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Merlin

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Posts 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. 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.

  5. 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.

  6. 6 minutes ago, Jarno Mikkola said:

    Can you also confirm that the party AI was turned on, and on what difficulty setting you had the game on ?

    The first is because of this:

    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32.7

    And the later is because of the story mode difficulty.

    Difficulty was insane, Imoen's immortality is independent of party AI (I tested both).

  7. 3 hours ago, Jarno Mikkola said:

    I'll just put a line in the sand and tell you that I cannot verify that there's even a problem without the above requested information, so I can NOT help you without them:

    And yes, a weidu.log's info would be among the version data, and the game version... the one you can find when you start the game, in the game menu.

    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

  8. On 12/15/2019 at 4:49 PM, Jarno Mikkola said:

    Well, I need; a save game & the exact game information(version data) & set difficulty setting, to verify this. The save game is so I can see the items, in an editor. Dah.

    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.

  9. On ‎11‎/‎7‎/‎2019 at 6:14 PM, Jarno Mikkola said:

    If the NPCs health remains at 1, they are carrying an item that won't allow them to die... as long as they carry the item. It's an item that's intended to have this power and it's usually removed by an action that the character should be able to take imminently after joining the party... fixes like script changes and such that can wreck havoc to the integrity of the game if not carried out... but if you are sure the character is correct, then you can open the save with eekeeper and remove the minhp.itm from any slot it's at...

    Imoen, for example had this kind of item(her BG1 belt) in BGT's BG1 portion cause the character would need to be alive to start the BG2 - SoA dungeon... and if she ever dropped below 1 hp during a battle, she would start a conversation after the battle and exit the party to reappear in BG2... but she was an essential character there, don't know about others.

    So you might want to make sure you don't cheese your game while at this.

    And yeah, the mod component czacki you installed that allows to customize NPCs is not compatible with any changes you intend to do after installing it and before you have the NPC already joined to the party. So, essentially, you just F'ed your own game by doing it before you were supposed to. As the item won't get removed because you made a change that prevents it's removal.

    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.

  10. 11 hours ago, Merlin said:

    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.

    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. 

  11. 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.

  12. 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.

  13. 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?

  14. 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.

  15. 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.

     

  16. 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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