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Dakk

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Posts posted by Dakk

  1. What jarno said. A fighter->mage 7/1 is not a more powerful mage than a level 2 mage. In magical things, mind you. Which is what a familiar is about.

     

    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.

     

    EDIT:

    @kreso: IIRC a familiar could pretty much be all of the above. It's either a "natural" creature that gets imbued with a smattering of magical power when it becomes a familiar (a cat, for example). You could also gate a small create and bind it to you (imp) or have a semi-magical creature attach itself to your company (faerie dragon). In all cases the power of the familiar is basically linked to the magical prowess of the master.

  2.  

    [bG1:EE]

    Regarding Offensive and Defensive Stance: Anyway to confirm they give the bonus - dmg and AC respectively? I see the THAC0 malus, but I can't tell if I receive any dmg increase or AC bonus.

    They should show up in the games feedback ones you go and enable that.

    So: Options -> Gameplay -> Feedback -> To hit rolls.

     

    As I said, I've no problem with the THAC0 changing, and that's what To hit rolls show ;) I could of course have had another NPC hit charname instead to see if my AC had changed, but oh well.

     

     

    [bG1:EE]

    Regarding Offensive and Defensive Stance: Anyway to confirm they give the bonus - dmg and AC respectively? I see the THAC0 malus, but I can't tell if I receive any dmg increase or AC bonus.

    They do. Damage bonus you won't see unless you play old BG2 (Tobex has an option to see every bonus/malus on rolls ie. luck, berserk, proficiency, base roll, Bless, strenght, whatever - EE can apperantly only dream of that :(. Sigh. See screenshot here to see what I'm talking bout. ).

    AC bonus is implemented as "bonus vs weapon type" so it bypasses the hardcoded cap of -20 (+dex + single weapon style). You can see it in the character sheet as AC vs blunt, missile etc., similar to wearing a girlde of piercing/whatever.

     

    Ah cheers. I tried wailing on Imoen forever - like 20 hits while she was chugging potions - but couldn't discern if the average damage was at all higher. I should have tried with a less damaging weapon I suppose. And indeed, there the AC bonus shows up nicely. It's been too long since I played, I should know to look for AC there on any mod by Demi :)

  3.  

    [bG1:EE]

     

    I have a pretty awkward bug with Beta 20. Playing as a True Fighter, and when I reached level 5 all my previous proficiencies were removed. The 5th level "becomes proficient (+) in the use of all types of weapons" seemingly overwrote my 3+2 pips in Bastard Sword + Axe into 1 pip in everything.

     

    EDIT: Ok that's not the extent of the problem. It seems all F/X multi-classes also gets the benefit of a True Fighters level 5 multi-proficiency bonus. Both Jaheira (F/D) and Khalid (F/M) loses all pips on level 5 and gets one pip in all profs that their class allow.

    EE issue. I used EEKeeper to revert back when I was playing EE, but nowdays I delete this effect from fighters before I install KR, since it makes SCS install on top of KR faster, then cheat it back in when I start the game.

    Multis are prone to mishibaving (i.e. IR has an option to remove limitations from either Druid or Cleric or both - KR doesn't account for that).

     

    EDIT2: Yeah they also get the True Fighter innates, like stances and so forth.

    They should.

     

     

    EDIT3: So, how is Called Shot supposed to work? I thought I'd get a sub-menu for Disarm or Trip, but I don't.

     

    Weidu-log - it's a bit sub optimal at the end as I decided to try out KR pretty late, and Thrown Hammers is just there to see if it even works with BG1EE (it does, even though there's some weirdness I believe is related to having IR installed before):

    A la Spell Immunity spell (pool vanishes if you do anything apart use click on one of two icons). Odd that it doesn't work for you, it works on my install, just tested on EE1. Try using "Autopause - spell cast".

     

    Good answers all, thank you. And indeed Called Shot is WAD, I was just too weirded out by the first issue to analyse it correctly.

     

    Well, I've done a run with BG1:EE and I'm not super-awed; time to go back to BGT I think.

  4. [bG1:EE]

     

    I have a pretty awkward bug with Beta 20. Playing as a True Fighter, and when I reached level 5 all my previous proficiencies were removed. The 5th level "becomes proficient (+) in the use of all types of weapons" seemingly overwrote my 3+2 pips in Bastard Sword + Axe into 1 pip in everything.

     

    EDIT: Ok that's not the extent of the problem. It seems all F/X multi-classes also gets the benefit of a True Fighters level 5 multi-proficiency bonus. Both Jaheira (F/D) and Khalid (F/M) loses all pips on level 5 and gets one pip in all profs that their class allow.

     

    EDIT2: Yeah they also get the True Fighter innates, like stances and so forth.

     

    EDIT3: So, how is Called Shot supposed to work? I thought I'd get a sub-menu for Disarm or Trip, but I don't.

     

    Weidu-log - it's a bit sub optimal at the end as I decided to try out KR pretty late, and Thrown Hammers is just there to see if it even works with BG1EE (it does, even though there's some weirdness I believe is related to having IR installed before):

     

     

    // 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]
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 7
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 7
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 7
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 7
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 7
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 7
    ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 7
    ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 5
    ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.71
    ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.71
    ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.71
    ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.71
    ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.71
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.71
    ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.71
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.71
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #2 // Allow Spellcasting in Armor -> With a Chance of Arcane Casting Failure: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1101 // Allow Thieving Skills in Armor -> Stealth is Penalized by Armor and Shields: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1090 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics Only: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 5
    ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 5
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v16
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v16
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #0 // Thrown Hammers: v4.1
    ~HAMMERS/SETUP-HAMMERS.TP2~ #0 #25 // Normal throwing hammers: v4.1
    ~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20
    ~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 20
    ~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 20
    ~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20

     

  5.  

    I <3 Demi. Also, ETA:s are for suckers

    Try and have that attitude at work when you are expected to deliver within a time frame and let's see what they tell you.

     

    But I guess not many would call their boss sucker when they ask why you missed deadlines.

     

    I of course don't have that attitude at work :p But I give modders a lot of leeway with their estimates. I'd rather have a happy modder that gives us a complete mod than a burned out bitter one that never finishes.

  6. I <3 Demi.

     

    Also, ETA:s are for suckers. Demi should just have adopted the semi-official adage that Paradox development (Crusader Kings, Hearts of Iron, Europe Universalis et al) have regarding patches:

     

    A patch is never late! Nor is it ever early. It arrives precisely when I mean it to do!

    - in every "When does X come out?" thread ever
  7.  

     

    Regarding the saving throw fix

    I think i mentioned it somewhere on the forums here and it was pointed out it's a ToBEx issue. You should disable it in the .ini, it's clearly bugged.

    I'm not sure why it's persistent for Shaitan, for me the multiple messages are gone after disabling the fix.

    But the saving thow fix works well even if there is multiple message displayed in the box. Isn't it ?

     

    So maybe it's not a good idea to disable it.

     

     

     

    I was exactly thinking the same as DrAzTiK.

    Any input on this? Kreso?


  8. really wish there were a mod that only lightly revised spells in a comprehensive way, while keeping true to the vanilla experience. I certainly hope this mod could fill that role.

     

     

    I'd just like to point out that SR isn't that drastic in it's approach. Even so, the "problem" is that the more you look under the hood of the vanilla spell system; you realize how horribly broken it is. That most players never really notice this is not an excuse to not fix it :)

  9. Or you could give all monk kits the same abilities at level 1, and include an innate ability (which is removed at level 2) that lets you switch from the basic kit and chose from a few different specialty kits. That would take care of the animation issue.

     

    I'm curious, how do you read from clab table?

     

     

    In subtledoctor Faerûn, clab table reads you!

     

     

     

    /OT

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