeper or in the console.

  18. I understand your worry DavidW ... which is why we could see alternative way to make the same spells still usable(the Globes) in the same situations, but it would have different effect. Which is why the last edit had the "I am open to suggestions."

    (Edited to tone down excessive exasperation!)
    Hmm, hihihi, didn't see that, wish I had actually had :) ... no you can't hurt me. And I think my idea has merit.

     

    PfMW with Entangle & AoE Breach? :p
    Yeah, it will remove the ruinous power of the Invisibility spell coupled with the PfMW being the ultimate protection against everything else than the 9th level Breach... erhm, Spell Strike(when it comes to the Abjuration school of magic). Or to Divination school as I got a 5th level protection for just that instance...

    I'll explain this a little further from where I am coming from, the current system is asking the 17th level sorcerer to sacrifice the one 9th level spell slot he has to dispel spells with levels 5, 6, 7, if the combination is properly build to remove any of them, or it will ask the player to have more than 1 magic master, the combination of spells can be done with a proper prebuff script, without which the enemy mage is as good as dead as he is practically defenseless, and with it he is way too overpowered considering the player is always way too many levels behind, as the game was build to not to use those prebuffs.

     

    Hmm, we could make the current Globe of Invulnerability to be a AC set to 0 effect and a Save throws set to 1 effect... or even -5 at high levels(30-50) for both, this way the caster is quite invulnerable for the usual killers except the critical hits etc.PS, this is why I hate spells that have saving throws that go to minuses, as 1 should be the critical miss/hit thingy.

  19. OK, so I have been -not not really, but I can pretend after which there's maniacal laughter- persuaded to give up the no PfMW effects on the Mantle spells, I'll give you that, only with a good leeway with an oversite of other things. And yes, I am aware of the consequences... such as it will take various spell changes to allow this to happen. And the SCS need to be re-optimized.

     

    - First we make the Breach spell an area of effect spell, 1 feet is all we need. And the target of course needs to be changed to area(=4, or "dead actor" according to a DLTCEP version I have).

    - Second of all, we need to change the PfMW worse but still ensuring it's protection of the caster, so we allow it to cover all the enchantment levels, but this involves the movement speed factor of the caster, the spell should effectively entangle the caster where it stands, and immunity to haste spells for obvious reasons. Enemy protection rings or not, this will allow the party to run away if so is desired. Also making the Breach area of effect will allow the PfMW to be removed at leisure of the caster, as long as the mage is busy with other targets.

    - Third, we make two more Breach -like spells, but with added area of effect(instead of the 1 feet; 10 feet, and 30 feet) and spell power level as the levels rise, yes, so a level 6 and a level 7 spells. Or we could mutate the present spell, but I would vote for new spells as they won't exactly match the old.

    - Forth, we remove the Globes of Invulnerability spells.

    - Fifth, we add in a secondary effect for haste spells that allows the character move at +2 rate at a few instances. Notice the plural(well, the Improved could be +4 too).

    - Sixth, the Mantle spell protects from all the Weapons damage and effects, we also add in the Globe of Invulnerability effects to it making him immune to all spells of level 4 and below with a few exceptions, well except we allow the caster a minute movement rate, say a 3(if the normal is 9). And the Hastes secondary effect adds to that. The Invisibility spell works as normal, as well as the stone skin, armor etc.

    - Seventh, The Improved Mantle(8th level spell) is similar to the previous, but it takes the Improved Globe of Invulnerability(6th level spell immunity), without the movement penalty, well except this time he is immune to Haste/slow -effects. And it's protected from the original Breach spell. So it's like the Absolute immunity, but a lesser variant.

    - Eight, the Absolute immunity stays almost as is.

    - Ninth, we set up the Spell Strike as an area of effect spell and it strikes multiple times the same area, say 3 times in 3 seconds.

     

    Hmm, I am sure I forgot something.

    Hmm, it could be that we should allow the PfMW to last longer... well at least longer than 3 rounds. That's with the movement penalty(unmovable fact).

    Ouh, the spells effect looks exactly like the original Globe of Invulnerability... the dragons need to use their own variety, which involves a larger globe animation. Yes, that's a large thing to ask... but we should see if the 9 other points can be meant first. Yes, I am open to suggestions.

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