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Greenhorn

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Everything posted by Greenhorn

  1. Yeah, I thought it was game mechanic but still, I never experienced ( or imagined ) that player's True sight cures enemy blindness ( and probably Deafness too). That should teach me not to trust spell descriptions blindly.
  2. I thought that I was imagining things but then checked on my final Black pits BG:SoD EE save after defeating Baeloth on that annoying pesk Dinguer. There are strange things with Blind spell, if cast on party member outside combat on failed save it dispels all current buffs without actually blinding him/her despite text in dialogue window. But more serious matter is that Inquisitor's or Priest of Helm innate True sight ability dispels not only hostile illusion spells ( like Mirror image ) but also yours disabling Blind spell cast on enemy mage. I'm sorry if this was already reported and is a well known thing but it came as complete surprise for me.
  3. Already done it, but I will deactivate WD and download regular file, just to spite damn thing. Thanks.
  4. I'm 99% convinced that it is false alarm and yet another Windows 11 unnecessary complication ( I would rather use my good old Windows 7 any day in the week ) but still: from Windows defender with virus detected warnings. I downloaded the-workshop-kitpack-4.7.5.7z without any problems though.
  5. I played only english version without Heart of Darkness or Rha'she and Astokatae. I think Lava's party banters also weren't translated. New Tales of the Sword Coast is such interesting mod but I'm afraid it's english version is not coming anytime soon, if ever. Understandably, translating mods, especially of such scope is very arduous and time consuming task.
  6. So you installed complete Polish version and machine translated it?! Neat! I think I also installed BG1 RE and MotSC together on vanilla BG but after first crash I managed to free Centeol from Nightmare spiders and Icarus. Romance was installed before Mysteries though. Thank you so much for the hints and reply.
  7. I know that my question is unrelated to the title of this topic and I apologize for that but still: I was playing Mysteries of the Sword Coast several times on old vanilla BG:ToSC ( and even contacted via PM with mod's author regarding some bugs and issues back in the day ) and recently downloaded it's EE version intended to give it a try on BG:SoD. I installed it as a first mod right after DLC Merger and tested it until first Elminster's meeting with that dagger in my possession. Everything was fine, Winthrop's store, his additional dialogue and business transaction with Elminster all triggered correctly. Could you point me to the problematic parts of this mod please so I could determine is it safe to play it as I don't want to destroy one more mega install halfway through the game because of unforeseen incompatibilities and associated repeated CTD's ? Game is BG:SoD, not EET.
  8. Sohei is close enough but WM sounds more like kit with strong Chinese influences and legacy so maybe Chi warrior or Wudang master/sword hopefully doesn't sound too bad. https://en.wikipedia.org/wiki/Wudangquan My humble advice is that you don't force any replacement but variations on the same theme are always welcome. For example on my current install for archery I have Archer, Sniper and couple of Sharpshooters each with their own unique advantages and disadvantages so may the best win. No need for replacement of one of the staple original kits. More ki powers is always a good idea but please don't change Mage hunter too much ( or at all), I had a blast with this guy augmented with Improved rangers, Revised movement bonuses and Animal companions ( from another mod) components before my ancient, venerable PC died it's final death. And one question for the end: is the option of add Archer purposefully completely replaced with move Archer to fighter kits option even if I change ini settings?
  9. Couple of bugs found in 5.8.1 version: Corsair is without starting specialization in one handed weapon style per kit description and is barred from selecting it in character creation or on leveling up. Improved rangers component doesn't give tracking ability at first level ( luckily it is remedied by similar component from Olvyn's tweaks) at least in BG:SoD. Mage hunter is without spell saving bonus per kit description and his innate Minor spell deflection is more akin to Spell trap , you can nuke it with magic missiles and other low level spells all day long without ever bringing it down. I actually like that. What I don't like is new name for Weapon master kit, there are way too much these adherents of Bushido, ready to commit Seppuku on the bad day ( two or three kit mods with the same name, maybe more ). WM sounds much cooler and it's unique.
  10. I didn't tried it yet but this component of Random Graion Tweaks: sounds rather good.
  11. It loses it's amulet of "indestructibility" the moment it is activated, though. Whole encounter was designed as " Gotcha you" joke probably but it turned nice challenge and juicy XP reward.
  12. This is Lava's "Shades of the Sword Coast" mod, golem in the question is the iron one which requires weapons of at least +3 enchantment to be damaged. I made same mistake, activated it and then run faster than Speedy Gonzales. It will require some tactics to bring it down, like hasting Minsc and some other high damage dealer, casting that wonderful spell "Army of one" from Dark side of the Sword coast ( or alternatively casting stone skins and mirror image on your best mage, mine is Imoen currently and using it as decoy while hasted fighters pounding distracted golem ). Weapons for this task can be Cursed sword of berserking upgraded by Thalanthyr if you have Thalanthyr's item upgrades, or any other goodie with +3 enchantment you stumble across. I will try it soon, my 7-9 level party should be able to do it although I didn't even cleared Nashkel mines yet.
  13. I can well imagine that it is not fun or easy debugging and testing whole heap of mods but if it is any consolation, everybody done that at one point or another with installations 3 or 4 times bigger than your current one, myself included on more than one occasion. I'm really curios what causes this unusual crash as I'm using many of the mods you included in your install. Good luck!
  14. One of the most common problems which happen if you un/reinstall mods from the middle of big installations is that some mods after this become borked, install with errors or not at all. Safest ( and most time consuming ) way is to uninstall and reinstall mods one by one. For testing, best you make save after Imoen join you in the new game and after that you can uninstall mods until you find the culprit.
  15. Did you tried uninstalling "Make Party Members Less Likely to Die Irreversibly" and then check if problem still persist?
  16. And here is the AR2700 area script (edited, per Graion's advice) in case somebody is interested and can find eventual errors in it: AR2700.BAF
  17. Thanks Jastey, I will try it eventually, tried couple of times last night but every time was some error, like null value, global or whatever. It is not in cheats. But since it is EE game probably instead of CLUAConsole should be C: instead?
  18. Strange that I didn't see this when I replied hour ago, probably time needed for guest message approval. Be that as it may, cursed gnome didn't appeared. Perhaps the reason was when I summoned him the first time and he repeated his initial dialogue I told him to shut up and get lost as I was seriously tempted to kill him just for fun but I didn't want risking to fall with my Mage hunter ranger. I got journal entry with finished quest stating that we refused any further dealings with him. I repeated whole quest several times after I edited area script, summoning him, giving the book, leaving and returning to area but every time he wasn't there. Only mucking with NI helped to solve this and allowed me to play quiz with that tortured soul.
  19. Well, changing and swapping his dialogue triggers did the trick but freeing those two gnomes was tiresome business. Poor Balor. So my question still stands, if anybody knows the answer. Is it possible to force "ActionOverride SetNumTimesTalkedTo" with console?
  20. I edited AR2700 area script, summoned Bombastus, gave him the book, left the area and returned back, again he is missing and when summoned same old FAI talk. Game is 2.6.6 BGEE:SoD, mod version 4.3.
  21. After I delivered Karlini's book to Bombastus he was supposed to spawn in Lion's way area near the site of Gorion's murder. He is not there and when I summoned him with console he just repeats his FAI dialogue. Is there any way to change state of his dialogue to NumTimesTalkedToGT(1) with console?
  22. Is it intended that wizard's Bull's strength completely erase and substitute old Strength spell? It's little confusing learning from old scroll with old description with intention to give Imoen or Viconia more melee power it's Bull's version which make Jaheira and Khalid uber slayers.
  23. You are right of course, SPPR122.SPL is actually Sunscorch which is present in both IWDification and Subraces, Faerie fire in my install comes from those mods:
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