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About leania

  1. I already suggested to demi about using the mod, but he seems not to agree with it.
  2. leania


    Thank you for the update, demi! By the way, I think increasing damage, thac0, and hp seems working better for the Animal Growth. The STR/CON bonus might not give few merit for lower level animals such as rats, because those would have a few STR and CON. For example, if we assume the rats have 10STR and 10CON, the +4 buff would bring nothing in vanilla.
  3. Hello. I'd like to discuss about Ammunition since several Ammunition has been added in BG:EE; Acid/Fire/Ice/Electricity The types of what has been added in BG:EE deal with 1D6 additional damage according to the element type, like 1D6 fire damage from Dart of Fire (Save vs. Spell for none). The damage value is not same with the IR's standards, so I think those need to be modified based on the IR's standardization. Furthermore, each type of Ammunition doesn't have whole element type. For example, there is no Dart of Electricity and there is only Bolt of Electricity (Actually the true name in game is Bolt of Lightning though). In my opinion, 1. Each type of Ammunition should have whole damage types such as Fire, Ice, Electricity, and Acid. 2. The damage value should be standardized. The latter is must imo at least. What do you think about these?
  4. After I finished BG:EE with IR, I felt that the BG:EE items need to be handled by IR. You can check the whole item lists at http://forum.baldursgate.com/discussion/8110/a-guide-to-new-magic-items-in-bg-ee-spoilers/p1 (You can check item codes also) 1. Plain but unique item name Rashad's Talon +2, Might oak, and The Thresher are just plain +x weapons, but they have unique names. I think they should be +2 Scimitar, +2 Club, and +2 Flail respectively. 2. Plain with meaningless penalties Rugged leathers +2 is a +2 leather armor with move silently penalty. This should be a +2 plain leather armor or be unique at least. 3. Little feature As Demi said, many many BG:EE-only items are quite redundant or have little feature imo. I'd rather want those to be removed from BG:EE, honestly. Harrower + 1, The chelsey crusher, Night Club +1, Sling of unerring accuracy, The golden axe +1, Hammer of dawn +1, All cursed items, Belt of antipode, etc... Blabla. In my opinion, removing all of the items added on BG:EE and adding plain +1, +2 weapons with several unique ones from IR's are the best way to "enhance" BG truly. I hope Store Revisions for BG:EE does this!
  5. Hello, Ardanis. I attached the logs in weapon_debug.log here: blun02 - Damage (unid) blun08 - Damage (unid) blun39 - Damage (unid) compb18 - Damage (id) comps18 - Speed Factor (id) ensw2h - Damage (unid) rr#sap01 - Speed Factor (unid) sw1h20 - Damage (unid) sw2hd2 - Damage (id) godbow - Speed Factor (id) sw2hd2 - Speed Factor (id) You can check the lists what I've installed at 11 pages.
  6. - Ah, I forgot to say that there is another boots of stealth in BG:EE; there are two types of boots of stealth then - No, the implementation is quite realistic and I like it. The limitation is just little annoying.
  7. I'm sympathetic to this but I'm also not really worried. The only AS spell that could have needed 5+ creatures is ASI, for all the other ones 2-4 creatures is more than enough imo. Keep in mind that now Druids will also have two very powerful mass buffs for them, Magic Fang and Animal Growth. Last but not least, if the spells will need a boost for high lvls we could make them work like vanilla Spider Spawn and summon Dire variants of those animals at level X. Regarding ASVII, I'll go with Polar Bears then. I should be able to finish all AS spells today. I also have a few new entries to discuss for Monster Summoning but I've decided to focus on druids for now. What I was worried about were the situation where multiple summoning are required against a large group of monsters so that reach the summoning cap straight. But, yes, as you mentioned the upcoming buff spells would simply solve that kind of problem.
  8. Ha ha, my mod does that too. (The APR change, not the d4 damage, but that's fairly easy.) I'll update the above mini-mod to have both changes later today when I have some time. UPDATE: okay try downloading it again, now it should change both quarterstaff and darts https://dl.dropboxusercontent.com/u/86011511/StaffAC.zip Thank you so much, subtledoctor! Should I install it after installing mod which add items or before?
  9. This code is already in my mod - here, I can extract this bit pretty easily and make it a tiny little extra mod. (It won't be reflected in staff descriptions though, that's a bit more involved.) Install this after IR and anything else that changes quarterstaves: https://dl.dropboxusercontent.com/u/86011511/StaffAC.zip Thank you indeed! By the way, would you know how to change apr as the above modification? I personally wanna make darts from 1d3/3apr to 1d4/2.5apr.
  10. FYI, here is my WeiDU.log: In addition, I changed several 2DA files for my favorite, which must not affect the above things (I changed Single Weapon Style, and the proficiency restriction of Assassin, etc.) - The Root of the Problem's ability, Monster Bane, just provides +6 damage against monsters instead of 8 which is described in Item Index. - Boots of Speed gives +4 movement speed bonus instead of +5. - Girdle of Hill/Stone Giant Strength have been added (Both of these do not exist in vanilla BG and BG:EE even did not add these afaik), but both of these fix strength to 19/20 respectively, instead of adding str bonus. - All the armors including Robes, Chain, Plate mail, etc. are also usable by Thieves. - Thieves seem to be able to use arcane/divine spell scrolls. The spell scrolls could be put on Quick Items Slots. The weird thing is that the background color of the spell scrolls is semitransparent green. This color is only shown when Thieves are put it on the Quick Items Slots. I wonder what component of what mod causes this change... Hmm. - Horn of Kazgoroth's price was extremely high; 168750... Reputation was 11, which is average, and Charisma is also average, 10. - Wrong Boots of Stealth is used in BG:EE because the game seems changing the resource. The resource code is BOOT02ZH and the name is Worn Whispers (before identifying the item, its name is Zhurlong's Boots). The item gives +15% Hide in Shadows and +20% Move Silently. - Reload time of cross bow (I tested Light one only so far) is only occur when bolt hit an enemy. Is it due to implementation limit?
  11. No, I checked the list which items are added in BGEE from http://forum.baldursgate.com/discussion/8110/a-guide-to-new-magic-items-in-bg-ee-spoilers/p1, but there is no Javelin. I installed 5 mods only; SR, IR, KR, RR, and SCS. Hmm... About Club, yes, ir_weapon_stats.txt file is set correctly, but 1d6 is shown in EE Keeper... And I found a Wakizashi (Wakizashi +1). I missed it because it's in Short Sword Category. Helmet is wearable by Thieves now. Is it intended change? Flail, Spear, Bastard Sword, Battle Axe, Throwing Axe, War Hammer, Halberd, Small/Medium/Large shield, ... are usable by Thieves. Does the IR's component "Revised Backstabbing -> More Weapons Usable for Backstabbing" change like that? Old Style Medium Shield (BG2 vanilla style) is added. Does IR add this or...?
  12. Demi, could you check whether the changes what I write below are set correctly or not? I installed IR and several changes were not same with the descriptions in Readme. - Club: According to Readme it should be 1d4 but was 1d6 (I checked it via EE Keeper) - Spear: should be 2d4, but was 1d8 - Throwing Spear: should be 1d8, but was 1d6 (I'm not sure whether this is just problem of the specific spear named "Javelin" or not. Anyway, there is only 1 throwing spear in BG:EE) There are typo: "Kazgoroth", not "Kazgaroth" Furthermore, I could not find Ring of the Phantom Wraith from EE Keeper. Is it included in the current IR? And, I found that there is no Wakizashi in BG:EE. Adding plain normal, +1, ... Wakizashi would be good. By the way, I'm checking the description in game based on "Item Index". Has it been updated following the latest IR?
  13. I fully agree with this!
  14. Adding columns will have no effect. The table is used by our components to modify weapon stats. We have no code to add AC to weapons or read from an AC column. Thank you for the reply. By the way, could you explain safe and correct install order of mods? I'm preparing to setup my BG:EE environment before testing the lastest IR with several mod, but I forgot the install order since I had stopped playing BG series long times ago. What I want to install are, Spell Revision Item Revision Kit Revision Rogue Rebalancing SCS Thanks in advance.
  15. Hmm, ya, you might be right...
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