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Satrhan

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Everything posted by Satrhan

  1. For what it's worth, I noticed that Artisan was able to reduce the number of spells for his Pale master kit. Seems to work fine when I applied it to the Eldrich Scion.
  2. Hi Morpheus, I was looking at your mod for a new install, and I had some questions/suggestions. - You have a component that allows multi classes to reach higher proficiency levels. Would a component that allows the other warrior classes, rangers and paladins, to do the same be interesting? - Would it be possible to split up the consolidated weapon proficiencies from the new ones, for those that only want a bit less narrow weapon selection? I'm a bit in doubt as to where I'd put the thrown weapon style and archery weapon style, they seem like fine additions to the regular styles without changing the game too much. - The proficiency group 'exotic swords' sounds a bit off to me. Every other name is a description of the weapon or their function, but these are described as unusual or not from here. Perhaps 'Single edged blades/swords' or even 'curved swords' (although I don't think ninjato's are curved?) would fit better?
  3. Hi Morpheus, I was running a quick test with the Scion, and I noticed it can cast too many spells. I created a new Scion in BG2 (no other mods installed). You start at level 7 and should be able to cast 6/6/4 spells. However, it is 7/7/5. Could it be that the game is recognizing there is a kit present, and like a mage it therefor gets an extra spell per level? We talked about this kit before when it was still part of skills and abilities. Back then you intended it to have one fewer cast per day, but that didn't work so you removed that part of the description. Don't recall if it actually had the 'extra' cast back then too. IIRC only the dragon disciple actually has the reduced spell casting, and it is hard-coded. Just wondering, if someone rewrote the actual DD kit into something else, like say a Scion, would that work as a way to get a sorcerer kit with reduced spell casting? Or would you run into other (hard-coded) issues?
  4. I've noticed some issues with this mod. Installed this on an otherwise clean BG2. Whipped up a fighter with 3 pips in quarterstaff, 3 in two handed swords, and 2 in two-handed style. - Thac0 is calculated correctly it seems, but is displayed wrong. You seem to be getting and extra -2 from the weapon (quarterstaff displays the same), but you're not actually getting that (and aren't supposed to). - With all components installed, Imoen has a skillbook on her that when used wipes her proficiencies, and gives three instances of 'advance weapon proficiency'. When only installing 'Revised proficiency system' and 'Fighting style changes' she doesn't have the book but does have the three instances. Either way, using 'advance weapon proficiency' does nothing. - In the readme a 'saving throw overhaul' is mentioned, but you don't get an option to install that in the install process. - Minor issue, the naming of components and the number you refer to them with in the readme seems to be inconsistent. For instance component 10, Weapon Proficiency Overhaul is called 'Revised Proficiency system' in the weidu log, and referred to as component 122 further in the readme.
  5. I like these new classes. You've had some good feedback above so I won't copy that. About the battle master, would it's relentless assault also trigger the bonuses from the swiftblade proficiency? Not everyone might use both components, but it would make it even more powerful. Some ideas I had to balance/change it up a little; - Have relentless assault give a malus to THAC0, so that there is a drawback to using it (the winded effect after is a decent drawback for longer fights though) - Or increase the chance of getting a critical miss - Or instead of giving the class a self-haste ability, have the extra attacks come from scoring a critical hit; - Or make it some sort of AOE effect, scoring a crit will also do damage to another opponent in short range (simulating hitting two opponents with one big blow)
  6. Yes I thought of doing it this way as well, seems like a decent and easy solution to the problem as well. Just put of curiosity, you already grouped some proficiencies in Scales, is the mod you're discussing here going to be completely separate from that? In that case a greatsword is just a very large two handed dagger Halberds are probably just a stand in for polearms in general. If you look at those there is such a great overlap between different polearms, it's hard to represent them all. They really should just have been called polearms, and leave the rest to the item description. Or, unkindly but just as likely, its a weapon one of the devs (or dnd creators) had heard off, and thought it was cool to include. Same goes for bastard swords, which really are just a slightly larger than usual long sword. And don't get me started on studded leather..
  7. I wish there was a way to combine having similar weapons grouped in a proficiency, while also being able to specialize like in bg2. I mean, it makes sense that you can become a grand master in a certain weapon, like say the longsword, but that you wouldn't be able to automatically wield a similar weapon, like a bastard sword or a scimitar, quite as well. But you wouldn't be a novice at it, probably more at the specialized/master level to stay in the game terms. And you would be at least proficient with a short sword or a katana. But to answer your question, no matter which way you group things. there will always be some weirdness. I would try to group weapons on the way they are used in real life. Two handed swords, which I'm imagining to be greatswords or zweihanders, probably should be their own category imo. If you look at how they could be used, they share some characteristics with regular long swords of course, but also polearms. Probably unique enough to be it's own proficiency. There are I think enough of them in the game to justify it being a separate proficiency too. If katana's were two handed they should probably go here as well. They do the same damage in game anyway. Long swords and bastard swords are just variations of the same design, so grouping them seems obvious. Short swords and daggers are also similar enough to group them. Curved/single edged blades like scimitars, katanas, wakizashi, and ninja-to are fine in a group. However even though they would probably handle a bit different than straight or double edged swords, I don't know if they are that different. I think you could make an argument for putting them with large blades or short blades. Of course the large blades group especially would become quite big, so maybe better to keep them as a different proficiency, from a game perspective. Spears and halberds together as polearms is another obvious option. Adding staves to this is probably fine. Even though they are a bit shorter than your average spear or halberd probably, some techniques would still apply to all weapons. Also makes this group interesting by having piercing, slashing, and crushing options. Maces, morning stars, and clubs are all variations on the same theme, a stick with some weight at the end. Adding spikes or flanges helps with penetration, but doesn't change the overall function. They are also (generally) symmetrical, so it doesn't really matter which way you hold them or hit with. Axes and war hammers on the other hand are very directional. Hitting with the side of one will hurt, but for maximum effectiveness you will want to hit with the edge/head. The technique for using either of them wouldn't be that different, so grouping these seems reasonable. Flails are quite unique because of the chain. But other than that they are pretty similar to other blunt weapons, having a weight at the end of a lever, and no specific edge or head alignment to keep in mind. So I would put them under blunt weapons with maces, morningstars, and clubs. Long bows and short bows together is another obvious one. Main difference would strength required and effective range, and maybe rate of fire. Crossbows are relatively simple to use weapons, bus have some things in common with bows. So putting them in either their own category or with bows would make sense. Would it be possible to separate throwing daggers/axes/hammers from their melee counterpart? Because then it would be obvious to put those together in a group, along with darts, as thrown weapons. Axes and hammers are pretty different from daggers and darts of course, but if you throw a lot of stuff you would become better at throwing accurately, no matter what it is exactly. Slings are again quite unique in how they operate, but you could say they some things in common with thrown weapons, depending on arm and wrist movement to accurately get a projectile to hit a target. That would leave eleven proficiencies: Two handed swords, large swords, small swords, curved/single edged swords, polearms, blunt weapons, axes and hammers (need a good name for this one), bows, crossbows, thrown weapons, and slings. You could cut that down to nine if you group crossbows with bows, and slings with thrown weapons. Apologies for the wall of text btw, was thinking about this for a while anyway and found a good excuse to write it down
  8. Would these new proficiencies be accessible to everyone? Because these sound more like class features than proficiencies to me. And very specific, compared to the more generalist proficiencies you have in the current version of the mod. Of course there is already a pale master in the artisan's kit pack. I do see some nice synergies with swiftblade for thieves, f/m, f/m/t, or possibly for your eldritch scion. But shouldn't that be more of a kit feature, with some corresponding drawbacks, since it basically boosts an already very useful spell?
  9. I'm sure it's been asked before, but do you know what kind of AC and HP you will encounter during the game? Of course difficulty settings and SCS or other mods will have an effect on this, but at least it gives an indication of how long you'd need to maintain this output, and when certain builds start having trouble.
  10. Yeah it gives you the four pips back, and you can spend them however you want. But in addition to those, you also have 4 pips already assigned in conditioning. So in effect they actually got 8 pips at level 1.
  11. Ah ok, didn't see that in the documentation but it is intended. I'm using the SCS component that lets you pick companion's classes and kits the first time they join.
  12. I'm playing with this mod in bg1, still early game so hard to tell the effects of the new proficiency system. However I noticed all companions (so far) have pips in some of the new proficiencies. Kagain and Morty start with 4 in conditioning, Imoen got two, and Xzar and Eldoth have two points in spellcraft. Is this intentional?
  13. Just wanted to give my compliments on the batch install option, it was nice not having to babysit the entire proces this time. The proces was a bit unclear though, I picked the first option, got to select the components I wanted, then it seemed to give feedback it installed and uninstalled said components, got asked my language preference again, after that it ran fine and installed everything. A bit confusing, but so far seems to work like a charm, so thanks!
  14. A question about the new proficiencies you added, is it intentional that every class (at least the bunch I checked in character creation) are able to spend a pip in both divine and spellcraft? Only one though, unless they are a divine or arcane class respectively, so it's possibly not very optimal to do so. Although the AC bonus from divine is interesting to everyone. Related, should monks maybe be able to invest up to 5 pips in divine? It's limited to one now.
  15. Glad to hear that it's not just me xD But good that you figured out what is wrong and fixed it. Just tested the new release, seems to have solved it indeed, thanks!
  16. No like I said, it's a clean (steam) install, only mod I installed was SRR for testing purpose. The installation procedure is still: 1) extract V4b18 (did this from the source code file from github page linked in first post) 2) overwrite SRR files over it 3) install using weidu installer (done without any other tweaks to ini or anything) ?
  17. Log file path: WeiDU-FileChangelog\"spwi102.spl"-WeiDU-FileChangelog-2022-Aug-08.txt [WeiDU-FileChangelog.exe] WeiDU version 24700 Mods affecting SPWI102.SPL: 00000: /* created or unbiffed */ ~SPELL_REV/SETUP-SPELL_REV.TP2~ 0 0 // Spell Revisionsv4 Beta 18 (Revised v1.3.817) It's a clean install otherwise, so no idea what could be affecting it.
  18. spwi102.spl Here you go, thanks for taking a look.
  19. Hello, I just installed SRR on a clean version of bg2ee, and ran into an issue with the 'mage armor' spell. Selected it for a sorcerer PC, and it immediately begins casting it (Imoen does too, after casting stoneskin). However, although I do get an icon indicating it is active, it seems to have no effect, my AC is still 10. The AI script also keeps casting it, until it runs out of lvl1 spells to cast, so it doesn't seem to recognize it is active.
  20. Hi morpheus, came across your mod, and there are some interesting things in here. Could give your proficiency system a shot in my next playthrough, it is something I was looking for. How will it interact with other mods that add or change kits, specifically ones that give a kit the ability to invest pips in specific weapons? Do you intend to add more proficiencies? So far you have one for arcane casters, one for divine, and two for fighters. Seems like there could be one for rogues. Your Eldritch Scion also looks interesting. It reminds me off Deratiseur's 'Sorceler' mod, though that one is way more unbalanced. What is the intended playstyle for this kit though? The slower casting makes casting while in melee a bit hard (unless you wear robe of vecna I suppose). And I think it would benefit from having access to fighter/mage HLA's, but I saw you removed those in a recent update. I ran a quick test with it on a clean BG2EE install, only installed the kit, but saw some issues; I didn't receive the penalty to spells per day, and I was able to equip splint mail. I don't think there are any armors above chain mail that allow spellcasting, but still.
  21. Alright I found the problem. I had read @GrimJim's comment on how to fix 33.7 and had copied the file, but forgot to change the one line he had indicated needed changing.
  22. Well, I tried with a clean install yesterday. Installed a few mods that I was reasonably sure wouldn't mess anything up (EEex, Lefreut's UI mod, Bubb's spell menu, hidden gameplay options, BG1 npc project & unfinished business), and tried installing the two SCS components that had issues before. The initial component runs fine, but smarter mages keeps giving warnings with just about every creature file it tries to edit. More annoying is that I went back and uninstalled each mod one at a time, and tried to reinstall SCS to see if that particular mod was the problem. Went all the way back to having no mods installed, and it still gives the same warning. Deleted everything and made a clean install, no problems.
  23. Yes that seems to be the case. I thought I had the issue tracked down to having something to do with the Weidu version. But after trying i'm able to install both 33.4 and 33.7 without issues on a clean install, using weidu 246 and 247 respectively, with the game on the 2.5 beta. Still weird that I had mostly the same problem trying to install it on BG2EE, even though that only two small mods in it for testing purposes. After uninstalling those the problems remained. Anyway, seems I'll have a lot of checking to look forward to while I'm installing my mods for now. Thanks for looking into it.
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