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phordicus

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  1. Is the default assumption EE? If it is, I can remove G3 from my bookmarks.
  2. IA is only what Weimer's Tactics would have become if he (W) had kept updating. It's not "tactics"; it's "how can I exploit the rules for cheese". Fortunately, there are still modders who abuse the engine and scripting limitations and call it "strategy", so min/max'ers can rejoice!
  3. Script it to Attack its own EA?
  4. Use Search in NI to find the dlg reference for "Spells cannot be cast while wearing armor". Just glancing at it with SoA, that particular line is included in larger strings, so let's use this one as one to be edited: A wizard who concentrates his efforts in a single school of magic is called a specialist. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty. CAUTION: Regardless of what class they are combined with, mages cannot cast spells while wearing armor. NI shows us that this is StringRef 10942. To modify it to A wizard who concentrates his efforts in a single school of magic is called a specialist. The number of spells they can cast increases, but they lose the ability to cast spells of the school in opposition to their specialty. CAUTION: Regardless of what class they are combined with, mages can only cast spells while wearing light armor. In your tra file you would have the new string, ex @123. You would then put this in your tp2: STRING_SET 10942 @123
  5. I don't know the specific CREs you would want changed, but if you find out, I can upload some dummy scripts where they wouldn't do anything unless you tell them to. I hate it when summons do anything on their own.
  6. I didn't ask what, I asked where, (in) which mod and so on... you might wish to re-read the previous post before you actually answer. I think I am good enough to know exactly what he did. He already said he changed it in EE. There is no mod. Perhaps you should read more carefully.
  7. He changed "increment" to "set" in the spell. Considering there are no other surge modifying items or spells in the original game, something like should be considered for the Fixpack. Too bad EE couldn't have externalized which spells could be excluded from multiple entries in contingencies. Would get rid of a major source of cheese.
  8. 176 LOCKPICKINGCP 177 STEALTHCP 178 TRAPSCP 179 PICKPOCKETCP 180 HIDEINSHADOWSCP 181 DETECTILLUSIONSCP 182 SETTRAPSCP While we're on STATS, what does the "CP" indicate?
  9. Secret Word is still at a power of 4. What it can and can't take down is coded into its effects.
  10. Doesn't a Trademeet merchant (north of the statues) have a twin on Spellhold island? I remember the Spellhold one having some stuff in inventory that I know I had sold in Trademeet.
  11. As long as you (meta) know when the "here's your stronghold" conversation is supposed to start, you can simply change your class temporarily with SK, then change it back once the stronghold checks are done. No need for a mod.
  12. Base attack won't do "nothing", it will eat one skin if it hits, extra effects will go through if they happen, yes. It's not like I'm re-inventing the wheel here, Stoneskin never stopped secondary effects (you could always vorpalize through it, Slow with Ages, Ghasts would paralyze you etc.) Tbh, I consider such things a "bonus" in this system. Stoneskin is one of the most OP spells in the game, and it really shouldn't stop such effects (i.e. knockdown). It already does far more than it should. The fact that a freakin dragon/Iron Golem can't punch through more than one skin per hit is enough brokeness. Finally, mages may now consider AC to be a (much) better protection than it was. Critical Strike will no longer make AC scores moot. I was just curious if a way had been found to stop the header effect if the skin negated the parent attack. Bug. Feature. We're all used to it.
  13. Isn't this going to let crits get through stoneskin yet the base attack does nothing? Used to be a header effect would go through that and ironskins, which seems weird/cheesy. Maybe I'm remembering incorrectly.
  14. It came from 1e, where they had the same immunity. I don't know their real world mythology enough to say why 1e had it. 2e screwed up a lot of things like this (ogre magi are in a similar circumstance). Rakshasas weren't just a show-up-and-fight-now-here's-all-their-stats enemy. They were masters of illusion, spending sometimes years to gain control of whatever it is they wanted: political influence, economic strength, oneupmanship on a rival rakshasa, etc). If you were fighting one in combat, it was only at the end of intense investigation. So for how you could change a defining characteristic in a completely out-of-character circumstance, I have no idea. I would run with the "masters of illusion" aspect. Give them permanent True Seeing, or a ridiculously high MR if outright immunity isn't to your taste.
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