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Caedwyr

Gibberlings
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Everything posted by Caedwyr

  1. Next up, Marksman kit from Might & Guile (Component 320) @subtledoctor. No Feat system installed. The kit description is not updated to reflect the changes to the weapon groups and proficiency system from Scales of Balance. I believe that @CamDawg did some clever things to automatically update text for this type of thing in the Tweaks Anthology. (See references to Grand Mastery, 5 pips, Longbows, Shortbows, Crossbows, but not slings) The description of when the kit gains the Called Shot ability is ambiguous and does not follow the general standard of how other kit abilities are described. I'd suggest changing it to Wording as to when the Marksman gets the +1 hit and damage with missile weapons is unclear. It appears both the previous wording issues are because one of the lines in the setup.tra file wasn't updated to the newer format for the install configuration I used. vs Obviously, the Called Shot text is going to vary between these two, but the first three lines still need to be updated to the less ambiguous wording version. Does not get a +1 to hit and damage with ranged weapons at level 1. Tested using a Short Bow. May be an interaction with Scales of Balance, though I am getting the expected Dexterity modifier to my ranged THAC0. It does get the +1 to Missile THAC0 and damage at level 3, level 6, level 9, level 12, level 15, level 18, . I'm not sure if it is intentional that the base version of the Marksman is supposed to have a different Called Shot and Missile Weapon THAC0/Damage scaling from the other versions, but either way the base version description of when abilities are gained and additional uses are gained could be cleaned up by following the format used in the @3205 or @3206. Does not get Called Shot at level 1. I'm not sure if the base (no Feats, no Called Shot mod components) Marksman is supposed to get Called Shot at level 1 or not. Does gain Called Shot at level 4, 8, 12, 16. Does not get a called shot use at level 20 even though you might expect to since level 20 tends to be the last level you get additional ability uses for most kits. Gets the basic Trueclass Fighter Refinements HLAs. For better integration, for the Marksman kit I'd suggest removing Hardiness and giving Precision (from the Archer Ranger kit) instead.
  2. In the unmodded game, during character creation, after you pick a class and go on to roll for abilities, clicking on each stat would normally show you Max and Min entries in the text which are updated based on any adjustments applied by the class/kit (for example, Paladin has a Max and Min of 18 for CHA and this is shown here).
  3. From my Kitlist.2da 128 D5_ARCANIST 540949 540950 540951 D5ACNST 149 0x00004000 1 0x00004080 And K_M_H.2da 2DA V1.0 * KIT 1 0 2 22 3 23 4 24 5 25 6 26 7 27 8 28 9 29 10 30 11 68 12 128 13 136 The Arcanist is the second last kit in the list shown during character creation, so I'm not sure why that's happened. Also, as discussed earlier, the correct description and name shows during character creation, so it may be something going wrong with a script. My install list slightly before and after d5_arcanist Shadow magic is installed earlier in the order.
  4. These all installed without errors, though I'm not sure if the later two actually took effect as I haven't gotten that far in my testing.
  5. The Oversight alignment and class fixes seem to work in my EET game if installed on BG2 prior to EET.
  6. Are there any files I can change log to see what other mods might be messing with the kit initialization?
  7. Next up for comments: Arcanist Kit @subtledoctor Kit description displayed correctly during character creation, however upon entering the game the character was shown as a Conjurer (both on the record screen and in the kit description). This is because you need to initialize the class so it works properly using the Initialize Arcanist innate button. This is a fairly cumbersome and non-intuitive way of creating a character, especially since the kit description shown during character creation makes no mention of this. Even after initializing the kit via the innate and using the daily spell preparation innate, the kit description and name is still Conjurer. I'd recommend copying the kit initialization process used for @argent77 Shadow Magic. It's also a janky alternate casting system, but ends up being pretty slick in how it is presented. This means a person creating an Arcanist has a much more seamless experience and isn't confused about why their Arcanist has turned into a Conjurer. The Arcanist does not get innate cantrips or find familiar from Tome & Blood The initialization at the start of the day erases the memorized spells. The player is forced to rest in order to get their memorized spells back. See the Shadow Mage for how this can be done (I believe it is done via a Wish effect). Daily Spell Preparation doesn't do what it implies. I would rename this to "Change prepared spells" and give a longer description on the right click description. I can easily see a new player clicking that to prepare their daily spells and getting frustrated how it wipes out all their prepared spells. Also, there's an order of operations here that matters a bit to avoid getting the wrong number of spontaneous spells (sometimes I only got one of each as though I was a prepared caster). More information on how this works needs to be given to the player. After casting the Daily Spell Preparation innate (Change prepared spells), there needs to be some feedback provided via the chat box telling the player what has just been done and what they need to do to finalize their spell preparation and spell slot refresh. There's also some issues with how the Daily Spell Preparation needs to be activated in order to take advantage of new spell slots you gain when you level up. Again, a lot of this can be fixed with better documentation on the right click, kit description, and feedback when the ability is used. Gets Refinements Mage Trueclass HLAs. Seems to work properly. At level 18, I picked up Dragon Breath from the HLA abilities. I used the Daily Spell Preparation to memorize it in 2 x level 9 slots. However, after resting I don't have any level 9 spell slots with which to cast Dragon Breath and it doesn't show up in my spontaneous spells I've prepared. Right now this feels like a proof of concept alpha/beta and not a complete kit implementation (to be fair, it is listed as a beta version). It's playable with minimal issues once you figure out how all the systems are supposed to work, but without the required documentation in game its going to be a bit of a struggle at first, and some more work can be done to make the entire experience a lot more seamless, especially for character creation.
  8. Also, non true class thieves are pretty skillpoint starved and they'll have to pick and choose which skills are going to be raised to high enough levels to be useful, especially if you have something like epic thieving installed which expands the range for which points provide meaningful benefits. In the past, the advantage of Detect Illusions was that it bypassed the Non-detection, greater invis/mislead/spell immunity combo that made it impossible to target a mage with all the buffs active, especially for older tactical mods which would just forcecast a new set of buffs every time you brought them down. Most of the stuff I've seen so far in more modernized mods don't have quite the layered defenses that made Detect Illusions so critical on higher difficulties. Then again, I haven't gotten to the higher levels of SCS fights so maybe Detect Illusions will regain its killer app status.
  9. It's been added to EEex https://forums.beamdog.com/discussion/comment/1141278/#Comment_1141278
  10. Right now if you install Refinements Sorcerer HLAs after installing the Geomantic Sorcerer you actually get both. Given all the work that went into debugging and rebuilding the custom HLAs for this kit I'm not sure how worthwhile it would be to just make them an option rather than the focus of the kit. Then again, maybe going with the default Sorcerer HLAs would make the kit a bit less broken at the high level. I'll give some thought to the idea.
  11. I believe Scales of Balance is supposed to be installed later in the install order. For the most part this is a pretty basic kit mod so I don't see any reason why it shouldn't work I'm not familiar with a Tome of Battle mod. I've been testing it with the additional spells based on stats component of Tome & Blood (I think this is what you mean) and it seems to work just fine. If you've got any specific bugs to report, then please let me know and I'll try to see if I can do anything to fix them for this update. As for alignment restriction removal, I think this is something multiple tweak packs offer. I tried to stay in the spirit of the original Druidic Sorcerer, but went with the more expansive 3E alignment restrictions (you need to have the word Neutral somewhere in the alignment) for thematic purposes.
  12. I'm the original maker of the Geomantic Sorcerer, though as noted in the readme, the Druidic Sorcerer from which it was recreated in a more limited form with a few changes was originally created by Constant Gaw and was later resurrected by hlidskialf before I took my turn. I last updated it in 2008 (version 3) and there's been other people who've maintained it for the 4 versions since while I was absent from the BG community (thank you very much to those who've done all the work keeping it working).
  13. Addressed several of these in my update of the mod to version 8 (to be released soon). Remaining issues still outstanding. Of these, I'm actually okay with the Tornado being selectable and targetable. If players want to use it as a target point for aoe spells then that is fine with me.
  14. I've a few lines I need translated for the next update of the Geomantic Sorcerer into French and Spanish. Lines are as follows: @334=~The geomantic sorcerer can shapeshift into a several different animal forms: Bear A slow moving but powerful Brown Bear. (AC6, THAC0 13, 3 attacks per round-1d6) Cat Even this small creature has its uses. If ever in need of nimble movement, the druid can shapeshift into a cat and maneuver through obstacles as if hasted and affected by Free Action. (AC4, THAC0 17, 1 attack per round-1d2) Dog The Dog has little place in combat, but does possess great tracking abilities. Its acute senses can easily locate traps and enemies. (AC6, THAC0 16, 1 attack per round-1d4) Leopard Although similar to the Panther, the Leopard is a more consistent fighter. It is better suited for fighting in well-lit areas. (AC4, THAC0 12, 2 attacks per round-1d8) Moose A Moose can be a very dangerous foe when threatened. Although not the best for direct damage, it can knock opponents unconscious and backwards with its charge. (AC7, THAC0 13, 1 attack per round-1d6) Panther A combination of stealth and power. The Panther can use a special stealth attack each round with a 50% chance of success while outdoors. If successful, the panther will be invisible for a short while and will do maximum damage and attack with a +4 bonus to THAC0 for one round. (AC3, THAC0 14, 2 attacks per round-1d8) Rat Rats go unnoticed by most and are extremely hard to hit. If the druid is in need for some stealthy movement, they can shapeshift into a rat to avoid detection. (AC16, THAC0 20, 2 attacks per round-1d2, 90% physical resistances, invisibility, non-detection) Snake This enormous Snake has a weak bite, but can inject its target with poisonous venom with each hit. Those near it must also make a successful save versus spells with a +4 bonus or flee in terror. (AC4, THAC0 15, 1 attack per round-1d4) Wolf The Wolf is not a particularly powerful attacker. It compensates, however, by being able to call in a pack of wolves (1-5 wolves, once per day) for 30 minutes, if outdoors. (AC3, THAC0 15, 1 attack per round-1d8)~ @335=~The caster detects any dispellable magic within visual range. Creatures that are currently affected by magic that can be dispelled will briefly glow red. THis is an at-will innate ability that may be used once per round.~ @336=~The Orb selects a target and sends 10 magical orbs flying at it. Each of these orbs, upon hitting the target, will phase the victim briefly into one of the 4 elemental planes for a split second before bringing them back. These short forays will result in a small amount of elemental damage (1d2), although at the end of the journey there is a 20% chance that the target will be level drained (5 levels), feebleminded (4 rounds), or stunned (4 rounds) from the shock of travel. There is a 5% chance that the victim will not be able to withstand the shock and will die instantly.~ @338=~This spell sends all enemies near the orb flying backwards, dealing 1d20 points of damage and slowing their movement rate by 75% for 1 round.~ @339=~All enemies within the selected radius will be struck by lightning bolts, each dealing 5d5 points of damage.~ @340=~This is the Orb's basic attack which deals 3d6 points of electrical damage and 3d6 points of crushing damage to a single target.~ Text to be translated is the words between the "~" for each line, #334-340. Thank you for your assistance.
  15. If I understand you correctly, your suggestion is to change the summoning EFF below to a different EA value. However, I can't find MakeUnselectable in EA.ids https://gibberlings3.github.io/iesdp/files/ids/bgee/ea.htm Should I be looking elsewhere for this flag?
  16. That sounds like a simple solution. I will give it a shot.
  17. In BG2:ToB Opcode 271 has the following effect However, it behaves differently in the Enhanced Edition. I've previously used this to create a spell effect that wanders around somewhat randomly within a small area. If I remember correctly, the avatar removal meant that the creature was not targetable or selectable. The nice thing about this is you could give the creature weapon that had a secondary animation effect that would play, though the creature could still wander around somewhat randomly. I like using the Groundhog holding a sword that played the custom Tornado .vvc since it didn't move quickly, but would wander around randomly in a small area. The problem is, in the enhanced editions the creature can now be targetted via mouseover and selected via drag-box and told to move (with the movement destination circles appearing). Is there any way I can reproduce the original effect that I remember, or am I remembering incorrectly and there were no substantial changes to opcode 271?
  18. I will continue going through all of the kits from your mods I have installed in my current game and providing similar types of nitpicky review, no worries. The arcanist is on that list, though I took the Mana Sorcerer off the current install as it was a bit too janky for the type of install I am aiming for right now. I get why the selection is done through innate abilities, but for immersion purposes I'd almost prefer if it was done through an in-game dialogue where someone teaches CHARNAME or NPCs how to become a mana sorcerer if it isn't something you can specifically select during character creation. IMMERSION!!
  19. I discovered that the auto-roller has different performance depending on if stat penalties are applied or not during character creation. With the number of calculations the autoroller is crunching, adding multiple stat penalties on each one makes sense that it causes some hanging on slower systems. If possible, a less CPU intensive way of dealing with stat penalties is to only apply them once the roller stops, since the roller is just looking for the highest score. However, I'm not sure if the game engine is set up in a way to allow this optimization.
  20. Warden Kit as part of the Kale NPC mod by @Skitia. There's some extra newlines in the description and other spots where newlines are missing: Space between "Hit Die:" and "d12" Thac0. Last character is a zero (T)o (h)it (a)rmor (c)lass (0). There is inconsistent capitalization. The whole kit description could do with a second proofread. Let me know if you'd like me to give a shot at doing this. Ward ability does not have a description when right clicked. Kale's Bastard Sword can't be moved or dropped. I think this may have been fixed already in a slightly newer version of the mod than the one I have installed. Seamless HLA integration with Refinements.
  21. Verr'sza Naztharune Ranger kit @Lava Kit description says However, Stealth isn't a skill in BG1/BG2. More correct way of expressing this would be At 3rd level it appears that a +10% bonus to set snare is already given (total of 60% set snares), though the description suggests it should only be a 50% bonus until level 6 (currently a 70% bonus) There is a HLA with the Invisibility Icon and description that is missing a name. I believe this is L1HAN4.spl and is probably intended to be some sort of greater claws HLA, but is missing the description and icon file . The rest of the integration with Refinements HLA is seamless. lul1verr.2da
  22. Vienxay's Shadowmage mage/thief multiclass kit next. Tome & Blood integration. Gains the innate cantrip ability, but not the innate familiar ability at level Thief 1/Mage 1. For a multiclass kit, I'd recommend being specific about which class matters for abilities gained at certain levels, or just being very specific and writing Mage 5/Thief6. This makes the kit description very clear. This applies to Shadow Jump for this kit. It appears that the abilities are given based on the thief class levels. The +15% bonus to move silently and hide in shadows gets applied after the points are distributed. Is the bonus intended to be x1.15 of each of these scores, or is it meant to be +15 points in each of the scores? If the later, I believe it is possible to add the points in a way that they will show up in the level up screen rather than always being added later. There is a chance that I'm seeing this effect because of another mod that gives non-human races bonuses to various thieving skills based on race. There's some weird overlap with Refinements that should be corrected. There isn't anything broken from the player experience, but there are some HLAs shown that shouldn't be (Death Field and Mirrored Clones are supposed to be mutually exclusive for mage/illusionists) and the selection isn't as clean as it could be. Suggested HLAs for an install with Refinements below: Currently, Refinements would have to handle the merging since it is normally recommended to be installed later in the install order. General comments on custom kits and Refinements method of assigning HLAs. @subtledoctor Right now with the default installation method (no .ini edits), installing Refinements on top of any mod which adds a custom kit stands a very high chance of breaking the HLAs in some way, especially if the kit has its own HLAs. This is because Refinements appears to check what base class the character belongs to and then adds all the Refinements HLAs for that base class to the kit. In the case of multiclasses it adds all the HLAs for each base class to the multiclass character. I would argue that this is not the intended/optimal behaviour. My suggestion is that the generic approach when dealing with custom kits is that Refinements update any base game HLAs with the Refinements version, but doesn't necessarily add the whole set of the Refinements version of HLAs for that class. This is from what I recall, closer to original behaviour. You can also of course go on a kit by kit basis and develop custom HLA lists for when Refinements detects the kit as being installed, but it means that Refinements plays nicer with any custom kit.
  23. I'm curious if this is adjustable as well. Right now if I leave my character unattended for about 5-10 seconds they start playing their bored sound effect every 2-5 seconds repeatedly.
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