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Posts posted by Clockwerk
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Also found that Necromancers can cast Invisibility, but only if they're level 12.
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Minor in the grand scheme of things but True Sight is part of enemy Conjurers' spell choices despite being a Divination spell.
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@jastey I played with it and the kits simply don't install if the game detected is BG2EE. However the add_kit_ee library written by Wisp is included in the mod for the installation of the two NPC-exclusive kits so I'm not sure what is the problem exactly.
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8 minutes ago, DavidW said:
I don’t understand this, sorry.
I think he means these mods leave the SCS AI at a disadvantage because it can't use the new spells while the player can. Key word is: I think. It's a Jarno post, after all.
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The real problem you're experiencing here, is aTweaks PnP Undead component. Greater Mummies and Skeleton Warriors are immune to turning with it and Greater Mummies also count as high level clerics. And if you also installed PnP Elementals the end result is that the Aerial Servants summoned by the mummies become a force to be reckoned with, who can instantly become invisible every round.
The lich is probably the easiest opponent, and that's the only one SCS touches.
Showing stat based checks during dialog
in General Mod Discussion
Posted
Rogue Rebalancing does this and uses backslashes to display the brackets, i.e. \[Intelligence\].
Personally I've always liked it.