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Posts posted by Quester
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11 hours ago, Sarge945 said:
stuff
I for one love your proposed changes, and will definitely include this new mod in my next playthrough.
In my current heavily modded EET playthrough I found that by lvl 5 or so I had waaay too much gold to spend. I could basically buy anything I wanted from all the magic item merchants, including the stuff added by mods.
Needing to buy camping supplies does at least something to alleviate this. But I was also looking for a way to decrease the amounts of gold and gems dropped by most regular creatures. There must be a mod for this, but I can't remember having seen it.
I do hope you also find a way to make the more expensive inn rooms worth it for those who can afford them, as well as generally expand upon these ideas further. It's much needed.
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Feels kinda wrong that a Kensai has higher ranged damage potential than a dedicated Archer... doesn't it?
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Okay, good to know for the next playthrough.
Meanwhile, my party is just reaching the Cloakwood, and at this point I feel like I am over-leveled, having gone through all the areas south of FAI except Firewine and the basilisk areas. Since about level five and onwards I have just steamrolled everything in my path. My party consists of:
Uluri, elvish Abjurer, just about to hit lvl 8
Imoen, Adventurer lvl 8, planning to dual-class on next lvl up.
Moidre, Dwarven Defender, lvl 8
Sirene, tiefling Martyr (of Ilmater), lvl 8
Minsc, Rashemaar Berserker, lvl 8
Emily, Arcane Archer, about to hit lvl 8
So quite heavy on the melee, and with two solid ranged NPCs in Emily and Imoen. No proper divine caster, but so far we've been doing more than fine without one.
I did set XP gain to 50% for both quests and monsters in my installation, because I knew all the mod added stuff would contribute a lot of XP. But I actually still underestimated just how much so.
I believe one of the main culprits are Made in Heaven's Encounters and Quests, which increases both numbers and I believe also XP for some things like the various kinds of spiders. It's just too much. I've killed a bazillion spiders, each worth something like 1k-4k XP.
This is without even killing a single basilisk. So, I kinda wish I had set XP for monsters to 25% or something.
At this rate, I'm reaching the original game's XP cap way before even reaching BG city.
Not sure how to salvage this playthrough...should I remove a bunch of XP with NI, to set myself back? Should I install another mod reducing XP percentages even further?
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Yeah, I guess you're right.
Something else, though: any idea why none of my NPCs get the Wild Talent option when choosing from Miscellaneous Skills in the new SoB system? I put Will to Power after all my kit mods because I thought that was a requirement. Have tried all different classes, none have the option. Was it removed? Or is something else messing with it?
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Did as you asked. My Weavekeeper of Mystra was able to equip all of them, including the flail. In character creation it was as you said.
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11 minutes ago, subtledoctor said:
You've got all the information you need in that first picture. In the column labeled "OFFSET" you can go down to where it says "1c h" - that's what we mean by "0x1c." And below that you can find "31 h" which we call "0x31." Those are the rows showing item type and proficiency, respectively.
Alright, well clubs, maces, morningstars and flails are currently all set to the Flails (23) category. Flails have proficiency 100, whereas the others are set to prof 99. So I guess it's only the item type that's wrong for them.
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On 11/10/2022 at 4:08 PM, subtledoctor said:
It looks like the UI is should the actual string number in dialog.tlk ("656772") rather than the text inside that string number. There could be a number of reasons why: the mod might be setting it incorrectly, or the UI might be looking at the wrong thing. First and easiest thing to try is to look at the various .2da files that show kit descriptions: kitlist.2da, clastext.2da, sodcltxt.2da, and bgclatxt.2da. Make sure the "DESC" or "HELP" string number for these kits are correct. If there are any deviations in one or more of those files, fixing them should fix the problem in-game. If those files are all correct, then the problem is likely in the kit mod or the UI and I wouldn't know how to fix it.
After some digging around, I was able to fix this at least for those four kits that I know don't display the class text in game. But, from looking in the files I believe a bunch more don't align across the mentioned 2da files. I'll leave it for now though, until I actually see another issue in game.
I wonder what could have caused the values not to align for certain kits, though.
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On 11/10/2022 at 4:08 PM, subtledoctor said:
I've just installed these same mods - IR #17, FnP #75, and SoB #123 - and everything looks as expected on my end. So, given that bastard swords were also different in your game, I can only guess that some other mod is jumping in somewhere and changing item types. Would need a change-log to know for sure. In the meantime, it might be worth checking the same four weapons listed above - a club, a mace, a morning star, and a flail - and post each one's item type and proficiency. The item type is at 0x1c when looking in Near Infinity, and the proficiency is at 0x31. When looking at all four categories, it should be relatively easy to devise a fix if needed.
I'm sorry but I am not familiar enough with the workings of NI. This is how it looks when I look at an item:
When you say the item type is at 0x1c, I figured I was meant to look it up in the 'Raw' tab with the matrix. Can't find it there though. Clearly I'm missing something.
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It does have a helmet animation.
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On 11/6/2022 at 3:27 PM, subtledoctor said:
FYI @Quester this has spurred me to notice something else here... take a look at blun02.itm (flail), blun04.itm (mace), and blun06.itm (morning star). For each one, look at their item type at 0x1c, and their proficiency at 0x31. It looks like FnP has a small bug when IR Weapons Changes are installed first, which can lead to a mismatch in morning stars' type and proficiency.
You've got a lot of other stuff installed so it may not be relevant, and the in-game effects might be small anyway. But if there is a mismatch, it is fixable, so it's worth checking.
Once again I am confused. Flails, maces and morning stars all share the category Flails (23). I'm assuming that's the same thing as Item Type. Maces and morning stars have proficiency set as PROFICENCYHALBERD - 99. Is that right?
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Hey. Could a check be added to the IR component Revised Critical Hit Aversion to include Moidre's unremovable helmet? (Moidre is an NPC from Glam's NPC pack).
As it is her helmet retains Critical Hit immunity, and seeing as she has it from level 1, it kind of feels wrong when you have this IR component installed. She is after all one of the tankiest of all NPCs even without this.
Edit: Actually this reminded me that her tower shield also doesn't conform to the changed IR shield bonuses. Worth a look as well, though that one is removable so it's not as big of a deal.
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Is it possible to fix this in an ongoing game with IRR installed before polyvorp?
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My mage keeps constantly casting Mage Armor despite already having it active. I feel like that's not supposed to happen. Note this is with Tome & Blood's component that turns lvl 1 spells into cantrips, which can be cast an unlimited amount of times. So she keeps spamming it. Kind of annoying.
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17 minutes ago, subtledoctor said:
None of it should matter if your not a modder. For a player, it should all just work.
By Moradin's hammer! Thank you so much.
P.S. The link is wrong but I found it on your github. Applied, and all is well with my swords!
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Okay, then I understand a little bit more. But I need to point out that all of that is very far from obvious if you're not a modder.
So, how can I apply that fix?
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I'm sorry but this is really confusing to me. When I look at HALB01.itm, as well as the various other unique or mastercraft halberds, they are set to item type Clubs (44). However there is an item type in the list actually called Halberds (30). Why aren't they set to that?
Item types 22 and 69 as mentioned above are Morning Stars and Bastard Swords, respectively. Normally it would *seem* to make sense to set Bastard Swords to their own type, then. However there is also item type Large Swords (20). That's what all the long swords are set to.
What to do?
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I mean, I can't see that any mod would intentionally set Bastard Swords to item type 0 (Miscellaneous). So how the heck would that happen?
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2 hours ago, subtledoctor said:
@Quester If you want to check the CLAB table of the cleric of Talos (b_ctal.2da) you should see a d5_U### being applied. Find that spell, and look at the opcode 181 effects. Tell me if it has a 181 effect for type 22 and/or type 69. Then we can write a little hotfix to convert bastard swords to the proper item type.
Despite not really knowing what you're saying, I did find both 22 and 69 as disallowed item types (181) there.
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I have been manually deleting those lines every time I do a new EET installation...it's a bit silly, but since Glam hasn't been active for years, what can you do?
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Changelog. Looks like there's a whole bunch of mods affecting bastard swords in one way or another:
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So, I have started a new game. Updated the weidu.log in the first post.
For some reason I do not understand, Bastard Swords have become un-equipable in my game. I can only put them into quickslots. So they've been set as the wrong item type somehow.
The question I have is, can I correct this globally with NI? Or do I have to start a new game (yet again...)?
Unearthed Arcana presents Might & Guile: tweaks and kits for warriors and rogues
in Miscellaneous Released Mods
Posted
That's weird, it used to work in previous versions of M&G, except Dragonspear UI didn't display the selection screen quite as intended. You could still choose feats though.