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ithildurnew

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Everything posted by ithildurnew

  1. Minor quibble perhaps, but with the 'Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis' component installed, it looks like 'Excellent' long bows have a +1 bonus to damage when the standard +1 versions do not, making it identical as far as stats to Excellent Composite long bows (other than not requiring 18 STR and being 50 gp cheaper in spite of greater utility as a result of not requiring 18STR). Aside from variance from the original versions, it seems like it contradicts the whole idea that the composite version does more damage due to greater pull/requiring greater STR. [edit, I suppose if the excellent versions of +1 weapons are by design intended to retain the +1 to damage (it seems they are), it's really the other way around, excellent compound longbows missing an additional +1 to dmg rather than excellent longbows getting an extra +1] I'm also experiencing fine/excellent weapons breaking during iron crisis even though the above is installed, though that may be due to my installing this particular component quite later on, apart from the rest of SCS components.
  2. Just confirmed, this is still not fixed... kind of hilarious that I've had to fix this manually for every installation over the past few years. Appending line 541 from ACTION_FOR_EACH script IN _imoen bgimoen2 BEGIN to ACTION_FOR_EACH script IN _imoen bgimoen bgimoen2 BEGIN did the trick.
  3. Has this been confirmed by anyone else, or is the poster simply unaware of the fact the mage versions of elemental summon spells have a chance to lose control by design?
  4. The mod apparently was updated January of 2015; the link provided in the above post by author reports a version '2', but the updated version isn't reported in the main G3 website news, and the link provided in the main G3 page still links to a version 1. Would be helpful it this were clarified; maybe adding version number to the file name is a good idea as well.
  5. Rather confusing; the link above apparently was updated January of 2015 and reports a version '2', but the updated version isn't reported in the main G3 website news, and the link provided in the main G3 page still links to a version 1. Would be helpful it this were clarified; maybe adding version number to the file name is a good idea as well.
  6. As of v3 Imoen still isn't getting the adventurer kit properly in a BGT install, due to the tp2 file appending the wrong script for Imoen (should be BGImoen.bcs iirc, rather than whatever the tp2 currently has). I'm assuming v4 hasn't addressed this since it's not in the readme's version history.
  7. Eager to try out this mod, as it seems a much better in character way to explore all the various stronghold related content in the game (I've yet to see many of the strongholds even after over a decade of playing this game)! One question: any suggestions on install order? I'd guess that it should be a late install, maybe near BG2Tweakpack since that mod has stronghold related components that seems to function without problems (without installing that component obviously)?
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