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Everything posted by DrAzTiK

  1. This fight in the arena is too much a mess and not convenient. The best way would be to make faldorn and all his party hostile to the group for a nice fight.
  2. it looks like ennemies don't notice priest who are protected by the new IWD spells ( divine protection and greater divine protection,) Ennemies should react to these protections in a similar way to protection from magical weapons I think.
  3. If you don't like mismatched movement speeds, I strongly advice you to try the following component from Argent777: ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #2 #3340 // Increase party movement speed outside combat -> By 50 percent: v9 With this component, all your party members will have the same speed whatever boots of rapidity or spell they have but only OUTSIDE of fight. Once you are in a fight, all party members get they real movement rate. This component from Argent really make the game very cool and convenient. It allow me to play with IRR armor movement speed penalities and the CTD tweak component forcing BG1 movement speed without the need to micro continually. And SCS enemies mages very rarely use haste level 3 because this spell is quite situationnal. ( it is only worth if the ennemy mage is assisted by some powerfull and decent warrior and IA cannot really take full benefit of a better movement rate)
  4. Just for information. I have tweaked haste (level3) in my my BG2/TOB game. I didn't play with SRR but I have tweaked some spells and especially haste level 3 in order to make him affect only one creature. It works like a charm and perfectly balanced.. just information and suggestion
  5. I have noticed that many wizard prefer to memorize and buff themself with protection from cold over protection from fire. Considering the large number of spells providing fire damage, I think that protection from fire should be a no brain pick up. I have killed Irenicus in Suldanessalar (fully buffed) with a mere dragon fire, fight has lasting 5 second. Other than that, the mod is awesome, as always. some bugs may be related to SCS 33.4 : -I had a lot of chunk effect ( even after installating the CDT tweak componenet allowing to remove chunk effects) -Component allowing to choose class and profeciencies : all character get 10hp when they join the party and they do keep these 10hp whatever their own class is . (magicien/priest/fighter etc..)
  6. Maybe I am wrong but potion of defense stack with all others defensive effect. As for me I have tweaked ribald store ( and some others merchants) to provide unlimited potions and ammunitions... It make things less frustrating and the price is enough to avoid some powergaming gameplay. ((IMO) But even in you play without my tweak , I am not sure rarity is a good criterium to assign the price/power because potions/ammunitions/scrolls remains "standard" items in one sense. I think the store revision component should be revisited a bit to give unlimited potions and ammunition to some merchants . ( or we can make it an optional component ) here is my store revision file inspired by Ardanis one that I use if anyone is curious about it. (with no item reallocation for a better compatibility with item randomiser/SCS) : https://drive.google.com/file/d/1Cvy1tUXSCI_Zo3z8YGBQ9vlMSwrYoNGg/view?usp=sharing To summurise : - Ribald have infinite stack of all potions -peter the fletcher get infinite stack of ammunitions - one merchant in drow city have infinite stack of all potions - the dwergar merchant in underdark have illimited stack of ammunition (special store) - Lazarus Librarus get infinite stock of ammunitions/potions -remove some duplicate items (boot of speed/rinf of fire) -add just a few convenient items and Bg1 items to some merchants: road of resurrection, cloak of balduran (to do list : tweak also some merchants in BG1 to have more or less the same possibility)
  7. About haste (level3) , I make him to affect only one creature and it works like a charm.( it doesn't mess with SCS because SCS don't use it ofen) ==> I complain for 10 years that haste (level3) is the most powerfull spell in BG... (web level 2 in second position)
  8. I have juste finished a a BG2 game and I would like to give some feedbacks about 2 or 3 things : 1- Some potions witch are lasting 5 turns looks too much powerfull (considering they are indispellable) -all potions of strength. ( no need to invest points on strenght on character creation anymore..) - potions of absorption ( resistance to damage is quite exploitable) . EDIT : last only one turn so It is ok. ( I thought it was 5 turn duration) -potion of defense. (not sure about this one but I find this potion quite powerfull) -potion of vocalize : 5 turns O_o = it makes silence quite useless Imo ===> all vanilla arcane spells giving similar bonus are short duration ones and are dispellables. 2- the price of arcane scrolls shoudl be revisited ( for buy and sell) because there are too much expensive . I mean to pay 9000 po for a level 9 arcane scroll is too much expensive when you can ofen find it in a barrel. Also it is quit easy to make a lot of cash by selling arcanes scrolls. I find wands quite expensive also.. 3- boots of speed : no need +1 AC Imo considering bonus to speed is the best thing you can have in BG. or only + 2 movement rate if you keep +1 AC. 4- Flame of the north + 2 : I don't know but only 1D4 cold damage looks so sad for a two handed weapons. 5- Bala axe : I am note sure to understand this weapon. Is it a magical one or not ? Overall, it was again a great experience to play with this mod ^^ Edit : greenstome amlet is also quite convenient ....
  9. Beholders use petrification on Basic mod and improved mod. ( this bug was occuring on V32.3 I remember)
  10. Hello everybody, In my current game, I want to remove the berserk innate abiliy of Minsc and the innate abilities of Mazzy but it seems I cannot do it anymore with nearInfinity or EEkeeper. The spells simply don't appears. In the past, (2019) , I remember I was able to see them and remove them.. Maybe something has changed with the last BG EE2 patch ? my weidu.log:
  11. ??the only dispellable potion is potion of haste in my game.
  12. Hi Bartimaeus, Just tested the last version of item revisions. Everything looks very interesting It looks like the potion of speed is dispellable and the potion of energy shielding does not have icon portrait. (I have tried to add one thanks to nearinfinity but curiouslyn it is not working)
  13. I have just changed my mind about haste. The best is no nerf this stupid overpowed level 3 spell by making him to affect only one creature. (similary to the "luck" level 2 spell). It is working like a charm. I have made it thanks to near infinty. I think SCS enemies mage use SPi305 and spwi312 so it is ok. thanks again mate
  14. Ok mate. Finally, I have made level 3 haste to affect only one creature. (SCS don't this spell ofen anyways). I let slow to have an aera but only allowing a save at -1 (instead of vanilla-4)
  15. Hello, I would like to tweak haste and slow (both level 3 arcane spell) . I just want to remove all speed effect (no bonus movement for haste and no penalty to movement for slow). The reason is that I found that these effects are easily exploitable by us . (making these 2 spells a bit overpowed) Can I do it with nearinfinity ? thankssss
  16. the component "move boo into minsc bag" is not avaible for BG2EE
  17. I took a video to show you : https://www.youtube.com/watch?v=MvKB0YKXrSY&feature=youtu.be
  18. well it depends, sometimes I can equip ammunitions but overall it's ok, we just need to not cheat.. . But I find the description to be not very accurate, for exemple with firetooth +4 : "normal bolts cannot be fired with this crossbow" ===> by reading this, I was thinking that non magicals bolts cannot be fired but magicals bolts can be fired". Nevermind.
  19. hello, I have noticed some things recently 1 -I find that weapons provinding +x bonus to hitpoints are not very convenient because you loose the bonus to hitpoint when you switch with a ranged weapon... it would be better to replace it by a regenerate bonus or something else. (defenser of easthaven, axe of unyielding) 2- I wonder also why the ring of energy provide only +25% resistance while others rings always provide at least +50 %. (ring of fire) 3- About magical ranged weapons shooting magical created ammunitions (firetooth+4, Gensen, tansheron ,taulmaril) . Do you think it could be interesting to fix these items as we can find in this mod : https://forums.beamdog.com/discussion/64051/prevent-launchers-ammo-less-ammunition-from-stacking-with-real-ammunition
  20. I use the 1.7 EET tweak and it seems to work correctly in my current game. ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3030 // Protagonist can die: 1.7
  21. Minor fire/earth/water elemental (level 5 mage) do not get anymore a minor animatiion but a normal one. Also It seems that the minor fire elemental get 3 attack per rounds instead of just one. burst damages of mordenkainen's force missiles bypasse magic resistance.
  22. No I patch every creatures in a old school way..
  23. I always standardise undead resistances in my game. ( 100 % resistance to cold/ electricity), 50% resistance to slashing/piercing, 90% resitance missile + 10% magic resistance per level
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