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Angel

Modders
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    172
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About Angel

  • Birthday 05/23/1973

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  • Gender
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  • Location
    Netherlands
  • Mods Worked On
    D0Tweak
    XPMOD
    Unfinished Business

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  1. Angel

    Last call for SCS v32 fixes

    I ran into this one too, several times during the battle Abazigal's HP returned to full with no explanation whatsoever. I eventually had to ctrl-Y passed him, he was completely unkillable. It also seems utterly impossible to dispel his immunity to magical weapons; I can Ruby Ray and Breach him all I like, it won't go away.
  2. Angel

    My new "Made in Heaven" mods

    v1beta4 is up, which fixes a *lot* of bugs in the Shadows of Amn portion of BG2 that I discovered during my current run. None are game-breaking fortunately, but they may misplace items or make them unavailable, so if you're using this mod on BG2 you are recommended to update. It also fixes a few (harmless) install warnings that pop up in some circumstances. Installation may still display a harmless "WARNING: No rule to identify SOD" when installing on a BG2-only game. This is confirmed by Wisp to be a WeiDU bug that will be fixed in the next version. Funny detail; it is not triggered by GAME_INCLUDES "sod" like you might think, but rather by using GAME_INCLUDES "bg1" on a BG2-only game.
  3. With "High-Level Abilities as innate abilities" on BG2EE, Mass Raise Dead (sppr729.spl) cannot be cast. After selecting it, Aerie will just stand there and do nothing and after a while the action just disappears. Examining the spell file, I noticed its spell level has been set to 0. Setting it to 1 fixed the issue and allowed Aerie to cast the spell.
  4. Angel

    Last call for SCS v32 fixes

    Part of the issue, I think, it that the spawning script has only four "tiers", so you often encounter something too weak or too strong for your level. More fine-tuning might help. Add to that that you start at a higher level when you've done Siege of Dragonspear and you'll see the higher tier spawns that much sooner, likely before you gather the equipment for your level. I tend to have similar issues with the beholder hive under the Temple District, especially with the level-dependent spawn just after the guardian bridge in the lower reaches. Mm, perhaps I should whip up some more varied and fine-grained spawning for one of my future mods, I have dabbled with it in the past. Something to think about...
  5. Angel

    Last call for SCS v32 fixes

    Alright, thanks. Well, at least I got to really stress-test that bastard sword +3 "Amaunator's Legacy" I modded in from IWD. ^^
  6. Angel

    Last call for SCS v32 fixes

    Point taken. Well, then in that case, when I encountered them in Fikraag's lair, vampires were definitely not easier than the vanilla game on BASIC and were not fighting unintelligently. They were summoning hordes of creatures, shape-shifting into rats, bats and what not, sneaking past my front liners (even pushing them out of doorways which is highly illogical for a bat or rat, vampire or not), or hiding from sight and backstabbing my weaker party members (and with the four levels an ancient drains per hit, that means those party members die in 2-3 hits). Their shape-shifted forms were also damn near impossible to hit for my 12th level paladin, even with a +3 weapon and several buffs on him.
  7. Angel

    Last call for SCS v32 fixes

    Well, after fiddling a bit more, it seems they don't dominate on basic. They do still summon, shape-shift and backstab though. And their shape-shifted forms seem to be nearly impossible to hit. Well, I suppose some of this is going to be subjective, but there is a fine line between a tough but fun challenge and keyboard-hurling impossible. Vampire encounters are as you know very common in Shadows of Amn, and thus it is very likely that the party runs into them at a relatively low level, and more importantly before they have gotten a chance to pick up the items and spells that make them easier to handle. Maybe you think differently, but having half my party dominated and/or dead within two rounds in a random encounter is not my idea of an enjoyable experience. And yes, they can do that, even at basic. At the very least, be careful with elder- and ancient vampires, they can easily become overwhelming. But that's just my $0.02. Maybe I should just go back to quest pack vampires.
  8. Angel

    Last call for SCS v32 fixes

    The difficulty setting seems to have absolutely no effect on vampires: they are always shapeshifting, calling wolves and rats, and dominating my party members even with overall difficulty and specific vampire difficulty set to basic. As a result they are completely impossible for me to defeat. Also a generic suggestion, if creatures are going to be significantly harder, could at least the random encounters be adjusted so that less of them spawn?
  9. Angel

    My new "Made in Heaven" mods

    That's a bug in WeiDU, nothing I can do about it. It's harmless anyway.
  10. Angel

    My new "Made in Heaven" mods

    Without ToBEx, some items won't work properly. From the top of my head that would be the Bright Orange Ioun Stone and the Staff of Rumathil +2, but there might be one or two others. I don't think it will cause any fatal errors. I should maybe look at including the ToBEx core in the install like SCS does. Of course this is only needed on old BG2 and BGT, if you're using the EE games you're good (but you still need modmerge if you got SoD from Steam or GoG). GemRB would probably work too, but this is untested.
  11. Angel

    My new "Made in Heaven" mods

    1beta3 is up. This fixes a typo that caused a fatal error on Windows installations, and a couple of other bugs mainly affecting early BG2. That's what I guess for only testing on Linux I guess...
  12. Angel

    My new "Made in Heaven" mods

    Alright, I did a brief test on BGT. Both versions can be installed in either order without any warnings or errors, and there are no oddities in the shops. And I think I will add this mod to my setup for a next play, it has some interesting things.
  13. Angel

    My new "Made in Heaven" mods

    Yes, it is. It's documented in the WeiDU manual here: http://www.weidu.org/~thebigg/README-WeiDU.html Kinda redundant since we have REMOVE_STORE_ITEM, but there might be an occasional use for it. If you like, I can run a little test to make sure it works as expected.
  14. Angel

    My new "Made in Heaven" mods

    Ah, I knew I had seen a similar mod somewhere, but I couldn't recall where exactly. Although in the way I implemented it, a "double move" cannot happen. I use WeiDU's REMOVE_STORE_ITEM and ADD_STORE_ITEM operations. Removing an item that doesn't exist in a store is not an error, and an item that already exists in a store will not be added again. So my mod can safely be installed after yours. I do not use designated component numbers, but there are marker files. So this is probably the best way to detect the Sensible Shopping component: FORBID_FILE "mih_ip/run/tweak_item_shops_bg1.mih" @187
  15. Angel

    My new "Made in Heaven" mods

    Mm, I'll think about it. If I can do it in an interesting way then perhaps. Maybe that Beaker of Plentiful Potions described in the DMG... No guarantees though. And it will be in a next version since it isn't a bug.
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