Jump to content

dunehunter

Members
  • Posts

    64
  • Joined

  • Last visited

Everything posted by dunehunter

  1. Permanent True Sight makes half of my Inquisitor's special ability useless. I wonder if this is too powerful.
  2. I got the following error when i'm trying to install the hot fix, any idea? [setup-A7-TotLM-BG2EE.exe] version 24900 [setup-tactics-remix-hf.exe] version 24700 Copying [setup-Unofficial Item Pack.exe] -> [setup-tactics-remix-hf.exe]: false [setup-Unofficial] WeiDU version 24900 Auto-Updating on behalf of [setup-tactics-remix-hf.exe] ERROR: error loading [setup-Unofficial] Unknown argument: [Item] WeiDU (version 24900: "Master Doom") usage: WeiDU [options] BAF,BCS,D,DLG,TRA,TP,TP2-files General Input Options: --game X set main game directory to X --game-by-type X set main game directory to the one where X is installed (BG,BG2,IWD,IWD2,PST) --nogame do not load any default game files --search X look in X for input files (cumulative) --search-ids X look in X for input IDS files (cumulative) --tlkin X use X as DIALOG.TLK --ftlkin X use X as DIALOGF.TLK --use-lang X on games with multiple languages, use files in lang/X/ --tlkmerge X merge X into loaded DIALOG.TLK Press Enter For More Options
  3. Some items seem to be too powerful, for example from EEKeeper I found a belt called Adriyana's Garter, which gives +5 Armor Class, another cloak that gives +3 AC. This is way more powerful than original items.
  4. Yeah I ctrl + q him to check his buff, and hmm probably because I installed SCS after tactics.
  5. The irenicus at final battle has Protection from Magic, which makes him immune to all spells, I installed SCS component that makes Spell Strike remove PFM, however I casted it on irenicus and it shows spell invalid, wonder if you are using another version of PFM on irenicus at begining of battle?
  6. The improved irenicus fight seems to be bugged, killed it doesn't trigger the story and the party is permanently stuck in hell. Oh lol didn't see the post from morpheus562, guess i will try the patch.
  7. The Lick in Dock component seems to break the Back to Brynnlaw mod, which have plot in that warehouse near shadow thieves guild.
  8. Also Divine Intervention is implemented weirdly, it disables the caster's divine spell ability, but a dispel magic will re-enable it.
  9. Wildmage's Wildstrike is overpowered as there's no way to protect from it, Spell Trap, Spell Immune: Conj doesn't work. So you can just lock down enemy caster bosses with this and they can do nothing about it. Test with the Tactics mod's Lich in Dock, which you cannot interrupt it's spell because it's scripted to cast through scrolls, but with wild strike this fight becomes a joke and the lich is just wild surge to death. Beastmaster's Animal Affinity is an extremely weak HLA, also considering how weak BM is...this is mostly like a meme. Blackguard's getting Holy Aura and Shield of Law is very weird as it is neither Holy nor Lawful class.
  10. One question regarding the Component Add New Paladin Abilities, does Blackguard's original Aura of Despair be replaced with the new one or it keeps both? The original one is an activate ability while the new one is permanent. Also the Smite ability works on every enemies, even good aligned ones? Shouldn't it be smite evil for paladin and smite good for blackguard? Also there's already a HLA called Smite. And about the 2h strength bonus, it is added as DamageMod in debug which will be multipled by backstab, but in original BG, strength bonus is not affect backstab. So maybe this extra str bonus shall use other bonus type like Special Bonus type? @morpheus562
  11. My lawful good Anomen failed to intervention sometimes.
  12. Hey I'm having a new playthrough with this mod installed. A few comments regarding balance of new HLAs. 1) Divine Intervention: the effect seems too random and encourage save/load spam, it would be nice if we can make it function like Wish spell. 2) Righteous Might: this new HLA for paladin is a subversion of the cleric spell because the maximum damage only last 12 seconds. Imo it's underwelming because it's a HLA but worse than a lvl 5 spell. 3) Holy Aura: this is just permanent Protection From Evil, 10' Radius that cannot be dispelled, which is ...meh. 4) Bonus Magic Spells: this seems to be redunctant because mages can already pick the extra 6th, 7th, 8th spell HLA. 5) Elemental Summoning: water elements have extremely slow movement speed, which makes them unusable imo. 6) Toughness: 6 hp per selection is...too little, I'd say 10 hp is more noticable boost.
  13. After finished the enhanced twisted rune, I got a shield which has error name/description as "Your life essence belongs to me!". Verified this is not my mod install issue because this shield is broken even with only tactics installed. Item ID is MOMSH03
  14. Thanks for the fast response. Cool since Dusk still has content in tob. Regarding bastardsword, I understand that you wish to make it special. I’m not familiar with 2e rules, so does an oversized weapon will have more dice or bigger dice size? Like 2d4 -> 2d5. I mention this because some greatsword has 1d12 instead of 1d10 in game.
  15. Have watched the video and read the introduction of this mod. This seems to be a well written and carefully designed mod that I’d love to give it a try. I have a few questions regarding the mod: Firstly, this mod adds new plot and item so how will it be compatible with other mods that add item and story to game? Secondly, I see some bastard sword use 2d5 as it’s basic damage, I’m not familiar with adnd but using dice size of 5 seems weird and what’s the reason for it? Lastly, does this mod has content in ToB since I will wanna carry Dusk to tob?
  16. Currently using the adjust weapon proficiency style and extra damage bonus for 2h from strength component. I have tried a lot mods that try to balance each proficiency style and this one is the best imo, it makes every weapon style viable and not overpowered. 100% recommend it
  17. Thanks for the explanation. I found out that it’s the Djinn companion mod that add this helm to kangaxx. I thought it was only a companion mod but it adds more stuff so sorry for the confusion.
  18. Ok so what I do is: first install every mod til SCS with PI, then manually install the rest of tactic components finally use PI to install the rest mods. works perfectly for me, and thanks for the help!
  19. I have 58 mods and it become super laggy to create additional containers and my PI now freeze after I click set-installsequence... It would be nice if we don't have this kinda of install before/after stuff because it's very annoying to install. PS: Tried a couple of times, create new Container for tactics and move them before SCS, and then set-installsequence freeze PI...
  20. So as the readme says, some components need to be installed before SCS, and some are after SCS. I'm using Poject Infinity and after I setup the install order, the PI doesn't follow the order, it installs all Tactics component at once instead of part it before/after SCS. Any idea how to fix this?
  21. Again I have mixed feeling about all the new items added to new Tactics mod, for example this helm dropped by Kangaxx, it kills your character after 3 rest, but seems very exploitable since it gives you 45 slash pr, 95 crush pr and 70 pierce/ranged pr. If you willing to remove curse before every rest, this is extremely op item. I personally won't use all the new added item like permanent true sight robe, or this lich helm because I'm looking forward the mod to give me a more challenging experience instead of make everything more easy. I like the acid katana, the bloodbane, they feel like a powerful relic but still looks like vanilla game items (tho I nerfed them a bit in my game). But these new items added give me a feeling that I'm playing a TURBO version of bg2. I wish the new items can be made to match power with original game's items. PS: (some funny fact is that I give this helm to Hexxat, who is a vampire, and she also get killed and transformed into a undead after 3 rest, so being a vampire won't make her resist this decay lol)
  22. A bug I find out when killing the Improved Kangaxx, when I leave the floor, the Kangaxx chase out and is in same spot as my main character so my main is stuck with kangaxx, back to the tomb and kangaxx is again get stuck with my main. Also Kangaxx is no longer using Imprisonment anymore, is this intended? Sth like this picture.
  23. After some search, only mods that grant Cloak of Balduran is Unofficial Item pack and Xan NPC in tob.
  24. Also some comment on the new loot of Acid Kensai: Greater Robe of Eyes Lore wise, the description says this robe is often weared by clerics of helm, but the fact is that cleric cannot wear it. Power wise, permanent true sight on gear is too powerful and outshine class feature for example inquisitor and helm clerics' innate true sight. This permanent true sight also doesn't follow the once per round mechanism of the spell true sight and can instantly clear all illussion... ====================================== Resilient Trodders This item is only usable by very specific class combo, only cleric/thief, cleric/ranger, fmt, ft, mt, ranger, thief, I'm wonder what's reason for this weird restriction?
  25. I've both Baldurs.bcs and Baldurs25.bcs, both has this logic, so i wonder do i need to add the extra item list to both file? Also I need to add Global Variables KuroiSpawn right? so after I added the Global Varaibles KuroiSpawn and change my BCS file, it finally works and the Acid Kensai appears. However he's not attacking me and teleport away, any idea why this happens? I rest for a full day again and he appear again with the same dialogue... So after I investigate into the SOLAK1.dlg, it seeems the response trigger here need fix too?
×
×
  • Create New...