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About Varangianzx

  1. Balance is very hard. That's funny about the cutscene, I've always had Jaheria, Cernd or the Bhaalspawn face Faldorn. I'll use that next time.
  2. First I want to say I greatly enjoy SCSII in every regard. The caster AI is great. As is so much else. In truth I greatly prefer it your mod vs Tactics. The latter simply requires power gaming Fighter/Mage or Ranger/Cleric style characters as well asTrue Grandmastery (which is of course a Weidu mod) to even have a chance at. This mod allows my current character, ans Inquestioner, to actually have a shot at beating the game (he is actually rather good vs all the improved spellcasters). Anyways, I felt I should state all that before getting to my point as this is my first time posting here. Have you ever tested Cernd vs Improved Faldorn? She beats him into the ground. It's pretty awful. I would argue that until Cernd is at a level equal to Chapter 6 groups it is nearly impossible for him to beat Faldorn. Oddly enough, Jaheria can best Faldorn by pretty much casting the Druid level 2 Flame Blade spell and just beating Faldorn to the ground despite her Improved Invisibility. If you do attempt to use Cernd than you will have to go through three level 16 Totemic Druid Stoneskins (I have the Spell Revisions Mod also installed, which was a great recommendation from your site). Of course Jaheria and her Flame Blade care little for these Stoneskins, but Cernd and his Werewolf form do. Cernd could also use the Flame Blade, but his lack of melee prowess will really show and unless he is very lucky will result in his quick death. I realize this is a small concern since both Jaheria and possibly the Bhaalspawn can defeat Faldron but just wanted to point out that as of now Cernd is pretty much useless vs Faldorn until near the end of SoA. This might be more of a Cernd problem rather than the mod. But I felt like mentioning it since Cernd is one of two legal (unmoded) NPCs that can fight Faldorn assuming the Bhaalspawn is not a Druid. If anyone here is interested in a challenging fight (and I suspect since you installed this mod, you are) try to defeat Improved Faldorn with Cernd in Chapter 2-3. I mostly felt like posting this because I just spent far too long vs Improved Faldorn. Trademeet better double my Reputation gain. And as for Cernd, he was not welcomed to continue with me on my travels. Werewolves and Inquestioners simply do not see eye to eye. Espeically useless Werewolves and annoyed/facepalming Inquestioners.
  3. I apologize, I am incorrect. It goes through the process of what appears to be uninstalling the rest of the mod. The command prompts even say that they are Unistalling (in all caps) but at the end summary of all mods nothing has changed and everything still worked in game except for the component I removed (which of course was not suppose to work anymore). Anyways, ignore previous post. But if you're absolutely bored maybe look into the command prompt when you use the Quit command the text does say Unistalling for every component following the Quit command. Might freak out noobs like myself.
  4. After installing BG2 Tweaks I wanted to change a single setting. I went to that setting, altered it, then used the Quit command. This apparently uninstalled every other BG2 Tweaks component that followed the component that I used the Quit command on. Is this intended?
  5. Most people do not think of this but I think a Damara campaign vs the forces in Castle Perilous would be pretty awesome. Also the Silver Marches are a great place. Lots of options and lore. I would also vote for pre-Spellplague (as would be needed for both those storylines) but they could come up with something completly new. For post-Spellplague series I'd say High Imaskar would be good or Cormyr vs Netheril.
  6. This might be a modding nightmare but I feel that early game Heavy Armor in this mod is a bit underpowered as avoidance early on far outweights resistances. I don't know if it is possible to implement this but...would a flat damage reduction (DR) system work? This exists a bit in the PnP. You of course have to be careful with it but a flat 5 DR on heavy armor would go a long way in improving the early game viability of heavy armor. This would also help vs the death by a 1,000 xvart knifes someone else mentioned. Which btw, sucks. Those guys should be worth way more than 15 exp with this mod installed. I think you would still want to keep the % damage reduction but simply reduce it a bit and give some DR. That's my theory. Just a thought.
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