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Quester

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Everything posted by Quester

  1. I managed to install him onto the BG1 portion and then have the EET installation import him using jastey's recommendation above. No idea if he'll work right though.
  2. Another ability that would be very fitting is the Grapple ability from the same system. Unfortunately I was not able to choose that, presumably because he was not the right class.
  3. I gave him the Quickstride ability from Scales of Balance's Expanded Combat Skills System. That way he can run faster when needed.
  4. Nice! Getting an error installing Multiclass Shamans: Not an important component for me, just thought I'd let you know.
  5. https://youtube.com/shorts/-l1uIZqBkzE?feature=share Not if you can use them like a helicopter Imagine a steel one, and that level of skill.
  6. MnG 5alpha7: I'm getting an error trying to install the Multiclass Bards component: It can't find d5zz206.spl. Is that file affected by another component or something?
  7. NPC_EE 5.8 or the current master (5.9.1)? Just want to make sure I get the one that's most compatible with the latest versions of the other mods.
  8. Fine! I guess I'll have to live without my swarm of mini sword spiders. You mentioned you were planning some structural changes to FnP? I'm doing a reinstall now of everything before starting a proper playthrough, so is that something worth waiting for or is the current version with the new paladin variants in good shape, functionally speaking?
  9. Poor beholders, someone should wipe the cheese from their eyes.
  10. Just to be annoying, part II: The Functional Weapon Tweaks do not align between the game and the readme. For instance readme says spears do 2d4, in-game they do 1d10. Bolts also differ, maybe there were others as well.
  11. Just to be annoying: the typos and stuff I posted October 23 are fixed in the readme, but not in the in-game descriptions. Also in Shield-Fighting Style there is an of that should be off.
  12. A doctor's work is never done! So, with the Stat Bonus Overhaul, a fighter with 15 INT should get +2 extra proficiencies at lvl 1, correct? Even with the new proficiency system? I just tried creating one, and he only got 1 use of 'advance proficiencies'. Latest version. Very nice that you managed to add a bunch of mod armors to YARAS, btw!
  13. Hey doc. I did a short test on a clean vanilla BGEE, no other mods installed, vanilla UI. Created a fighter, and look: https://ibb.co/5L9gp8q Both Dual-Wielding and Two-Weapon Style selectable at character creation. Is it a question of needing to install the Fighting Style Changes before the Expanded Combat Skills System? Could that be what messes with it?
  14. And sure, I'm using Dragonspear UI++, but how could that interfere with how proficiencies are shown? Doesn't make any sense to me.
  15. Definitely something wonky going on. Screenshots to show how it looks for me: https://ibb.co/t8CpZmK When first selecting profs, Khalid can choose the vanilla Sword & Shield style (but not Shield-Fighting from your revised weapon styles). The latter is choosable only when later using the "Advance Proficiencies" button: https://ibb.co/6nMNDrf https://ibb.co/XxQfzF0 As you can see, both Dual-Wielding and Two-Weapon Style are available in the list, one after the other. The Two-Handed style that Jaheira could choose is the vanilla version: https://ibb.co/1qGM3Y8 https://ibb.co/3hy7DHY
  16. I agree, it's a very nice system that leads to a lot of customisability and different ways to develop characters. I love it. Though I think Miscellaneous skills -> Wild Talent should be available to more classes...actually in my game even Imoen couldn't select that?
  17. Weird. Monty actually did get eight pips to spend, however Imoen only gets six. I wonder why?
  18. Some notes: I think the miscellaneous skills that mages have access to are supposed to include Wild Talent, but not Grease Jar/Smoke Bomb. Right? The latter feels like a rogue only type skill. I started a new game, and gave Imoen the Adventurer kit. She then got six proficiency points to spend. The readme on the GitHub page says fighters and thieves get eight points at 1st lvl, but maybe that's for the trueclass only? I gave Lore Bonus to Xzar. The dialogue window said his Lore was increased by 15, however in the record screen there was no visible increase. Also, in the actual proficiency description it says +25 Lore, not 15. After assigning Xzar's proficiency points, his record screen says he has one point in Two-Weapon Style. I did not give him that and I don't think it was even an option? For Montaron, it's the same but for him it's two points in Two-Weapon Style. As a fighter/thief, he got six points to spend. I can take some screenshots if you want.
  19. Woah, isn't that a bit too extreme of a nerf? With those stats I would move it to level 1. At least let them have 2 APR? They are still going to hit much less than before, with the much reduced Thac0.
  20. It is its own component, part of MiH Tweaks.
  21. How funny then that that's what I ended up giving them, without knowing the PnP rules. I went with spears 2d6, katanas 2d6, and scimitars 1d10. Feels right to me. (My base scimitars do 1d6 but have a 19/20 critical range, per an optional IRR tweak based on 3e).
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