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DrAzTiK

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Posts posted by DrAzTiK

  1. 1 hour ago, subtledoctor said:

    Probably? I basically apply something like this in my Black Pits-in-Baldur’s Gate mod. (Or else it was already there and I had to manipulate it in some way. I forget.)

    Basically apply min1hp to all party members, and when one of them reaches 1hp apply an irresistable Sleep effect and increase a variable value. Have BALDUR.bcs check the variable and if it hits six, blammo, kill the party. Then apply something when combat ends which dispels the Sleep/variable spell and adds 1 hit point. So if anyone survives, everyone wakes up with 2 hp and goes on their way.

    Something like that. Doable, but probably a bit kludgy in execution.

    Hi subtledoctor !

    How handsome you look, with health you seem to glow.. You are the Pheonix of al who here reside.

    Long story short, if it is not a pain to code, I beg you to make it one day if you have time. Almost a personal request but surely a large number of player could find an interest in it. 

    We must do good for people in spite of themselves. ¯\_(ツ)_/¯

     

     

  2. Hi friends !

    Another bottle in the sea but an interesting tweak could  be a mod allowing to get a gameplay a la dragon age origins  meaning all your teammates just lay down if "killed"  (except emprisonement and stonning oc) and "wake up if you manage to win the fight with at least one character surviving ( you still need to heal them)

    This way,  you don't  need resurrection/raise dead in case you manage to win the fight with at least one character witch is particularly usefull on BG1 where you don't have easily  access to raise dead and resurrections.

     

    More importantly, it would  prevent some  extremly boring micromanagement no need to equip all items on a dead character coz fallen characters would still keep equipement and items.

    Raise dead and resurection would still be usefull allowing to resurect teammates during the fight if you need/can afford it.

    It would also allow to continue the fight when your main character is dead, with no need of boring relloading or feeling cheating. 

    I remember that Jarno has made a mod like it for the protagonist long time ago. But I think it is not updated anymore and it would be good to extend it to all characters.

    Is it doable with BG EE engine ? 

  3. Sorry but I am just curious. Anyone know where is demivrgvs ? It looks like he has completely disappeared. Strange coz he have invested himself so much into kit/spell/item revisions.

    I also hope kit revision will be updated one day.  The current version of kit revision is already very good, just need a few fix, Bards and thiefs still  remain almost untouched unfortunately.

  4. 6 minutes ago, InKal said:

    not sure what you mean. all of this so called "professional" qa are totally useless. well, you can send them reports and thats it. yeah, when your game is crashing or something oh yeah don't be shy just call "professionals qa" from Ubisoft, Bethesda, et consortes, they gonna help you like a real motherfucker pardon my french.

    there is actually personal contact between modders and players, which is almost completely non existent in so called professional gaming buisness especially aaa games.

    oc but is not the real topic . It goes without that playing new release of a mod (especially a big mod like SCS) can bring some discomfort (bugs) and then It is very inappropriate to complain about it.

  5. On 12/30/2023 at 5:44 AM, polytope said:

    The BG series aren't modern RPGs, though, and SCS is intended to make the game more difficult. With such a mechanic, the game is only lost by TPK (would you extend it to the protagonist?) which is pretty rare even with improved AI, as SCS doesn't greatly increase the firepower or number of enemies in most encounters.

    Game lost by TPK is the way to go OC :)  . We have to extend it to the protagonist. As for me, I play with an old component of EET allowing to continue the fight  if protagonist die. ( and also allowing to resurect the protagonist after if you manage to win the fight).

     

  6. On 12/30/2023 at 9:46 AM, DavidW said:

    Bear in mind that it’s Resurrection, but not Raise Dead, that requires a diamond. In other words, it’s only required in situations where, absent this component, you would permanently lose your companion. So this makes things strictly easier than in the unmodded game. If a low level player can’t afford a diamond, they can replicate unmodded-game behavior but just accepting their companion’s permanent death.

    All that said, many of the features of that component, including the diamond requirement, can be fine-tuned from stratagems.ini - if you don’t want the diamond, just set resurrection_requires_diamond to zero.

    O I c. I  was confusing raise dead and resurrection.

  7. I am a bit worry about the resurrection spell change costing one diamond or additional money.  In most modern rpg ( starting wih dragon age origin in 2009), resurrection is something basycally free coz all your teammates just lay down if "killed" and wake up it you manage to win the fight ( you still need to heal themp)  and so there is not even need of resurrection and It would have be a dream to get this amazing mechanic in BG witch allow to save a lot of micro management.

    The reason of this mechanic gameplay in modern rpg is because it is very standard and it happens ofen  to get a character killed in fight even at low level.  We can't force the player to use a high level spell or to use ressources to resurrect them.

     

    So IMHO,  I think that in BG and especially in BG1, ressurection really need to be free and  easily obtainable. The road of resurection should be accessible in BG1 for a low cost at temple and with many charges... same in BG2, IWDEE etc..resurection with only 1 Hp is fine as a nerf

    Oc I understand that all that not suit with traditionnal  D&D gameplay

    I think this resurection effect should be part of a separate component.

  8. On 12/10/2023 at 12:45 PM, jmerry said:

    Try checking the volume panel in the options? There are different sliders for different types of sound; it could be that you just have the balance set differently between the two games.

    I will check if I play BGEE again. I remember it from my old playtrhough 5 years ago...  Maybe I didn't pay attention enought about sliders sound.  Ty

  9. another bottle in the sea


    I don't know why but in BG2EE, enemies battle cry sound are hardly audible in comparaison to Bg1EE. (I mean BATTLE_CRY 1-2-3-4-5 in near infinity)

    The consequence is that battles in BG2EE are somewhat less "colorfull" in comparaison to BG1EE.

    Would it be possible to "fix" that ? For me it is a fix. Or maybe I should post this ug in another forum ?

    Strangely, when I listen the sounds in near infinity (battle cry sounds), it looks like these sound get a correct "intensity" so I don't understand why these sound are hardly audible during fights.

     

     

  10. impressive update, thank you David. It is very tempting to launch a new game.

    For people who struggle in some fight, I would recommand not always rushing main quest and  to farm some XP with some additionnal mods. 

    There is some hiddens gems here and here  that only ancients of BG are aware about , like  for BG 1 :

    https://github.com/GraionDilach/BGEESpawn/releases/tag/0.7

    https://github.com/SpellholdStudios/BGSpawn/releases/tag/1.3.2

    I remember playing BGT 10 years ago  with BGspawns and SCS and enjoy it a lot.  I  always play BG reducing XP of creatures by 2 and I manage XP with these mods witch offer optionals fights. 

    Oh and for BG2, you can try Butchery mod made by your faithful servant :)

    Sorry if I am a bit off topic.

  11. 1 hour ago, Bartimaeus said:

    Sorry, I would prefer to nerf Haste even more in some other way(s) than to make it single target again (reduced duration or reduced movement speed bonus seem to make the most sense). Mismatched movement speeds on party members is an annoyance I do not want to go back to (I hate using Boots of Speed for this exact reason, although I've been thinking of creating a new version of Boots of Speed just for myself that only activate during combat to help me get over this problem). Also, as I understand it, SR went back to AoE (as it had been single target for many years) because the AI/(SCS?) had trouble using it correctly when it was being forced to try to single target it instead of an area of effect as it expected, so double no to that.

     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)

  12. 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 :)

  13. 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..)

  14. 2 hours ago, pochesun said:

    Kinda agree about potions of strength, but to a certain extent. By the end of my previous BG 2 game (excluding Throne of Bhaal) it felt that there were quite enough potions of strenght that i could use. I say make them cost much more in stores but leave 5 turns for the duration.

    Dont agree about potion of defense - the potion is quite rare and the effect does not stack with many other effects. Imho no need to change.

    Potion of absorbtion is fine as it is.

    Potion of Vocalize - kinda agree. Though the potion is relatively rare, 5 turns is super long, equals 1 long fight and totaly negates silence -  a bit too powerful. Not sure how to deal with it - up to mod creator.

    Absolutely disagree with scrolls price change: a scroll of powerful spell can turn a difficult battle into a trifle tiff. Personally i would increase prices for some of scrolls, definitely not reduce them.  (I find nothing wrong finding 9 level scroll in a barrel couple of meters from dead dragon body :) )

    I am both hands for change of boots of speed : "only + 2 movement rate if you keep +1 AC."

     

     

     

    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)

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