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InKal

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Posts posted by InKal

  1. 2 hours ago, Viryu said:

    Hello

    I haven't played BG since Throne of Bhaal was originally released. I did not even think BG series could have mods. Recently I bought it on a Steam sale, BG, BG SoD and BGII, and I wanted to give it the modding flavour. 

    1. Do mods need special applications or just drag and drop?

    2. Are there any good mod packs available to get you started?

    3. I heard there are mods which merge all 3 games into one, how stable are those and which ones are best?

    4. Which mods would be worth adding to fix stuff, update it to more modern D&D editions or add new things?

    Basically deicide what mods you really want to install (you MUST read carefully all the readmes). Then install in this order: https://forums.beamdog.com/discussion/34882/list-of-bg2ee-compatible-mods  

    1) non-weidu mods
    2) story mods
    3) NPC mods
    4) item mods
    5) kit mods
    6) BG2Tweaks
    7) other tweak/overhaul mods (for example SCALES of BALANCE)
    8  ) SCS
    9) aTweaks

    Remember to unpack and install mods one by one, don't unpack all your mods at once or your modding adventure will end quickly in total mess and frustration. 😜

     

  2. "and taking a look at the Candlekeep Catacombs as some people found it too hard."

     

    wow, whoa there! You mean that you planning to actually nerf stuff? You know what? Don't be to hasty with that update! Take everytime in the world that you need! God bless you and stay safe!

     

    hmmm...gonna check Morpheus take on Tactics!!

  3. 7 hours ago, subtledoctor said:

    I have this idea... but not sure it would work. I'm rusty. The idea is, apply a 232 contingency with a [hit by / anyone] condition, but limit the contingency effect based on a characteristic of the attacker.

    And yes, it has to be a contingency on the target, not an op248 or something on the attacker. Sorry.

    So maybe: when hit, it fires a spell at [LastHitter]. That spell uses op146 to fire a spell on [LastHitter]. This secondary spell hast effects targeting [9 / Original Caster], but they are preceded by an op324 effect preventing them if self [LastHitter] has a particular state. So the contingency fires a spell at the attacker, which fires a spell back at the target, and the second spell is gated by a characteristic of the attacker.

    Maybe? Could that work? I can't tell if I might be overthinking it, or underthinking it. Which is a bit of a weird thing to not be sure of.

    well, spells stored in contingencies  changing dynamically according to the situation on the battlefield is a really good idea. BUT "and the second spell is gated" - no, that will never happen. (technically) I have absolutly no idea what I am talking about but still I am telling you "second spell will never be gated", contingecy will fire stored spell or the game will crash.

    well, I think using my primitive peasant mind that In order for the second spell to be gated and casted (like for example replace PTFMW with improved mantle) that second spell must also be stored somewhere or at least checked to be cast. stored where?  sry, my brain lacks capacity for this problem. ;pppp

  4. okay I am gonna be that dude and say Brgiishres Grate 3 is not Baldur's Gate at ALL. the iron rule is WE DON'T EVEN THINK ABOUT Brskfdhfjksdfhs Gsikkdt 3.

     

    seriously 60 dorra for a fake "baldur's gate" early access for 3 years or even more, a fucking scam of a game in whch you shoot fucking barrels and the max level is .............................................................

     

     

     

     

     

     

     

     

     

     

    .............. 5? it was 4 for like 4 years ROFL. 

    Serioulsy don't mind my sperging - Have fun playing Baldur's Gate 3!  oh, we have prepared another hotfix...........hahahah

     

     

  5. the real point is: monk's fists can be magical but CAN'T do any kind of elemental damage. and this is exactly why monks suck blue balls, even if they fists can be hackmasters +12, any +3 weapon dealing elemental damage is better. I never play monks but I think ee improved on them a little, giving them ability to deal frost and fire damage on hit but ONLY for one round or something, not really that much of improvement imo but really good beamdog devs thinking and change to monks if only marginally useful.

     

    fun thing/observation. monks are probably the strongest in improved anvil mod ver. 6 and above. sikret the lunatic totally nerfed (realistically removed) elemental damage weapons "improving" them like this: instead of dealing some (usually 1 or 2) elemental damage on hit - 5 % chance of dealing elemental damage on hit, which translates literally to " i am enemy mage and I WIN".

  6. On 12/2/2022 at 1:07 PM, subtledoctor said:

    Dude choosing to be more offensive while making less sense will not get you anywhere. 

    Squeezing your eyes shut and churlishly refusing to acknowledge something does not mean it’s not there. 

    hahah, dude 

    let me guess, when you actually play the game (on your phone, right?) first hla you pick for yuor mage is suprise!! Summon Planetar

    and then you log in the forums and blah blah balh nbl;ah blah

  7. 5 hours ago, Nathan82 said:

    It first happened when using the tome to change class/kit/stats from NPC_EE but is not limitied to that.

    ?? but your weidu log shows that NPC_EE mod is not installed.

    You don't need Song and Silence if Roque Rebalancing is installed.

    Don't install Spell Revisions if you don't know what this mod really does. If you don't want specifc spells to be changed there is instaruction in the readme how to do this. Also vanilla spells overall are better IMO. 

    Item Revisions and IR Revised are nice mods but really more for BG2EE. Spell Revisions the same imo.

     

    Also my honest advice, I would not bother installing this crap:

    Divine remix - useless

    D5 random tweaks - more like random bullshit

    Tome and Blood - more like Hacks and Bugs, not to mention useless

    Faiths and Powers - ditto

    Might and Guile - ditto

    CDLore - this useless crap will only interrupt your resting

    Bardic Apprisal - useless crap temnix level 

     

     

     

  8. On 6/28/2022 at 8:55 PM, temnix said:

    Do Yorkshire puddings and... what was the other thing welcomed for in the off-topic forum... fall in the limits of "non-IE modding related exchanges"? Or was that a mistake too? Where are the borders of acceptable speech? Would you draw up a code of niceness? Or does "acceptable" simply coincide with "what jastey and a couple of others like"? An off-topic board perhaps should never have been created, since you were not ready that someone would actually begin saying something freely and intelligently. And now it happened, and you are not ready to deal with consequences. What a pathetic creature you are, jastey: obtuse, prudish, self-important, flaunting the tiny powers you were given to restrain obvious hate speech, spam and, where a topic exists, dangerous deviations from it - if someone complains, because even on the modding-specific boards conversation goes off on tangents all the time. The only difference is that there you don't feel that you have to crucify yourself for the salvation of humanity on somebody's wit, because you are guaranteed there won't be any. I want to give you some advice that will make your life easier: instead of reading any and every bit of text produced by someone on these boards, which does not concern you anyway, try going about your own business, doing I don't know what - picking daisies? - and only intervene when you are called, like the fire-fighting department instead of a circling police patrol or, more precisely, a bored censor. You will sleep better, and the boards will flourish.

    and where is your reaction to this shit? mister "i'm already familiar with your post history" overzealous dumbfuck? too busy locking "holocaust" threads? or your forum "rules" turned you into a complete eunuch?

     

    " instead of reading any and every bit of text produced by someone on these boards, which does not concern you anyway, try going about your own business, doing I don't know what - picking daisies? - and only intervene when you are called, like the fire-fighting department instead of a circling police patrol or, more precisely, a bored censor. You will sleep better, and the boards will flourish" 

    and this is actually what you should do.

  9. 17 hours ago, Daeros_Trollkiller said:

    If you are referring to my mod, I have corrected the issues I found for the BGEE components, however, there was nothing game-breaking in there that I could see.  I also reworked how quest rewards are implemented for better compatibility.

     

    What? No. And also not Artisan Kitpack, I am talking about House Rule Tweaks. With this mod installed two things happend in my game: 

    - no journal entries and popups for Shade of the Sword Coast

    - no chapter 4 transition (game breaking bug)

     

  10. On 7/4/2022 at 4:57 PM, Guest Jerusnare said:

    In general this mod is really cool as it provides something new after a zillion playthrough's. However, I just found a spell called 'holocaust' in '/sod2bg2_iu/spl/dtkholo.spl'. The accompanying description reads:

     

    Holocaust
    (Evocation)

    Level: 8
    Range: 40 ft.
    Duration: 1 turn
    Casting Time: 6
    Area of Effect: 15-ft. radius
    Saving Throw: Special

    This spell is a more powerful version of the level 5 mage spell, Cloudkill.  When cast, it creates plumes of venemous gas of such toxicity as to immediately sear the flesh of creatures it comes in contact with, entering their bloodstream.  So deadly is this poison as to instantly slay creatures of 8 or fewer Hit Dice, and creatures with 9 or 10 Hit Dice must roll a Saving Throw vs. Poison at -8 for each round they remain in the area of effect, lest they be slain instantly as well.  Those above 10th level (or 10 Hit Dice) must leave the cloud immediately or suffer 1d12 + 1 Hit Points of poison damage per level per round that they remain in the affected area, up to a maximum of 1d12 + 15 Hit Points at level 30.  While remaining in the area of effect, there is a 25% chance per round that creatures will also be systemically poisoned, suffering an additional 2 Hit Points of poison damage per second for 2 rounds, unless they make a Saving Throw vs. poison at -8.  This affliction will persist even after leaving the area of effect.

     

    I find the idea of casting a spell that reminds me of the actual holocaust during which millions of innocents died due to the gas chambers rather disturbing.

     

    Would you please rename the spell? Perhaps something 'Plague kill' or 'Death plague' will do?

    ps. the spell is added at line 1309 in the sod2bg2_io.tp2

    "The word "holocaust" originally derived from the Koine Greek word holokauston, meaning "a completely (holos) burnt (kaustos) sacrificial offering," or "a burnt sacrifice offered to a god." In Hellenistic religion, gods of the earth and underworld received dark animals, which were offered by night and burnt in full."

    pretty much exactly what the spell does. why change the name? why seeking "problems" where there is none? 

  11. On 6/28/2022 at 8:55 PM, temnix said:

    Do Yorkshire puddings and... what was the other thing welcomed for in the off-topic forum... fall in the limits of "non-IE modding related exchanges"? Or was that a mistake too? Where are the borders of acceptable speech? Would you draw up a code of niceness? Or does "acceptable" simply coincide with "what jastey and a couple of others like"? An off-topic board perhaps should never have been created, since you were not ready that someone would actually begin saying something freely and intelligently. And now it happened, and you are not ready to deal with consequences. What a pathetic creature you are, jastey: obtuse, prudish, self-important, flaunting the tiny powers you were given to restrain obvious hate speech, spam and, where a topic exists, dangerous deviations from it - if someone complains, because even on the modding-specific boards conversation goes off on tangents all the time. The only difference is that there you don't feel that you have to crucify yourself for the salvation of humanity on somebody's wit, because you are guaranteed there won't be any. I want to give you some advice that will make your life easier: instead of reading any and every bit of text produced by someone on these boards, which does not concern you anyway, try going about your own business, doing I don't know what - picking daisies? - and only intervene when you are called, like the fire-fighting department instead of a circling police patrol or, more precisely, a bored censor. You will sleep better, and the boards will flourish.

    stfu

  12. 12 hours ago, temnix said:

    Bullshit. All sorts of mods can be uninstalled. You are going to have problems in a few specific cases. For instance, if the party was in an area that doesn't exist any more, and a game was saved there. Then the game will crash if that save is reloaded. But if the party had an item that doesn't exist anymore, there is no problem, the ITM file will be gone from every slot. That's what he was asking about, not Weidu's order of installing and uninstalling. Weidu will uninstall them in the right order anyway, it can't even be helped except by manually hacking up the log file. Do you even know what you are talking about it all? I make mistakes sometimes, but the level of incompetence on these boards is staggering.

    Install big quest mods, a lot of npc mods, lots of kits, tewaks and SCS on top and then try uninstalling something. You will see what will happen - errors all the time during reinstallation. And please.........competence and you??? Don't make me laugh, mister "modder".

  13. That is really not true what he says. Only selected mods like some little tweaks like Lightning pack for example can be safely uninstalled mid-game. In most cases error will occur during reinstallation, because weidu will proceed to reinstall some mods depending where in the installation order was that mod you are currently uninstalling - I think it works like this. 

    And never, ever update mods without completely uninstalling the prevuious version first.

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