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Cahir

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Everything posted by Cahir

  1. Thank you for confirmation, @jastey. That's really reassuring.
  2. For BG2 I mostly go for Lava's mods which are top notch and I really want to try The Cowled Menace, because I'm sucker for mods oriented to p&p lore. Also I think Fading Promises looks promising, so I chose it. Quest Pack and UB is always a must for many players.
  3. Thank you @Lightbringer, that's very helpful, as usual! I'm OK for my power level to be higher than in unmodded game, I like to feel powerful (without being OP) and would like to keep up with SCS stuff. I'm more worried to stumble upon items that are more powerful than items I will stumble at the beginning of BG2 or even in SoD. But in worst case scenario I can just refuse to use OP items or just sell it. Let's see, but I'm inclined to include NTotSC to my list, without Will O'Hara NPC, which I'm not interested in.
  4. @Lightbringer I thought about your suggestions and came up with the following: - The Stone of Askavar - decided to give it a try. Seems fun and balanced. - Ascalon's Questpack - also will give it a spin. I remember I liked BGQE very much back in the old days. If AC is comparable, I'll enjoy it. - Twas' Slow Boat to Kara-Tur - not going to install, it seems mod ended in beta state and is reported a bit buggy and unpolished - The Gray Clan - unfortunately I do mind there is no conclusion in part 2, so pass for this one. - Dark Side of the Sword Coast - I'll thought about it quite a bit, but decided to pass. I'm not fond of fighting my way out through hordes of duergars. Also checked the item changes file and even nerfed those spells and items are way OP by B1 standards. I want to avoid situation that finding good gear in BG2, I'll say to myself "Meh, I've got better equipment in BG1". Though choice, but I'll pass on this one. It's possible that I will decide to do a megamod OP run and then I put all crazy quest mods in the pack, just to check them out. This run is serious, and balance. I didn't play BG in years (last time I played BGEE at launch, didn't even finish BG2EE and just started to see SoD to see how it looks). So this run will be like a chunk of candies, almost a virgin run I'm helluva excited. - Northern Tales of the Sword Coast - I'm inclined to install this one, though, but I have a couple of questions before I decide: are you sure there is a separate component for installing spells and items? I checked the newest version (3.2.0) in Project Infinity and I don't see it. I see only main quest, a bunch of side quests and additional fighting encounters. There are two components: Nim Furlwing's Hunting Grounds and Svlast's Torment. I think these are mutually exclusive from similar BG1 Unfinished Business components. Am I right?
  5. Is there any race mod that actually work on EET? It puzzled me that I didn't see any. I would love to play dragonborn-like draconic bloodline Sorcerer mixed with a bit of fighter(ish) kit. Not sure how to achieve that yet. Anyone has an idea how to build such character with mods from my list?
  6. Oh, fantastic introduction to BG1 mods! You may just persuaded me to install couple of them. Especially your feedback regarding DToSC and NTotSC was illuminating. I'll ponder about installing those two and the others you mentioned. I'll probably not install spells and items from NTotSC since I'll already will have Abu dance of those to use. As for the difficulty I don't plan to go crazy with SCS difficulty (mostly Improved, or Basic where I feel Improved would be too much for me). I want the game to be fun and challenging, without beeing frustrating. I don't want to rage quit from this game, like ever
  7. SoD to Baldur's Gate II: Enhanced Edition Item Upgrade -> not tested by mod author @Daeros_Trollkiller, but players report it's working just fine on EET.
  8. AFAIK Oversight was not ported to EET yet, so I don't want to risk it will screw something up for me. I would love to try it, though. So if someone let me know if Oversight works with EET or not, I would be grateful. EDIT: The second mod is JimFix, and I already included it in my list.
  9. Thanks for letting me know, @Daeros_Trollkiller. I have added your mod to my EET modlist.
  10. Added SoD to Baldur's Gate II: Enhanced Edition Item Upgrade with Voidhammer +3 option. Players report it works for EET, so why not trying.
  11. Added Enchant the Missile Launchers and Enable Dual-Class into kits to the pot.
  12. Can anyone confirm if this mod works with EET? I'm interested to include it to my modlist for EET run.
  13. @jastey another one from my latest findings: Trap Overhaul (dl link in the first post). According to @kjeron it should work for EET, but confirmation would be great.
  14. Done, thanks for suggestion. Added another gem to the list: Trap Overhaul. Since it's hard to find too, I added download linke in the first post too.
  15. Another addition: Wizard Slayer Rebalancing. Since unfortunately I can't add animal companion to Valygar, I'll turn him into a mage killing machine instead. And this kit fits his story perfectly (I wonder why original devs didn't give him this kit in the first place)
  16. @Ulb in here: https://forums.beamdog.com/discussion/72639/comments-on-new-v2-5-pathfinding-it-is-bad-news
  17. @Ulb apparently patch 2.5.17 screwed up pathfinding instead of upgrading it (don't know, I just read about it) and I was advised to install this tweak. As far as I understand this tweak reverts pathfinding implementation back to the 2.3 patch era, where apparently it worked better. But I dunno, if you guys think it's not needed just let me know.
  18. Added Subtledoctor's Random Tweaks to the list. I love every single one of those tweaks! I'm surprised I didn't notice this mod earlier. Most (not all) of those tweaks will help me not to struggle horribly with SCS. I plan to use SRR (mostly for advertised better EE compatibility), so I hope those tweaks won't clash with @Bartimaeus changes for Revised version.
  19. @Ulb that's a bummer. I hoped it would work. I don't plan for Ranger run this time, so AC needs to be shelved for another time. Next question to you guys (sorry for spamming my own topic, btw). Have any of you played Aran Whitehand mod? It hasn't been updated for ages and I think cmorgan retired from modding (I'm not sure, though, I don't remember any announcements), but it seems the last official release added EET compatibility. I wonder if it's stable in its current version and if I can safely use master branch, since it's 56 commits ahead of release. I know it's always safer to take the latest release, but in this case I fear developing of this mod is discontinued. And from the sneak peeks it looks fantastic, I love the writing.
  20. @Ulb will your Animal Companions mod allow to take animal companion for an NPC or is it restricted to PC? I would love to add some animal companion to Valygar. @subtledoctor have you ever tried Animal Companions with your Might & Guild ranger revisions?
  21. @4udr4n yes, that is a hindrance when it comes to using PI, and this is why I missed Sphere Access component of FnP in the first place (I missed "+" flag to show which subcomponent to choose). But @ALien is still developing the tool and I'm sure there will be more neat features to come. @Lightbringer I waited with my epic EET run for IWD-in-EET run, but it seems it is still months away (if it will be released at all), so I figured the time has come. Especially since elminster basically scrapped the idea of finishing The Eve of War (which I hoped would be my ultimate quest mod). As for item upgrade mods (Item Upgrade or Thalantyr Item Upgrade) I have more of a conceptual issue while combining them with Item Revisions rather than technical. Those mods upgrade items based on vanilla stats and then the upgrade makes sense. Item Revisions changes items, often to make them work differently than in vanilla (with different lore too). Then Upgrade mods "upgrade" those items, reverting them back to "upgraded vanilla state" and virtually nullifying the "conceptual change" introduced by Item Revisions. Unless I seeing it wrong? @subtledoctor I see in your install list you're using Enchant Missile Launchers tweak. Have you ever used it on EET installs? Will it work? I love this tweak very much, but it's old and predates EET, and I'm not sure how it will hesitate within EET environment. To all, I'm also making notes in the first thread, where I listed all mods I plan to install (in a non-ordered list). This would mainly to remind me why I scrapped some components or add another, but it could prove also useful for other players to avoid compatibility issues. Some info may be hard to find since it's scattered throughout different topics. I'm still browsing through my downloaded mods (boy, there are a lot of them) to check if I did not miss any mod I would hate to miss. Can you recommend me some other quest mod that is not on my list? My requirements are: - no overpowered items/spells (I don't want BG or even ToB power stuff during BG1) - no ridiculously difficult fights (I'm looking at you Dark Horizons) - interesting and engaging plot (I'm looking at you Secret of Bonehill, I remembered playing it like 10 years ago and it was a nightmare) - as few bugs as possible (I don't want to be forced to use console command to fix things) - to fit as much as possible in FR lore (so, no silly comic stuff, I love it, but not for this run). I'm a sucker for FR lore that's why the fate of the Eve of War makes me really sad.
  22. @subtledoctor @jastey once again thank you very much for your feedback, it's really appreciated. @subtledoctor, I have adjusted install order (edited spoiler tag) based on all your suggestions. It would be great, if you could just take one last glance if everything looks OK now.
  23. Thank you! Now I see it, I must have missed it first time.
  24. Thanks, @subtledoctor that's exactly kind of feedback I was hoping for! 1. I'll remove Thrown Spiritual Hammer component from the list, it was never an essential one for me and since SR does a great job with it, I won't miss it at all. 2. Yeah, I forgot to move Refinements up between MnG and FnP multiclass after your first comment about it. 3. Thanks, I'll move spell table components before TnB. This is the kind of dependencies that are not obvious to less gameplay, more RP oriented player like me. 4. I'll remove ranger and paladin tables from Tweaks Anthology, thanks. 5. This point I don't understand, because I didn't see any other component for sphere system, other than component 80 "Apply Sphere System". Can you tell me what is the component number for the first part of sphere system?
  25. @Ulb you read my post just fine. I was asking about EET_end. I know there was a disagreement between @K4thos and @DavidW whether SCS should be installed before or after EET_end. I noticed in your PI install order post from couple of months ago that you have put SCS after EET_end and thought you can share your experience, if you notice any bugs, something odd etc.
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