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epeter

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  1. Never mind, I was stupid and was loading the CRE file from my backup directory. The one in the correct directory has 5 proficiencies in spiked weapons as expected, so I guess it is working as intended!
  2. Sorry for asking about this topic again, I know it has been discussed before and I have read some of those discussion (e.g. here) But I checked the behaviour in my BG:EE installation and I am still a bit concerned that this component may screw up some of the enemies who do use the new BG 2 proficiency system. While a lot of the enemies do not use the new proficiency system, some do. For example, on my (modded with SCS) installation of BG:EE before installing the mod, Drasus (drasus.cre) shows as having 5 pips in Flails in EEKeeper. This is logical, he wields a morning star +1 and he is fairly deadly at the level you encounter him. He does not seem to have legacy proficiencies. After installing the mod EEKeeper shows him as having 5 pips in Bows instead - but for a proper translation it'd need to be Spiked Weapons instead, and since the character still has no legacy proficiencies I am wondering if he will be a lot less effective now. Is there a technical reason it still works, or is there a real issue here? Would it have worked better when installing SCS after the alter weapon proficiency component?
  3. Yeah, but the monster summonings are part of the long-duration prebuffing, it seems. I have the "Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC" installed, but even mages that are present in the area when my PC arrives have summons precast. I wouldn't mind if they were skeletons, because those last 8 hours, but these last 3 turns. edit: I have attached a screenshot from the Umar Hills dungeon. The lich in question is at the end of the dungeon, far away from the PC. I have noticed this as well, also in BG 1 (though it is obviously not MS IX) and would like to change this on my installation. Any one can point me to the right file in SCS revised to change this behaviour? I found several blocks related to pre-buffing, but non-mentioned the summoning spells there.
  4. Hi, thought I would like to offer some feedback about taking the beta version from December 2016 through BG 1 and SoD. I love most the changes and new spells, especially True Strike (for my bard), but also the new summons, especially the shadows. Bugs I encountered: Several incorrect strings (modmerge was used correctly, other mods were fine), including: name of familiar item in backpack (description was ok), summoned creatures from new spells (e.g. shadows and serpents) and when mages prebuffed with some of the new spells in the log With revised SCS (probably a bug there instead) and only long-lasting pre-buffs, enemy spellcaster still start short duration summon spells at the start of combat (Summon Monster, mostly slimes) Not sure if it was SR, but the ghost of the bard on the first outdoor SoD map (the menhir quest), is supposed to vanish the end by casting some sort of spell. With SR he cast shapeshift: spirit troll instead and remained on the map (non-hostile, looking normal, not like a spirit troll) Changes I did not like: Haste. It was always party-wide in any D&D game. It is also the counter to slow, which is also an AoE. Really dislike it being single-target. I miss the old clairvoyance, which I liked to use to see the entire map. Also, I miss having access to a spell that lower spell resistance a bit at or before Level 5. Also some thoughts of the changes to True Sight, ND and Improved Invisiblity: not played BG 2 but followed the discussion. As it is, this will be quite a nerf to Edwin and Conjurers in general, as they are barred from True Sight and will not be able to dispell spell protections from a protected mage. I know there are items that cast True Sight for you (Gem of Seeing and Book of Infinite Spells with luck), so there are workarounds, but still. Have you considered making True Sight castable on party members? Have not decided yet, but I will probably not take it into BG 2 right now, due to the monster summoning thing at combat start (I do not want to fight Greater Basilisk whenever I fight a high-level mage) and the true-sight thing. Maybe I will have a stab at changing these in my installation instead. Thanks for making this mod. Once it is a bit more stable, it will probably be part of my standard installation.
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