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Merlin

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Everything posted by Merlin

  1. I have tested Shar-Teel romance. It seems that 11 charisma is not enough to get through the romance. It should be at least 14. In the readme files it says that 11 should be enough. If I looked the problem correct, there are several charisma tests in the source code and some of them needs higher charisma than 11.
  2. Is sr compatible with siege of dragonspear? Or will it ever be? And I mean the campaign against Caelar Argent and not bg1ee installation with sod. Atm I was able to at least install the mod. How severe will become the following possible problems: 1. The ai think that the spell work like vanilla and try wrong strategy to e.g. dispel it. 2. The ai cast a spell and the effect is totally different (e.g. blindness).
  3. About the fine weapons installation in BG1EE: Fine weapons instead of +1 weapons is a very good mod. But it seems to have some bugs: 1. A fine flail +1 has a damage code of 1d6+1. 2. The fine short bow sold by Taerom in Beregost gives only +1 thac0. Should it give +1 dmg also? 3. The damage and thac0 codes of the fine composite long bow in Feldepost's Inn are such low that the basic composite long bow is better. The faster or more realistic bears mean that bears may remain neutral even if 6 characters shoot them with arrows.
  4. Aid spell seems to give too much temporary hit points. My 4th level cleric gave my fighter (24 hit points) 17 temporary hit points. 24 => 41. At least by the spell text it should give only 9 (24 => 33).
  5. I put here some thougths about the combination: SR + SCS: The only way to protect yourself from the dispel magic spell is the dispelling screen, which protects only a single cast. If the enemy is much higher level, he needs only 2 dispel magic to remove almost everything. Or 2 mages in the fight to cast that spell simultaneously. At least against Torgal the 2 Yuan-Ti mages casted 2 dispel magics, which meant that my buffs were gone. Because the game gives you typically much higher level opponents, there might be a better way to protect yourself from dispel magic. If I have read the spell descriptions correctly, there's no a way to remove spell buffs from lich. There are only 2 dispelling spells with the area effect: spell thrust and dispel magic. And a lich is immune to those spells. The rest need the ability to target the creature. So, the following combination is impossible to remove: non detection and improved invisibility. You cannot remove the improved invisibility because of the non detection. And you cannot target the lich because of the improved invisibility. In plain scs the spell protections removing spells have a small aoe effect. And you can always use thief's detect illusion to remove illusion spells. I think that maybe one spell in this list should have a small aoe effect: ruby ray of reversal, pierce shield, spellstrike, khelben warding whip or pierce shield. The best candidates are maybe ruby ray of reversal or spellstrike.
  6. I think that at least 2 spell have icon problems: monster summoning 1 and obscuring mist. If you try to install scs (iwd spells) after sr, you need to move 1 or 2 spells from sr folder to the override directory before the installation can success.
  7. Difficulty was insane, Imoen's immortality is independent of party AI (I tested both).
  8. Now I have an installation, which contains tweaks anthology and scs. Nothing else. And Imoen does not die. I attached the save file and weidu.log. 000000023-Test.zip WeiDU.log
  9. Well, I researched this problem more. Sorry that I previously reinstalled the factory settings by using the Beamdog client. It seems that this reinstallation setup does not remove all previous problems. My bad. Moreover, it seems that the combination of scs and spell revisions does not cause the problem. But the combination of: 1. Npc project, 2. Tweaks anthology, 3. Spell revision and 4. Scs cause the problem. I checked that the problem did not exist before the scs installation. And scs was the last installed mod. The combination of tweaks and scs is my next bet.
  10. Hmm. I checked this. For example Imoen has not that kind of item in BG1 when I recruit her. Only the basic items (40 arrows, bow, wand of magic missiles etc). Still the black bears in the same map weren't able to kill him.
  11. I checked this bug. I installed only SCS 32.7 to mod-free version from beamdog server. Minsc go naked against a mephit in the corridor behind the golem in chateau Irenicus and cannot die.
  12. I'm not sure, is this bug because of scs, but in bg1:ee, npc companions does not die on insane difficulty level. Their health remain at 1, even if they get more damage. I have installed several other mods also: npc project, spell revisions, anthology tweaks. The other mods or combination of the mods may be the reason for this bug.
  13. True neutral familiar's disarm trap skill is grayed out. At least in the description, the rabbit should have 60% disarm skill.
  14. At least in my installation Shar-Teel romance stucks when the X#SHARINTERESTTALK = 15. My other variables are: X#SHARINTEREST =1 X#SHARKIND = 2 X#SHARLOVEFIGHT=5 X#SHARLIRTEARLY=0 Reputation 8 etc. According to the file X#shrom, the code does not have something special, what I don't have.
  15. The highest price to find Imoen should be 120 000. Now it is 1 120 000, which is too much.
  16. I installed IR to BG1EE recently. Basically it looks good but now Bassilus drops the Rift Hammer instead of the Ashideena. On average the Rift hammer does 0.5 dmg more than Ashideena against 1 enemy. And for 4 enemies the Rift Hammer is on average 5 dmg better than the Ashideena. Do you think that the Ashideena, one of the best weapons in BG1, really needs buff? Or is this a bug?
  17. The spell revision is not compatible with the iwd-spells from scs v32.5. The scs installation fails after the spell revision installation. I get the following message: ERROR locating resource for 'COPY' Resource [%CLERIC_CAUSE_SERIOUS_WOUNDS_IWD%.spl] not found in KEY file: [./chitin.key] and moreover it fail to install because of missing spwi906.spl. I can fix this error by copying spwi906.spl from spell_rev\spwi9## to override directory. But I cannot fix the first problem.
  18. I'm playing ee. It seems that the fine weapons are affected by the iron crisis, even if I have selected the option that it shouldn't. Moreover, the damage of a fine flail is 1d6+1 (should be 1d6+2). Maybe the damage of a fine mace is also wrong, if I remember correct.
  19. I'm not sure where to put this text. This contains bugs I have noticed. I have installed Tweaks Anthology, Spell revisions, SCS and NPC Project to BGEE. 1. Magical Stone (priest level 1): The spell does not end, when you hurl the last stone. Which means that if you cast another magical stone, it can end very fast. It ends when the first spell ends (after 2 turns). 2. I can summon 3 skeletons with Animate Dead priest spell if the level of my cleric/mage is 6. It should be 2, at least by the text of the spell. 3. Polymorph Self: If I put a weapon to the off-hand, the cleric/mage does not get the corresponsive penalties to the THAC0. He had one point in a two weapon style, which should mean +2/+6 to the THAC0. The another question is, should it be possible to do so? 4. I did not install the component that gives scrolls a level of the caster. Now the level of the scroll is 9 or even more. I can cast 5 magic missiles, 5 flame arrows and so on. They are too powerful to my low level characters. 5. The name of the animals (snakes and leopards) summoned by the cloakwood druids are wrong (very long gibberish from somewhere else). This might be the result of combined installation of SCS and Spell revisions. 6. This might be a SCS problem. The AC of the spider form of the avenger kit is 0. It should be 2. 7. All shapeshifts cancels armors, but they do not cancel the additional bonuses or penalties against specific damage types (e.g. crushing). This might be a problem of the original spell and maybe not a bug at all.
  20. At least in Baldur's gate 1 EE mages does not break the Minor Spell Deflection spell if they do not have Spell thrust or something like that. It should be easy, two melf's acid arrow or so. Instead, they waste spells against my Skeleton Warriors in my solo Cleric/mage run. If there is not other target as my character, then they may use their spells but this happens too seldom.
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