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Greenhorn

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Posts posted by Greenhorn

  1. 3 hours ago, pjakub88 said:

    Could You name please those "very nice things not covered by other mods" - that BG1 Fixpack adds? In case, that i will change my mind in future and return to BG1 Fixpack.

    It is sad however, that we cannot install the BG1 Fixpack components separately (like in the case of BG1 Unfinished Business) to avoid those problematic parts.

    I am just testing now various mods compilations for BG1 + ToTSC. Meanwhile I also tried BG EE, but i have mixed feelings about it (maybe I'm too sentimental, lol).

    Speaking of HoMM2: I played few times Heroes of Might and Magic III and this is one of my favourites games. 

    Thanks for the info regarding the console commands. Might by usefull someday.

    Details, details... tend to  be forgotten after four or five years, here is little something that I remember though: https://www.gibberlings3.net/forums/topic/9019-bg1-fixpack/?do=findComment&comment=281878

    Although HoMM2 is great ( one of the first games I ever played ) 3 is much. much better. As for BG1 fixpack i remember that I studied it to detail. It incorporates all the stuff from Baldurdash, and then some more . No significant conflicts with BG UB. As for TWM mod it is one of the finest mods for BG1 from the great polish community. Unfortunately at the time of  it's creation it didn't take into account BG1 fixpack ( author told me that he wasn't aware of it if I remember correctly, and he is great guy by the way :beer: ). Hopefully both mods are more compatible than before now, but few problems unfortunately are still there. 

     

  2. You are welcome, of course, although BG1 fixpack add some very nice things not covered by other mods. But it introduces couple of problems if I recall correctly ( seniyad and number of his acolytes killed which won't let you finish Aldeth's quest unless you fix it manually ). Anyway happy gaming and thanks for awakening  my interest for BG again after I got sidetracked by HoMM2. :)

    By the way I just finished that obnoxious dwarf's quest on clean, unmodded vanilla BG:TOS and globals are: RATSKILLED 5 when you kill them all, and RATSKILLED 6 after talking with Reevor and finishing the quest. 

  3. Ugh, yes, yes, of course, I will install old BG 1 right now just for this occasion. Although if I had to guess, that GLOBAL must have something with the... rats. Joke aside, just look for it  with SCK.

    P.S. maybe RATSKILLED but I don't know if BG fixpack or TWM change that global ( I remember that TWM has component specifically dealing with this quest which doesn't play nice with fixpack). 

  4. Quote

     I just wanted to point that out and ask if anyone else had the same problem?

    Yep, I had same issue. BG1 Fixpack and TWMdemo_3.52R3_BG1 both try to address this which only create problem which before didn't exist. I just changed globals with Sword Coast Keeper if I remember right...

  5. Maybe it is not such big issue but for quite some time it annoys me the  fact that those dialogues ( which are quite numerous at the start ) interrupt healing provided by the  quality of the rooms you pay for and give you just 1hp.  It is especially troublesome at the start of the game when every single HP can mean life or death for your frail typical wizard. Why this occurs and can be solved ? 

  6. Yeah, I can concur that, this is not SCS  issue, it happens pretty often even without it. 

    EDIT: although webbing while scared is nasty thing. But not as much as webbing while under sleep, courtesy of Improved battles or Big picture...

  7. 42 minutes ago, qwerty1234567 said:

     I think Roxanne's tool uses master HEAD, so it could've picked that up. 

    I don't use her tool but I probably stumbled on some link leading to it. Keep a good job with your mods but it wouldn't hurt IMHO to post couple links and threads of them somewhere more visible as I found them accidentally by pure luck. It would be such a shame not to hug that teddy bear now and then after hard day of adventuring ( Rhialto won't need it anymore ). :p

  8. 43 minutes ago, qwerty1234567 said:

    Do you mean that components are inapplicable, or you're hitting some issues? Please do report the latter to github.

    I never actually tried TuTu, so I don't test on it. And looking at it, it's hard to even understand what to use. There's V4, and V6 beta, and TuTufix, and also something called EasyTuTu... Is there a definitive version?

    Easy Tutu is definite version, no fixes required and easy to find. I will link it if you want. About ( your I guess?) mod, let's see... I played v8 last summer which mysteriously disappeared in the meantime. No clue if it was some unauthorized fork which mod's author removed. Then this year first I tried v8 master but it refused to install so I gave up and grabbed then most recent v7. 

    I will list issues from top of my head what I remember here if it is all the same with you. Most of soundsets stuff refused to install due to some missing Imoen's files it seems. I replaced it with some similar components ( now deprecated ) from old BGT DSotSC which were compatible with Tutu. Familiar scripts were working in theory I guess ( sadly not in my current game as I installed Mischievous fairy dragon mod after your scripts ) as you could issue orders to pick items but since they have different names ( Tutu usually have _ mark before files ) I only managed to get some gold from chests with my familiar. Convenient traps components also weren't working from what I saw ( no effect whatsoever ). As well,  Otiluke's sphere and something else from that section refused to install. Kudos for mod, brilliant stuff and ideas but I wouldn't go out of my way to adapt it for Tutu as author because player base is negligible and this is probably my last run with it. 

  9. No need for apologies, several subjective reasons. I had half cooked install from my former,  now dead HD ( RIP old friend :() for one. Regarding sheer number of mods available for both BG1 and 2 ( and I want to try most of them ) I thought why not split work in half now that automated BWS and BWP are somewhat outdated. Beside that I'm eagerly awaiting new BGT which will be finished soon I hope so I didn't feel like trying it's old version. Finally IMHO TUTU is little closer to that authentic flavor of old vanilla BG and whole experience is actually smooth with almost zero of that inexplicable, out of blue CTD's which plagued many of my BGT runs killing my mood for playing. As I said, subjective and maybe not very good reasons, but here they are. :)

  10. Well, unfortunately with those mind flayers bullies nothing is easy. Did you know, for instance that ulitharid psionic blast have -4 penalty? And are you absolutely sure that protection from evil gives anything beyond - 2 to AC despite it's description? Same goes for Chant ( in the old engine at least ). I wish that someone confirm this like that fabulous supposed specialist mage ST bonus/penalty and learning chances for their spell schools. In any case if you think that fighting mind flayers without CC is voila and charging demons who spit fireballs from their asses followed by Power word stun isn't that big deal be my guest. As I said, your kit, your rules and I get your reasoning for your decision. Best of luck with this as  good paladin kit is always a great thing. 

    Edit: Chant was actually fixed by BG2 fixpack to give ST if I remember correctly. 

  11. Your kit, your rules, I'm fine with it. However if I play it I would like to have some option to protect from psionic blast and stun effects as those saving throws bonuses are fickle thing to depend upon as you would realize if you play a little longer ( sure, reload saves all but that is not my style ). I didn't say that kit should be protected against all adverse effects but IMHO not able to utilize CC is big minus. It reminds me of Riskbreaker immunity to Barkskin. :p As for your faith in enhanced saving throws for  paladins I suppose you are the author of Champion of Torm kit before famous Moongaze took care of it,  which I played recently? Saving throws for paladins are hardcoded and one of that kit advantages is extra 3 points in all ST on top of two paladin already has. This is lost at first level up ( I suppose way to rectify this is to apply that custom spell which gives extra ST at every level up) so bear this in mind with this new paladin kit.  

    Edit:

    Oh and Power word stun doesn't offer ST and effects are dependable on HP

  12. So, Holy Liberator has innate immunities against mind spells but at same time will not benefit from Chaotic commands? Why in the name of Torm would you do that? It will be fine until mind flayers and their psionic blast. And what about stun? I know there are many mods that change Freedom to counter that but I'm talking about basic vanilla rules. 

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