Raj
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Posts posted by Raj
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Inspired by the the ''wtf vampires are OP'' scs2 thread, is there a way to remove ability score drains? It could be a nice feature for restoration spells.
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Not sure if this is material for IR, but I'd welcome a component that lowers the amount of money availabe to players, or creates some money-sink.
At the start of ToB, after having forged everything I could forge, bought many items from stores with a cha 10 protagonist ( didn't swap the toons around in order to shop either ), even bought at 40k gold each the tomes from BG1 I reintroduced ( I was hoping for them to be an adequate money sink but... ) and having crafted a bunch of scrolls with the ATweaks component I am left with 200k gold. This before killing anything in WK or ToB and starting to sell the +3 gear
To be fair, I'm a packrat and ended vanilla ToB with more than 1 million more than once; I almost never buy potions or scrolls either.
To keep it simple maybe an option to raise Cespenar/Cromwel prices, or reduce by a % amount the value of items.
Rearranging the random loot tables might be a cool thing as well.
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'Cespenar can forge SoA items': I'm getting a 'no valid reply or links' error with subsequent end dialog upon the imp recognizing the Hammer of Thunderbolts ( "Hey! I know this! Famous hammer.").
I have the hammer, the scroll and the gauntlets with me, lacking the belt that I randomized into ToB and have yet to find; if I drop the hammer, he notices the scroll but not the gloves and dialog doesn't crash. If I clua the belt i can then forge the Crom Faeyr.
This doesn't happen with the Equalizer or the Bow of Gesen even if I lack some parts; people with the standard itemlist table might encounter this issue as well if they randomized with item loss, or if the belt has been sold/dropped/missed.
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Chant needs you to close the gap between you and enemies, that's why I see it fitting a more combat oriented cleric; I lowered SR save penalities to spells and made some effects not stackable so enemies don't end hugely doomed. I woudn't mind it being moved to level 3 btw.
Ardanis, we got that but what about the luck parameter?
Apply Concentration Check On Damage [WIP]Instead of always being interrupted when hit, spellcasters have a chance of their spells being interrupted.
This is governed by a concentration check.
A spellcaster passes the concentration check if (1D20 + luck) > (spell level + damage taken).
The details of this component are subject to change.
I did some testing throwing fireballs at some poor ogre magi and noticed that they could pass concentration checks even after taking 20+ damage so that luck parameter did actually matter ( and made me turn off that component, it looked more like a ''make casting uninterruptable'' ).
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With concentration check, they have far greater chance to succeed.SCS AI casts prayer istantly during the prebuff routine, or tries to cast it during the battle effectively wasting a round so there is no middle ground.[ToBEx]What's the check? More specifically, what's the ''luck'' bonus?[/ToBEx]
I skipped that component worried that melf acid arrow and similar spells that I ( and the AI ) use for weak dmg but spellcasting interruption become useless.
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It was a fresh install of SoA+ToB; I never reached the point of loading a save: just after the trailers and after clicking on one of the two icons that make you start a game ''Play ToB with the new areas and the Watcher Keep blah blah'' I had the red error message on the ToBEx console, then a window popped out with the error I copy/pasted and a ''ok'' button. Can't do anything else but clicking on that button, and that closes the executable.
Beta 19 is compatible, beta 20 is not.
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That's a WEAPPROF.2DA did not contain a matching weapon proficiency ID.
Need more information on what you were doing, etc...
I installed those things, clicked on ''play'', skipped the trailers, clicked on ''play tob'', got the error while loading a game, crashed.
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roleplayers.
Join the club
AI takes advantage of multiple Web spells? Really?SCS2 Elder Orbs: Minor sequencer 2x web.
Edit: Fwiw I changed chant casting time to 2 - mostly for standardization, spell level = casting time for almost all spells, with the notable exceptions everybody knows - and never regret it: with longer time priests always get interrupted or I felt that they were wasting their limited combat prowess. SCS AI casts prayer istantly during the prebuff routine, or tries to cast it during the battle effectively wasting a round so there is no middle ground.
Cool thing about SR is that it's heavily customizable w/o crippling the AI, that's why I have my 'own' SR and stopped posting feedback here, nonetheless I appreciate all your work.
Which of TB#Tweaks does SR include? Imprisonment/FtS/Nature's Beauty?[/]
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Up to which beta version of ToBEx is SCS2 installing all of the core components?
19. (But if you have a newer version, SCS2 won't overwrite it.)
assertion failed in CRuleTables.cpp at line number 5655
Quick test, quick crash.
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #119 // Remove all race-class restrictions: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0020
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v17
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ToBEx installation is handled automatically by SCS(II). You don't need to install ToBEx separately. (If you already have an up-to-date version of ToBEx installed, SCS(II) will just skip installing it.)
What if I want to install some of the optional components from ToBEx? Up to which beta version of ToBEx is SCS2 installing all of the core components?
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Sry my bad, I was trying to install a sort of 6.1,5
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Latest hotfixes cause installation failure ( weidu mode 2 ):
ERROR: No translation provided for @1393
This is from in-game
@1394="Herrrm...well, my village is in dire need. I'll tell you what...if you end the murders, I will give you a magical item that belonged to our first ranger protector." @1395="As agreed, here is the item of my ancestor ranger...I assure you it is most strongly bound with magic!" @1396="In fact...I have an item from an ancestor of mine... once the ranger protector for Imnesvale. It is bound with magic as strong as any." @1397="I am not sure if the item will be of any use to you. Errrm...is...is this enough of a reward? I suppose I could offer you some amount of gold, as well..." @1398="I will offer you the same as the knight... a fine magical item that belonged to my ranger ancestor! Plus gold, if you require. Will you help us?" @1399="Not so fast. The money you gave me before was an advance only. I expect more than some aged item. Pay me now before I become angry."
looks like @1393 is meant to be some reply to the Umar mayor because in weidu_action:
... ACTION_IF "%Target%" STRING_EQUAL_CASE uhmay01.fl AND FILE_EXISTS_IN_GAME "%Item%.itm" AND (BG1 = 0 OR BGT = 1) BEGIN OUTER_SPRINT FLITEM leat14 COPY_EXISTING uhmay01.dlg override DECOMPILE_DLG_TO_D REPLACE_TEXTUALLY CASE_INSENSITIVE EVALUATE_REGEXP ~\"%FLITEM%\",\(.*\),[0-9]+,[0-9]+,[0-9]+~ ~"%Item%",\1,%Charge1%,%Charge2%,%Charge3%~ COMPILE_D_TO_DLG BUT_ONLY OUTER_SPRINT say1 @1394 OUTER_SPRINT say2 @1395 OUTER_SPRINT say3 @1396 OUTER_SPRINT say4 @1397 OUTER_SPRINT say5 @1398 OUTER_SPRINT reply1 @1399 OUTER_SPRINT reply2 @1393 ACTION_IF VARIABLE_IS_SET $uhmay01_say1("%Item%") BEGIN ...
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// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: v2
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #40 // Cure Sleep Fix: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #4 // Heavy Armor Encumbrance -> Dexterity Penalties in Heavy Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #5 // Allow Thieving Skills in Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #6 // Revised Shield Bonuses: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #7 // Dual Wielding Changes for Light and Heavy Weapons: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #8 // Items of Protection Can Be Worn with Magical Armor: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #9 // Remove Cleric Weapon Restrictions from Multi-classed Clerics: v2
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Weapon Changes: v2
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal
~1PP_PAPERDOLLS/1PP_PAPERDOLLS.TP2~ #0 #0 // 1PPv3: Paperdolls [in progress]
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.37
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.37
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.37
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.37
~RR/SETUP-RR.TP2~ #0 #10 // Revised Thievery -> Retain default thievery potions and prevent their effects from stacking: v4.37
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.37
~POTION_REV/SETUP-POTION_REV.TP2~ #0 #0 // Potion Revisions by Demivrgvs: Beta 1
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3012 // Maximum HP for NPCs (the bigg) -> For Party-Joinable NPCs Only: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v2
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v15
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v15
~SCSII/SETUP-SCSII.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility -> Only Spell Thrust, Secret Word and Ruby Ray get areas of effect (default option): v15
~SCSII/SETUP-SCSII.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v15
~SCSII/SETUP-SCSII.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v15
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v15
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v15
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v15
~SCSII/SETUP-SCSII.TP2~ #0 #3992 // Increase the price of a license to practise magic in Athkatla -> License costs 20,000 gp: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4003 // Increase the price asked by Gaylan Baele -> Gaylan wants 100,000 gold pieces: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v15
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6040 // Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed): v15
~SCSII/SETUP-SCSII.TP2~ #0 #6050 // Improved fiends -> Fiends have fast, uninterruptable innate magic: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6090 // Give dragons more staying power by increasing their hit points: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v15
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v15
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v15
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v15
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v15
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v15
~SCSII/SETUP-SCSII.TP2~ #0 #3060 // Remove Arrows of Dispelling from stores: v15
~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v9
~HIGHLEVELABILITIES/SETUP-HIGHLEVELABILITIES.TP2~ #0 #0 // High Level ABILITIES: v1.0
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #241 // Revised Bhaalpowers -> Only standardize the Bhaalpowers' casting time: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.30
~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #5085 // Trolls have no items equipped: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #9050 // Make Gromnir a proper Barbarian: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6, hotfix101001
~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcker's Keep statues from disappearing: v6, hotfix101001
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any other components): v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience?: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1209 // Keldorn Firecam: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1213 // Nalia De'Arnise: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1217 // Sarevok: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.3
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1216 // Yoshimo: v1.3
This is the relevant bit in my custom weidulocation if it may helps:
w1 5 templemess.fl blank w8 Temple reward, special treatment necessary
w2 5 chapter3.fl blank w39 a named vampire or shadow thief during chapter 3
w3 5 tolger.fl blank w1c
w4 5 uddrow24.sto ar2200 x
w5 5 ribald3.sto ar0702 x
w6 5 samia1.fl ar1202 w10
w7 5 ribald3.sto ar0702 x Ribald's special wares
checking with infinity it sounded like he had to drop sper10.itm (tolger2.cre had it)
shld24 blank ribald.sto 5 01 x
bow13 blank ar2602.are 5 02 i2c
bow10 blank ar1202.are 5 03 i27
helm07 blank blank 5 04 i3d
sper10 blank uddrow23.sto 5 05 x
slng06 blank ar2101.are 5 06 i2d
scrl07 blank ribald.sto 5 07 x x2
bow14 bow06 beast.cre 5 08 i2a
belt06 blank ribald.sto 5 09 x
clck15 blank trmer04.sto 5 10 x
clck16 blank blank 5 11 x
clck17 blank uddrow23.sto 5 12 x
shld22 blank uddrow23.sto 5 13 x
brac06 blank obshal01.cre 5 14 i21
leat17 blank ribald.sto 5 15 x armor deep night
sw1h52 blank ar2209.are 5 16 i82 scimitar +3 water edge
Can you post your weidu.log? And if you could upload the files "override/fl#randomseed.2da" and "override/fl#removeditems.2da" that would be great (assuming they exist, of course).You got mail.
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The dao in Trademeet doesn't drop any item if killed ( while in vanilla you can refuse to do the quest, kill the dijnni and still get rashad's talon ); giving him the rakshasa head works.
I have a feeling the same issue can be true for Tolgerias, as I didn't give him Valygar body but killed him in the planar sphere and he only had a couple scrolls.
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Heh, I think I started to customize your lists to the point I'm running a totally different mod I had to do so mostly because playing with a sorta of Revised Item Revision ( heh, sorry Demi, that's a long wait for v3 ) many tiers had to be changed in order not to find too powerful items too early. I almost never go to the WK before finish SoA as well so I like the option to find some WK weak loot in the early chapters as well.
Anyway, toying with the lists I saw the 'replacement' column and I wonder if I can put whatever weapon I wish in the main hand if a weapon is randomized, or are there any 1handed/2handed/ranged restrictions? What about proficiencies? Are randomized shields equipped? Are 2handed weapons used if the enemy does usually carry a shield? Edit: after some testing I see the replacement weapon is not created if he gets another weapon, but sometime a enemy gets two weapons, which one will he use?
Note: the warden has a very lame +1 (or masterwork if modded) mace. I'd put something like a +2 greatsword there because it suits the demon knight appearance, but then I see he only has 1 point into small swords/mace/missile profs ala BG1, so if I understand how bg1 profs do work it has to be a short/long( and not bastard ) sword in order to have him fight well; anyway if he gets a random weapon, even one of those elemental staves, he is not getting his replacement weapon so I'm worried he'll fight with a suboptimal weapon he has no profs in.
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Can do. Do you have any particular items in mind? Either stuff that should stay in ToB or non-WK stuff that could be found in SoA.
Some SoA items are very powerful till the end of ToB, so those could be moved to chapters 8-9 as well.
To keep things simple, I think there could be the option to shuffle the old tier 7 and tier 10 items so that they share the same tier and are availabe from enemies of both halves of the game.
There will be 14 tier 7 locations in SoA for 14 tier 7 and 28 tier 10 items, so you can expect to get like 8-10 pieces of ToB loot ( mostly un-upgraded +3/+4 weapons, most of them less powerful than tier 7 Celestial Fury or Soul Reaver anyway ) while defeating underdark enemies, the twisted rune, Bodhi or Nizi, while at the same time delaying the best staff/robe/chain/cloak for later. Fair enough if you ask me.
Edit: I wonder if I could just test that on my own and change the tier of all lvl 10 locations and items into tier 7, is it going to be enough? Or shall I alter those token/location ''w##'' numbers as well?
I woudn't restrict that to non-WK stuff either: quivers of plenty, wands of cursing and spellstriking come to my mind as medium quality loot that is not going to ruin the SoA balance, and finding 4 copies of the same wand in the WK is a bit silly.
Almost all the ioun stones are weak compared to the SoA ones, expecially the +1 to one stat ( gold, silver, obsidian ): they could be mixed into some low level tier and maybe somebody will use them.
Bigby Scrolls.
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Now that I think about it, I'd welcome a component that let you shuffle items between the SoA and the ToB parts of a bg2 game. Some powerful items still deserve to be availabe only in the end-game, but for example a lot of what's availabe in the WK is balanced for a underdark-level party imo.
Edit: Do you think is a good idea to have Adalon as a tier 4 location? It's a reward availabe to evil parties only, and they already get the opportunity to upgrade the Human Skin from her.
Feedback
in Spell Revisions
Posted · Edited by Raj
What are you waiting for?
On a serious note, is it really that out of SR scope to change [vanilla] creatures' abilities in order to have modded spells deal with them? Like you did for Nishruus, or the Lesser Demon Lord within IR.
Edit: SR has to be installed early so SCS/Atweaks and other mods that add ability drain attacks won't be affected but that would be a first step in the right direction.