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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. I have my preliminary install order now. I've culled a number of mods I'd like to include (like Wheels of Prophecy, , The Calling, Wilson Chronicles, Fishing For Trouble, and the Warlock Mod) due to buginess, but I'll be watching their update status. Others are due to their seamlessness of integration or being partially complete (Brandock, Brage's Redemption, Ascalon's Bregar, jastey's Solaufein, Hephernaan BG2). I also have a number of either/or mods identified and I'll be trying at least one of the options, if not both to see which I prefer and feel is the better experience for someone doing their first time playthrough (The valygar romance vs corathala romantique, imoen romance vs imoen friendship). The final category is mods which I might want to use, provided I make some edits (and which are not on the list). The Tower of Deception is the main one I am thinking of, but the Stone of Asknovar, Tales of Anegh, NPC Strongholds, Finch, Longer Road, and a few smaller ones are also potentially on the list depending on how deep I plan on diving in resurrecting my basic modding skills. The playthrough is going to happen this fall, which leaves me several months to do some trial runs and iron out issues as well as test a few things for immersion/tone compatibility. Please feel free to jump in and comment about incompatibilities and anthing else you want to say.
  2. I am interested from hearing from anyone who has tried both this mod and SCS, which components are complementary, which you should pick one and not install the other, and if there are any game balance issues that arise from having both installed. Enhanced Ulcaster Ruins (MiH) & Improved Ulcaster (SCS). A Real Spider Plague (MiH) & Improved Spiders (SCS) Cloakwood Assassins (MiH) & Improved Cloakwood Druids (SCS) or Improved Drasus Party (SCS) since I don't know exactly where teh Assassins from MiH will turn up. Enhanced Basilisks (MiH) & Smarter Basilisks (SCS) Enhanced Wraith Spiders (MiH) & Improved Spiders (SCS) Enhanced Shadow Temple (MiH) & Improved Shade Lord (SCS) Enhanced Watcher's Keep (MiH) & Improved Watcher's Keep (SCS)
  3. I'm wondering if this is related to the component that turns HLA spells into innate abilities. Previously I recall being able to load up with multiple HLA spells and this component sounds like they now each become 1xday so you can't just drop 5 Dragon Breaths on your problems anymore.
  4. The components I am wondering about are the following: Refinements v4.26. Universal Lesser Mage Robes Faith & Powers v4.5.2 Revised Usability and Proficiency System The Tweaks Anthology v9. Universal Clubs, Wear Multiple Protection Items Scales of Balance v5.23. Weapon Proficiency Overhaul, Weapon Category Combination, Fighting Style Overhaul. It looks like I already tried to avoid most of the conceptual incompatibilities, so it is more a matter of if Faiths & Powers plays nice with Scales of Balance, plus the minor components of Refinements and Tweaks Anthology.
  5. SCS Improved Fiends and PnP Celestials pretty much does the same thing on the Celestials side (though apparently SCS doesn't give them their full set of abilities). As to which one gives a better game experience, I couldn't tell you at present. Maybe once I've had a chance to go through the game with SCS's component installed I'll be able to report back.
  6. There are two components in SCS dealing with spell sequencers. One gives them to all mages and the other one makes them innate abilities. Will both components install, or does it result in a mish-mash? I think either Galactygon or hlidskialf did the scripting. I recall one of the outcomes, is that the celestials' scripts function much the same way as SCS did in its early days, where they don't use 'cheat scripting', but instead just make full use of their toolkit (which is pretty extensive since I made it match the 2e bestiaries. On lower difficulties, you could pretty much just summon one and get an extra party member who was smart enough to help carry the party through a lot of fights. Feel free to use whatever you want from the mod. I'd be fine if it ended up being subsumed into/superseded by another mod, since I most just did a bunch of spell and item edits in DLTCEP, hacked together a weidu installer and then smarter people helped me with the hard stuff like scripting and making the install a bit more dynamic and not just a simple copy/paste of the new .spl and .cre files.
  7. That is very helpful. Thank you. Another conceptual question. Scales of Balance includes a IWD-Style Spell Evasion component. Does this take into account/integrate with the Feat System & HLAs component from Might & Guile, is it something that can slot in alongside just fine, or is it something where I should choose one or another option?
  8. For the Revised Usability and Proficiency System, does the install order of this matter relative to other mods like CDTweaks that also adjust item usability? I seem to recall the recommendation that CDTweaks be installed after Faiths & Powers, but before SCS Balance, but I'm wondering if proficiency adjustments like these should be treated like tweaks to spell tables (which recommendations seem to suggest should be done before installing large kit mods like Faiths & Powers or Tome & Blood). One thing to note, is that since Will to Power is recommended to be installed after FnP, but before MnG, the MnG versions of the overlapping kits appear to take advantage of the Will to Power adjustments, but it's not clear from my reading if Will to Power makes the same type of adjustments if the kits were installed via FnP first. I realize that this complex install order is entirely my fault. Another question. Does Faiths & Powers make any adjustments to how shapeshifting is handled mechanically, like CDTweaks, Refinements, and SCS all have their own shapeshifting rebalance/tweak/fix? I see that there are additional shapeshifting forms available, and every modder seems to like to make their own version of the shapeshifting fixes, so I figured I'd ask.
  9. I like the idea of the Item & Weapon Overhaul (IWO): Yet Another Revised Armor System. I am guessing that since this pretty much does the same thing as the tweak anthology Allow Stealth and Thieving Abilities in Heavy Armor per P&P and Allow Arcane Spellcasting in Armor components from the Tweaks Anthology, that you don't want to install both. I was hoping to hear from people as to which they preferred between Scales of Balance and Tweaks anthology, and why. Also, if there were any significant differences that made you suggest one option over the other.
  10. Here are some questions open to anyone who has experience using this mod with other mods. Treat Mage and Priest HLAs as innate abilities. Does this take into account any modded kits, or only the base game HLAs? What about mods like Refinements which replace/rework the base game HLAs? Also, does this interact with the SCS component to Make Spell Sequencer... learnable by all mages or is the later not needed if I already have teh former installed? Improved Fiends and Celestials. Does this make any changes to Celestials, and if so what is the nature of these changes? The readme provides lots of details on the changes to fiends, but doesn't give much info on the adjustments to Celestials. If this mostly does what PnP Celestials does, I'd prefer to just install this one, since I trust DavidW to come up with elegant and balanced solutions over my half-understanding what I'm doing hack job from over a decade ago. Improved Shapeshifting. This mentions giving a shapeshifting token weapon. Is this like Weimer's shapeshifter fix, where it handed out a weapon with the shapeshifting fix that could be traded among party members, or is it more like Refinements which did some trickery to give an invisible shapeshifter weapon that couldn't be traded? Or is it something different from the other two? The description makes it sound like the Weimer approach. Thanks!
  11. For Faiths & Powers I grabbed version 79sd12 and there's some placeholder text here still. I'll try to fill what I can in, although for some I'll need some help. These line references are from setup.tra @20803. There should be an extra carriage return after the fluff and before "Advantages" @31403. There's missing fluff text. Consider using the following: @37303. The Advantages section is incomplete. The last entry says "From 9th level, ..." @40501-40503. Is this a sorcerer? Right now the advantages say "cast like a sorcerer, etc." and the restrictions say "May not use divine magic" and "progresses as a sorcerer in hit points and thac0". This sounds like it is just a sorcerer. If it is something more let me know so I can help flesh out the mechanical advantages and restrictions, after which I can create some fluff text. Note that the earlier entry had the following information about generic Incarnates But I don't think this is quite what you were looking to present. @49212. There is text saying "Dimension Door Fluff". If you want the fluff for the 2e Wind Walk spell, see the following @70004. "MYSTIC: fluff about archetype/class, and choose a kit". I'd suggest stealing your blurb about the mystic kits from the OP @70023. "DRUID: fluff about archetype/class, and choose a kit". I don't have it at hand, but I'd just use the default kit selection dialogue for druids. @70033. "OCCULTIST: fluff about archetype/class, and choose a kit." Needs to be filled in, but the documentation I have access to doesn't explain what these kits are. @73503. Northern Druid is called Arctic Druid in the descriptive text and the //commented text. It looks like the name was changed, but not all the "arctic" references got replaced by "northern". Needs a find/replace with whatever terminology you choose to use. @73803. The Shadow Druid description text for the Shadow Wolf and Panther are incomplete. Needs mechanical benefits described. Is this the group that Faldorn belongs to? If so, consider using the following for their descriptive fluff @80010 & @80014 . Suggest changing first sentence to "Zealots are strong devotees to a particular god, without actually being an official part of the church hierarchy." @80703. "HAMMER OF MORADIN" is missing the fluff text before the advantage/disadvantage section. Consider using this text from Demi-Human Deities: Note that you had used the following text for @37103: I'm not completely clear on which one is which, though I think @37103 is for clerics and @80703 is for paladins. For the specialty priest you could instead use "Sonnlinor" which is the name for Moradin's specialty priests in Demi-Human Deities. To provide unique text for the specialties priests, you might want to use @80803. "INQUISITOR OF AZUTH: As the patron of wizards, and conscious of the potential destruction that magic can visit on the world, Azuth ... Controlly control". I suggest grabbing some or all of the following text to complete the fluff. Replace with @86903. Missing flavour text. Suggest using text in the format used by Cherub of the Ruby Rose. Note that there are references to the generic "Zealot of Mystra in the restriction text as well as in the @86905 entry for Weaverage. @87703. See my earlier comment regarding possible fluff for the Truesword of Arvoreen. @93303. Earth Dervish. Suggest using the following flavour text @93403. Water Dervish. Suggest using the following flavour text @93503. Air Dervish. Suggest using the following flavour text @93603. Fire Dervish. Suggest using the following flavour text @93803. Light Dervish. Suggest using the following flavour text @93804. Shadow Dervish. The descriptive entries for this kit are missing (I'm not sure if the kit actually exists. Add the other variations needed for the name and include a kit description with the advantages/disadvantages/restrictions. Suggest using the following flavour text
  12. I should have time this weekend to make a good attempt at the text.
  13. Browsing though the .tra there appears to be a number of kit entries with placeholder text. Is this something you'd like help with (consider this an offer if you are interested), or something you are working on still on your own?
  14. My list of questions for this one is a lot shorter. Revised Dragon Disciples. Does this change the existing Dragon Disciple Kit, or just add more Dragon Disciple Kits? Is the Sorcerers choose spells via dialogue component used for anything, or is it just a resource for modders? Never minds, this was removed in a later version and is a hanging chad in the readme.
  15. And a second set of questions, going off the OP. Are the following kits clones/new kit entries at character select, or updates of the ones in the base game? Watcher of Helm, Dawnbringer of Lathander, Stormbringer of Talos, Totemic Druid, Hivekeeper (replaces or is as well as the Avenger), Beastmaster, Stalker. Placeholder question asked in the Might & Guile thread about the components that affect or overlap with this and that mod: Beastmaster/Revised Beastmaster, Barbarian Ranger, Archer Ranger/Improved Archery, Elven Archer, Stalker/Revised Stalker, Mage Hunter. Any clue regarding Improved Shamanic Dance and your mod? The readme of that mod says to install after any Shaman kits, which I would take to mean I should install it after your multiclass shaman kits, but I'm curious if anyone has experience running both mods.
  16. I'm trying to plan out what components to use with this mod, so of course I have some questions. There are several kits that have the same name as kits in Divine Remix, but the list in the OP doesn't denote them as being part of Divine Remix v8. Should these kits be denoted as coming from Divine Remix, or are they new creations of Faiths & Powers? Examples are Painbearer of Ilmater, Heartwarder of Sune, and the Battleguard of Tempus,. Based on the list in the OP, Faiths & Powers adds a cleric kit called the Hammer of Moradin as well as paladin kit with the same name. Is this intentional, or is this just a typo and I should be looking at the .tp2 file to figure out what components are actually in the mod? The Truesword of Arvoreen and an item that looks like it is used to give it to Mazzy has the following text Does the blah fluff part need to be updated, or is it text that is never seen? Note that @87703 has the same blah fluff in it. If you need some fluff, then you could use the following adapted from Demi-human deities (2nd edition) (pages 199 and 200).
  17. I would be happy to take a look and provide proof-reading comments. Would you like the proofreader to make edits and wording suggestions, or just provide comments and fix typos/spelling mistakes?
  18. I'd like to add, despite me whining upthread about the documentation for this mod, it is one of the best laid out bits of mod documentation in all the various kit/class mods I've been looking at all evening. Explicitly listing the components and providing information on possible compatibility issues is a huge timesaver and I really appreciate it. It's easier to criticize/comment when there's something to comment on.
  19. If I did something silly and used the following install order Basically, installing the 450-480 stuff first, then following the normal order. Would it break anything other than having very similar sounding kit names? I'd have duplication, but since I've changed all the kit and class names to Noober, that is the least of my worries. Edit: (Ignore the notes to myself). I will find those answers, but I've been reading readmes, or in the case of Aion7's kits, digging through forum posts and reading .tp2/.tra files all evening and I have to get to sleep.
  20. A question! Did you have a Soundset for this NPC? If so, which one did you use?
  21. I've gone with using the following components that do not appear to have overlap with Might & Guile These all depend on others for the most part and not on the thief character aside from a simple skill check.
  22. The Agent kit has wording that doesn't fit the pattern. Instead of "as a species of bard", it says "as part bard". For parallel presentation of the same information, you probably want to have all of these use parallel wording. The second row of abilities listed for the Agent kit has the following text: I suspect you want to replace all occurrences of Herald with Agent. In the bladesinger kit description there is an unclosed parenthesis. My guess is the parenthesis goes at the end of this aside about the need for magic to attack at range.
  23. Another wording choice. The setup.tra kit descriptions use the phrase "as a species of X" where X is the main class. I'd suggest using "kit" or "subclass" instead of "species".
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