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Everything posted by JosephJohnson

  1. This sounds really good for further differentiating Druids and Clerics. I agree with Kalindor and others that Clerics should have Regeneration removed. I know what you said about SCS but you also said roleplaying be damned was blasphemy. hehe Honestly it isn't that important for Clerics to have it removed though, mostly for flavor and consistency. Cause Wound spells have always been useless to me. Honestly, the only way I'd ever consider using them is if the amount of damage was the same as its respective cure spell but then that might me overpowered.
  2. Well my main gripe with good clerics having animate dead replaced with a repulse undead spell is that there's already so many other spells that do the same thing. Not to mention turn undead which is like an all in one anti undead spell. I can see why you guys think it should be removed though. I was under the impression call lightning did 3d6 per bolt, with an additional round for every 4 levels? If it is 30d6 max damage then yeah I'd say that isn't underpowered at all. lol By the way I don't have either of the games installed right now so I'm most likely wrong. The Divine Smite sounds good. The reason I say it should affect everyone not of the clerics alignment is because I remember Holy Smite/Unholy Blight's damage never affecting my PC in BG1 ( my characters are always true or chaotic neutral) which made some fights really easy (Bassilus, the bounty hunter in the inn, the cousin of the berserk commander etc.)
  3. Animate Dead I don't really see why calling the dead to aid you is such an evil thing to do. Demon Knights on the other hand...... Removing them both from good priests is a good idea only if you can find a suitable good summon to replace them. Otherwise they should stay as is, roleplaying be damned. Besides, a player could always CHOOSE to not use these spells. Break Enchantment Removing charm sounds great. Call Lightning I think it's underpowered. Even though it's only a third level spell it was a druid's main damaging spell for a long time in the vanilla game. I say the damage should be increased at the cost of rounds of duration. Dispel Magic I don't like capping it but I guess it wouldn't be so bad. Gust of Wind Yes move it down a spell level. Holy Smite I don't see why it shouldn't do full damage to all non good alignments. Same for unholy blight. Storm Shield Sounds really neat.
  4. Longstrider sounds really useful. Bane as well.
  5. Magical Stone spell needs more damage, like 1d6+3. Also improving the speed factor so you can attack faster. If not then at least up the amount to 20. I never used strength of stone but I can definitely see how a movement rate decrease would be annoying. I say do away with it completely.
  6. I had the exact same problem but figured it was an issue on my end from all the mods I installed. I thought it might be an incompatibility with Atweak's more temple healing component so I uninstalled it but crashes kept happening when I clicked on the cures button of a temple. If I recall correctly the only temple where I could access the cures was the priest in Saradush.
  7. I'd install the component from BG2 Tweaks just to be sure. While we're on the topic though, I wonder why Demi decided to leave most of Joluv's items the same.
  8. I really like the critical hit immunity removed idea. It would make the game tougher but not in a huge way, and as you said, it allows for you to create special items which will prevent them. The ranged backstabbing sounds cool but I don't think it would be fun to walk into Mae'Var's guild and have your party obliterated by 15 thieves backstabbing you from afar. The only way I could see this working is if most ranged weapons had a -3 penalty to backstab with only a few with -2 such as Necaradan's crossbow. It does sound cool though.
  9. I like the idea that the BBoD may be cast on a party member, Imprisonment needs a save, even if it's huge, a save at least gives you a chance as opposed to automatic bye bye for whoever it is cast on.
  10. When you first use the gargoyle boots they have two uses per day and it all works fine but after resting, they only recharge to have one use per day.
  11. The cursed bracers which are supposed to give you an extra attack with a 4 point thac0 penalty only give half an attack, but actually give a point BONUS to thac0. Helm of the Rock gives a 2 point AC bonus.
  12. A couple things. The Dragon Helm description says 20% but it only gives 10%. There are two Namarra blades when the description implies it is unique. One is on the Crypt King, the other on the merchant in Brynnlaw.
  13. I want to say thank you too. Although I don't use the "harder" components, I can certainly appreciate all the effort you put into everything.
  14. Fantastic work, I really like your sense of humor. My favorite was when Mainchar "gave" Aerie to Haer'Dalis.
  15. I don't know if anything can be done without restarting your game at this point. Reinstalling components mid game more often than not causes problems, especially with the text. Your next play through should be fine though.
  16. Adding to what the Imp said. Remember that the order of install link is quite general, and if you wish to place a mod at the end for ease of uninstall in case of a change of mind or bug you may do so. These days pretty much all mods can be installed in any order unless otherwise stated in the readme usually under the "compatibility" section. Tweakpacks which modify items should be installed after so that they can properly patch files from other mods. Rogue Rebalancing deals mostly with single class thieves/bards by giving them the ability to dual wield a lot more effectively and altering their class bonuses. It changes the way pickpocketing works as well. I'd give it a try just so you could see if you like it or not. There's also Atweaks by the same author which is a great mod that lets you customize a few more things in both Tutu and BG2.
  17. The Skull trap idea sounds great, but I can see a couple problems with it off the top of my head. First off, having a summoned skeleton at level 3 that can fight for you, that then explodes for 20 to 80 damage is way overpowered. Second, imagine how annoying it would be to use in a party with damage going all over the place. Third, you'd have to wait for the skeleton to be summoned. By the time he was in play, your enemies would already be in front of you. Apparently I'm one of the few who actually likes the fireball idea. I vote yes. I really love what Aranthys proposed for protection from missiles. I vote for his suggestion. The only thing I might change would be to remove immunity to non magic projectiles and grant an armor class bonus capped at 15 or 20. Remember, it's called protection, not immunity from magic missiles.
  18. Ya know, I'm tempted to ask if you live in NC, but then again that must be a pretty common English name. Even when accounting for the small portion of people with that name that also enjoy playing old school RPG's. I don't understand what you're saying. You're tempted because I insulted you and you want to throw fists, or because you'd like to meet someone who has the same taste in games? FYI, my username is not my actual name. lol
  19. It's standard game behavior. He's referring to the monsters that are spawned in the hallways when you assault Linvail's guild.
  20. If you ladies are done arguing, yes it works with BG2, it is a "standalone", and it looks flawless with the widescreen mod.
  21. Top of the page, you can't miss it. http://www.pocketplane.net/mambo/index.php...4&Itemid=94
  22. If you want to make space for Ice Dagger, you could move protection from petrification to second level the way it was in BG1. For color spray, daze makes way more sense than stun. If you had rainbow color lights flashed in your face, you'd most likely end up a bit dizzy rather than unable to move. Touch spells are powerful as they are but no one uses them anyway. It has more to do with play styles than their effectiveness. Making them ranged would remove the whole concept. I agree with your view on the friends spell but I don't think you should remove it.
  23. The same thing happened to me in Tutu when I was fighting the mages atop Sorcerous Sundries. I killed them all with two fireballs from wands but Coran hit one of them with a poisoned arrow before he died. After half a second, the poisoned, dead mage, got back up and began casting spells against me. I'm not using any AI components so I think it may be caused by ToBex (using the latest version of Tobex).
  24. You just need to add this code to Setup-BG2_Tweaks.tp2 after line 6967 (COPY_EXISTING ~sw1h01.itm~ ~override/cdt02210.g3~), then (re)install the component. STRING_SET 32116 ~Proficient: At this level the character can use the weapon with no penalties.~ 32117 ~Specialized: At this level the character receives +1 to hit and +2 to damage with the selected weapon. He also gains an extra 1/2 attack per round with the selected weapon.~ 32118 ~Mastery: At this level the character receives +3 to hit and +3 to damage with the selected weapon. He also gains an extra 1/2 attack per round with the selected weapon.~ 32119 ~High Mastery: At this level the character receives +3 to hit and +4 to damage with the selected weapon. He also gains an extra 1/2 attack per round with the selected weapon. He gains a -1 to speed factor with the selected weapon.~ 32120 ~Grand Mastery: At this level the character receives +3 to hit and +5 to damage with the selected weapon. He also gains an extra 3/2 attacks per round with the selected weapon. He gains a -3 to speed factor with the selected weapon.~ To include these description changes in the mod, we'd need to get some translated versions of the strings. Also, it looks like the vanilla High Mastery and Grand Mastery descriptions don't match the actual values used by the game (defined in wspecial.2da). Maybe GTU-Light could fix that. You're awesome. Thanks a mill.
  25. Afaik True Grandmastery follows PnP quite strictly (for hit/dmg/speed), but then ends up adding +1/2 apr more than it should in its final proficiency point. Ironically Revised Grandmastery ends up being more true to PnP for its final Grandmastery proficiency (+++++), but takes a noticeable different "route" for the other proficiency points. The biggest difference to PnP is that I "nerfed" Specialization (++), and made the progression table more linear. Ah, so Revised is the closest. I actually had it installed until the other day when I decided to install True GM to see if the description was updated, but no dice.
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