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Posts posted by Dakk
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Just a heads up DW that you probably meant to update your release thread with "now v35.10"
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My only real previous playthrough of IWD was non-EE and more than decade ago, so I'm equally surprised and happy to hear that I wasn't imaging things Appreciate the investigation and (upcoming) fix DW, you're a champ!
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Indeed! But at least now we know for sure it's not Bubb, and that SCS does something to them As to whether we're imagining their lack of aggression or that it might even be intended, I couldn't tell you
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I'm doing an IWD:EE w/ SCS run too, and I also found the Verbeegs somewhat more reticent than I remember them, but it's a decade since I last played IWD so that might not mean much.
@marco_costa can you do weidu --log nul --change-log VERBEEG.cre and post the output here?
For the record, on my install it's:
[weidu] WeiDU version 24900 Mods affecting VERBEEG.CRE: 00000: /* created or unbiffed */ ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ 0 5900 // Initialise AI components (required for all tactical and AI components)35.9
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This thread and @CamDawg saved me too (also having EE keeper and NI open during installation), years later
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6 hours ago, DavidW said:
A corrupt file slipped into my upload. I've deleted and rereleased 35.7 - try redownloading. (Or just drop the attached file into stratagems/sfo2e)
Likely this that's the issue ^
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40 minutes ago, subtledoctor said:
You’ve got this one backwards: when leveling up from zero in-game, the engine doesn’t give you enough skill points. You are supposed to get ~40 at 1st level and 15/20/25 at 2nd level. But the engine treats the jump from 0 to 1 like a normal level-up. So the mod gives you an innate ability that grants an extra 15 points via dialogue.
I'm aware of the 40 points at 1st level, but as you can see from the steps to reproduce this has nothing to do with an innate (which incidentally also didn't manifest in my game). My experience was that a vanilla Imoen leveling from 1->2 will receive 25 thief points, while NPC:EE Imoen using option 1 will receive 50 thief points. Or put another way: using option 1 results in 25 more total thief points at the end point. Possibly I misunderstood you again?
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8 hours ago, mickabouille said:
I think the first part (2 hp) was already addressed here:
Cheers! I actually tried searching for "2 hp" but couldn't find anything (still can't, so possibly too short a search string), thanks for finding that:)
I'm also blaming my lack of search-fu on the fact that the board has changed since I last posted.. in February 2015
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This is a great mod @subtledoctor and a worthy successor to L1NPC - well done!
Two potential issues I've run into, using version 6.4:
- Using option #1 (reset to level 0) seems to always give toons 2 hp too many, i.e. the 'temporary' 2 hp seems to be added to the correct hp amount after leveling up [HPMISMATCH]
Steps to reproduce:
1. Give level 1 Imoen (heya!) 2000 XP
2. Use option #1 in the book and make her a true class thief, i.e. not actually changing class
3. Level her up to Thief level 2
4. She will have 18 hp
5. Reload and do step 1 + 3 (omitting step 2)
6. She will have 16 hp
As far as I can tell the amount of hp is always correct, even when changing CON score, when using any option other than #1.
- Using option #1 (reset to level 0) seems to give thief points equivalent to one extra level [THIEFPOINTS]
Steps to reproduce:
1. Give level 1 Imoen (heya!) 2000 XP
2. Use option #1 in the book and make her a true class thief, i.e. not actually changing class
3. Level her up to Thief level 2
4. She will have 50 thief points to allocate (NB. if you level her as an Assassin = 30 points)
5. Reload and do step 1 + 3 (omitting step 2)
6. She will have 25 thief points to allocate (if you level her as an Assassin = 15 points, so available points seems systematic to kit)
Hopefully this error is on my side or I've just misunderstood instructions, but I'd be grateful if you could look into it!
Thanks
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Also, I've got a weakness for skills, and that was some epic pedagogical nerdery going on there Mike. Well done.
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And no, there's never too many spells, Demi's argument about the 24 spells per level is flawed[...].
Let's agree to disagree For me the limit has literally nothing to do with sorcerer-selectable spells, and all to do with avoiding a spam-amount of available spells. But then again, we already had this argument over in Item Revisions, didn't we
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I can also contribute a byte!
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Please use it responsibly.
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Can I get latest SR and IR betas too please? Or there will be a new release soon?
If you've gotten a link in PM from Demi, then that link will always point to the newest (public) beta release of IR/SR.
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For clarity: utterly busted > less-than perfect
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- within IR items have a portrait icon only if they completely match a spell (that's the compromise I accepted, because if it was for me items would not have portrait icons at all). That robe doesn't grant 100% acid res like ProAcid spell, nor it prevent you from casting ProAcid on yourself. Examples of where an icon should be displayed now are Ring of Free Action (grants you full FA and makes it irrelevant casting the spell on the wearer) or Skin of the Forest (grants you +4 AC but cannot be stacked with SR's Barkskin, thus the portrait icon is there).
I feel that's sensible!
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I have a serious problem: I’m in the impossibility to install SCSv30 in my BG2 game, and it seems the problem begins from the initial component.
Here my files, WeiDU and Debug:
I think the paste misfired.
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I'm not sure I got what the problem is with the proposed Improved Slow (Mass Slow)? Is it that it's AOE, that the effects are too severe, or something else? Because if it's not the mass part per se, then surely it can be tweaked?
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Mass Hate, I love it.
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Stone to Flesh / Flesh to Stone and Improved Slow
I don't like that Improved Slow (if it is introduced) is going to be a 'mass' spell. It breaks symmetry and breaks it badly IMHO.
Huh? I thought it was the other way around, that it's symmetric with Mass Hate?
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Tell me if I can help with Store Revisions for BG1. I'm a scrub at BG2, but I know my BG1 well (and you're quite the opposite if I remember correctly:)).
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I remember this from when you originally posted it. It's as cute and well deserved now as it was then!
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It's even more evident if you switch it around, a mage->thief 3/25 shouldn't have their familiar be ultra powerful as the mage is still a clown at magic.
That was a bit cruel...
... nice, that you think it's the Imp that's bind to ...You could also gate a small create and bind it to you (imp)
LOL x2
Really HATE this mod. Possible to remove it in the middle of the game?
in Sword Coast Stratagems
Posted
How you play really doesn't strike me as a person that should install components that make the game harder, bugs or no bugs...