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JediMindTrix

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Everything posted by JediMindTrix

  1. Summon AI appears to be broken. I've observed this with all enemy summons - just observed it with the Death Tyrants in the Beholder Hive
  2. Is Banishment supposed to ignore Efreeti/Haekashar etc etc?
  3. I can't come up with a formula for friends either. Enchanted Weapon: My bad I should've been more clear. I meant stack with the other effects like 'On-Hit: 20% chance of instant death' for ex. Being able to turn Silver Sword +3 into a +5 weapon. Magic Missile: I'm not sure which level is considered 'epic' for mages but I think becoming an epic mage would qualify as sufficient justification for allowing them to channel more weave into a magic missile spell Magic Fang: I would just make the affected creatures pulse glow white?
  4. What I ended up doing was keeping the system but nerfing the progression via NI. 1% XP Bonus starting @ 19 - 23 24 - 25 increase by 2% 25 = 9% XP Bonus
  5. It does, I opened the .spl, there just doesn't seem to be any vfx associated with it, and since it's a mod it made me assume it was a bug lol. I saw that list too. Thanks!
  6. Is it possible to disable or modify only the experience bonuses from Charisma? edit: in my quest to find an answer to this question I noticed this: "//REMOVE M&G LUCK FEAT______________________________________________________________ //" I am guessing from the name alone, potentially erroneously, that Might and Guile Luck Feat is not intended to be selectable with this mod installed? I have the feats from M&G installed and installed the Ability Score Modifiers component after, and was still able to select the feat in game. Edit #2: I tracked down what I needed to edit with Near Infinity
  7. I make this suggestion with the impression that the current implementation of Ability Score Modifiers (in regards to racial bonuses/penalties) is set up to have lopsided penalties applied to demihumans to make Humans more attractive. I propose that an alternate component be made available where the tradeoffs vs bonuses are even and instead Human's are given a bonus feat if Might and Guile Feats is installed. Thanks for your consideration
  8. Friends Flat +5 Charisma bonus is pretty strong when weighed against it's economical impact, I think this would also benefit from scaling (and consequently synergize nicely with Scales of Balance lol) Enchanted Weapon We have wildly different experiences playing the trilogy because even with BG1's xp cap I still hit close to the 8 mil xp most playthroughs. So it's crazy to me see that some people don't make it past level 25 as a wizard. But regardless of all that, I think it'd be overpowered to allow Enchanted Weapon to work on weapons that already have effects on them (I have no idea if that's even possible to code it to discriminate...). Those items will not be balanced around the ability to potentially turn all weapons into +5 or even +6 or +7 weapons so their extraneous abilities could easily tip the balance as well as make clear 'winners/losers' in the weapons department... Magic Missile Think it'd be nifty if an extra missile was added at levels 20 and 25 Magic Fang Though I don't see any obvious bugs with it when I view the .spl, both your version and SR Beta have no visual effect for animals that have successfully had their fangs enchanted. Since it's a mod, it might cause people to think it's a bug as they're likely expecting an effect like Resist Fear where all affected creatures get a glowy effect or something, and they will probably overlook the spell as I did for a while.
  9. How is Magic Fang supposed to work visually? Whenever I use it in game, in either the beta and revisions versions, nothing seems to happen.
  10. Out of curiosity, how many times will Aggressive/Disarming postures proc in a round/flurry/whatever unit of attacks Infinity Engine uses?
  11. Possible Bug: Are the weapons you conjure with Enchanted Weapon supposed to disappear when you rest? If so, it seems to work inconsistently and I've been able to, on numerous occasions, change my spellbook and rest after making the weapons & still keep them. Feedback: I enjoy both implementations and am especially partial to the duration as I loathe spell-micro. However, I think it may be a bit too good at early levels; it's very easy to scoop up a scroll right after exiting Chateau Irenicus and pump out 2 - 4 +3 weapons before level chapter 1. It effectively neutered the early game content (non-SoD start). Additionally, if you are meant to be able to rest and change spells after creating the items then I think that should be changed. Suggestion: I think it'd be nifty if Enchanted Weapon was a targeted spell that turned whatever mundane weapons the target has equipped into proper +1/6 lvl enchanted weapons (+5 @ level 30 cap) for either 24 hours until rest or something like 1 turn/lvl
  12. I can't get the +1 Spell Slot Items component to install with the Multiclass Sorcerer component, even on a clean install with only those two components. WeidU spits out the following error: "ERROR: cannot convert fake_slots_equal_1_7 or %fake_slots_equal_1_7% to an integer [d5sslot.spl] -> [override] Patching Failed (COPY) (Not_found)
  13. Says it expected either EOF or BEGIN at line 7 now BACKUP ~PortraitPatch/backup~ AUTHOR ~~ LANGUAGE ~English~ ~English~ ~PortraitPatch/translations/english/setup.tra~ BEGIN @1 COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~override~ END COPY ~PortraitPatch/Portrait/FORCL03M.wav~ ~override~ END COPY ~PortraitPatch/Portrait/FORCL03S.wav~ ~override~ END //access portraits.2da, add portraits to list COPY_EXISTING "portrait.2da" "override/portrait.2da" COUNT_2DA_ROWS 2 %portraitRows% //count rows store in variable INSERT_2DA_ROW %portraitRows% 2 ~FORCL03L ****~ COUNT_2DA_ROWS 2 %portraitRows% INSERT_2DA_ROW %portraitRows% 2 ~FORCL03M ****~ COUNT_2DA_ROWS 2 %portraitRows% INSERT_2DA_ROW %portraitRows% 2 ~FORCL03S ****~ PRETTY_PRINT_2DA END
  14. Followed those steps, still having issues: BACKUP ~portraitsbackup~ AUTHOR ~~ LANGUAGE ~English~ ~English~ ~translations/english/setup.tra~ SAY @1 ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03L.bmp~ THEN BEGIN COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~/override~ END ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03M.bmp~ THEN BEGIN COPY ~PortraitPatch/Portrait/FORCL03M.wav~ ~/override~ END ACTION_IF FILE_EXISTS ~PortraitPatch/Portrait/FORCL03S.bmp~ THEN BEGIN COPY ~PortraitPatch/Portrait/FORCL03L.wav~ ~/override~ END //access portraits.2da, add portraits to list COPY_EXISTING "portrait.2da" "override/portrait.2da" COUNT_2DA_ROWS 2 %portraitRows% //count rows store in variable INSERT_2DA_ROW %portraitRows% 2 ~FORCL03L ****~ COUNT_2DA_ROWS 2 %portraitRows% INSERT_2DA_ROW %portraitRows% 2 ~FORCL03M ****~ COUNT_2DA_ROWS 2 %portraitRows% INSERT_2DA_ROW %portraitRows% 2 ~FORCL03S ****~ PRETTY_PRINT_2DA END It now says 'I expected one of these tokens: EOF BEGIN LANGUAGE When I move language ahead of Say it produces a much longer list of 'expected' including BEGIN. If I re-add BEGIN after LANGUAGE at this point it just produces the same list.
  15. Hello folks! First question, are there code tags for the forum? Second question(s). I'm trying to make a short .tp2 that will patch a few portraits into portrait.2da. I've quoted what I have below:
  16. Hmm. I'll try it again - pretty sure more than that however.
  17. I think, but am not quite sure, that Imoen's interjection with Noober is somehow breaking his dialog sequence. He gets stuck on the next dialog and never finishes the series.
  18. Demi is going to direct you to KR. Inquisitor's were handled quite nicely. On Remove Magic and Dispel Magic: I also don't experience Cipher's problem where Remove Magic is useless against enemies - mine frequently strip just as much as theirs. I agree with subtledoctor's suggestion in regards to fixing the overlap, however wouldn't making it a single spell mean you wouldn't be able to pick which goes into a contingency or spell trigger?
  19. Not sure if anyone noticed this or Demi got my PM on Beamdog, but... SPWI102.spl (Conjuration, Mage Armor) has it's forbidden school set to Invoker, meaning the wrong specialists are unable to memorize it.
  20. This is a pretty solid idea. +1, plz implement lol Speaking of, how's that new build coming?
  21. Stinking Cloud - I find myself avoiding this spell after trying to adapt it into a workable strategy. It was more useful when it knocked the afflicted unconscious, but I like the concept the change to it is trying to take. A.I. creatures affected by the spell scatter in all directions unable to attack but for the most part stay away from you. You can't send any melee'rs in without subjecting them to the effects as well- archers can only pick off one or two creatures (this is goblins, I imagine this is more pronounced at higher levels) before the effects wear off, and low-level mages can't really get a spell in because of range/mobile target issues. Not sure what role this spell was supposed to fill. My suggestion would be to have the number of rounds the spell affects a creature increase with levels over time, maybe one round every 5 or 6 levels, and possibly implement a save penalty. Or add a Druid or Cleric spell that allows your party members to become immune, temporarily, to cloudlike effects, sort of like a Magic Rebreather. True Strike - Just wanted to say I really like this spell and have found tremendous use for it, especially when using it with IR's darts. And obviously, fighter/mages benefit as well. Shield of Faith from KR - Would be fantastic to see this as a Paladin only spell in SR. In fact, it would be fantastic to see a revised Paladin Spellbook and some Paladin Only spells to be implemented.
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