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Posts posted by Greenhorn
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Tiefling subrace is missing it's +10 bonus to stealth. I would also suggest to remake Viconia's Faerie fire to be party friendly, like Jaheira's from IWDification mod.
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Just now, jastey said:
That adds dialogues?
Yes, believe it or not. I also thought once this was from BG1NPC's.
QuoteMake Khalid a Fighter-Mage [Domi]
BGEE, EET, BG, BGT, TutuThis component will change Khalid into a multi-classed fighter-mage, and includes a short dialogue. The changes will only show up in your game if you have not met Khalid yet.
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12 hours ago, jastey said:
Do you know which one?
Most likely " Khalid fighter/mage" from CDtweaks.
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1 minute ago, morpheus562 said:
Measuring out percentile STR here gets tricky, so I made some judgement calls. 19 definitely sees a nice boost over 18.
It certainly does. Thanks.
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Two-handed attacks receive one and a half times the Strength damage bonus, rounded down.
Unfortunately percentile warrior strength has no whatsoever effect, same +1 bonus with 18/01 and 18/00. Greenskins on the other hand with their 19 strength... This component should be called "Orcish supremacy".
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1 hour ago, Angel said:
Ah, you mean the lore changes. Fairly minimal at the moment, but this is still a work in progress:
- Thalantyr, being a conjurer specialist in canon, actually carries conjuration spells in his scroll selection.
- Thalantyr's appearance is brought more in line with his canon description by giving him a Staff of Power. (It's not possible to steal or loot this.)
- Thalantyr's flesh golems are replaced by invisible stalkers, as by canon and how inappropriate creating flesh golems is for a neutral good character.
- The Nashkell Inn is renamed "The Northern Light" as by canon.
- The owner of said inn is a wizard named Ries Kensiddar, as by canon. A few low-level scrolls are added to his inventory.
- The Nashkell Store is renamed "Cloud Peaks Outfitters", as by canon.
- The owner of said store is a halfling cleric named Salla Pitontoes, as by canon.
- Berrun Ghastkill is changed to a human fighter, as by canon.
- A few spells are given their correct creator's names: Storm's Spell Thrust, Alustriel's (Improved) Mantle, Symbul's Spell Sequencer/Trigger, Sylune's Absolute Immunity. (I'm considering making this part optional.)
There are no BG2-specific changes at this time.
Heh, I had found them all. Thank you.
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35 minutes ago, Angel said:
Sorry, item- and spell restorations have been moved to a different mod, MiH F&R (not yet released, but current master should work). I should update the readme on that fact I guess.
Oh, OK, one more of your fine mods is always a good thing, luckily it was not a bug. Since I'm already here could you please elaborate a little what exactly are changes introduced by Arcane spells component in this mod. I think I found most of them looking through files but just to be on the safe side little more details won't hurt.
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On 12/27/2022 at 8:18 PM, Angel said:
Alright, that should be an easy fix then. I'll upload a minor release tomorrow.
EDIT: And done, release 6.1 fixes this specific issue.
Well, the good news is that indeed there are no more crashes with healing in the temples. Bad news is that the main reason why I installed this component:
QuoteIn addition, this component restores a bunch of dummied out priestly spell scrolls and makes them available for purchase at temples. These include Cure Light/Serious/Critical Wounds and a couple of buffing spells.
isn't working. Not a single new scroll in the Temple of Wisdom nor Candlekeep temple. Or any other temple for that matter, judging from what I saw in NI. That was not an issue in the old v.5.
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No, that would be Drizzt's saga IIRC from my TUTU playthrough.
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15 minutes ago, Angel said:
Mm, most likely it gets confused about whether or not CLERIC_CURE_BLIND_DEAF is available and tries to use it while it's not there. This component actually didn't change at all, but the restored spells component did, it was moved to MiH F&R (currently unreleased).
As a test, could you edit override/spell.ids and remove the line for CLERIC_CURE_BLIND_DEAF from it before installing this component? If I am correct, this should resolve the crash. Or if you are adventurous, you could try installing F&R (at least the Restored Spells component) before this component, that should resolve it too.
Not feeling particularly adventurous after solving various compatibility problems between 200 or so mods last week. But removing Cure blind deaf from spell.ids did the trick!
Thank you for your help and fast reply.
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Updates, updates, cursed updates. I couldn't resist temptation to grab newest versions of excellent MiH mods but unfortunately newest v.6 of MiH Spellpack component "Expanded Temple Services" crash the game when you click healing in Temple of Oghma in Candlekeep unlike v.5 which seems to work without problems ( uninstalled it 3 days ago).
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They are from the "Kit Tomes for BG:EE, BGT and TuTu" mod, component "Merchandise & Quest Rewards-> Panver is in the Elfsong Tavern". You will find more pairs like them along the way.
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Probably Reaver kit: https://mods.pocketplane.net/zyraenmods/readme-misc.html, not compatible with EE though.
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I have reviewed and deconflicted any compatibility issues with multiple item mods to include: Made in Heaven: Item Pack, Sod2BG2 items, and The Calling Exotic Item Pack. If you do notice a compatibility issue with other mods, especially the ones listed here, please let me know so I can correct it.
Just a couple of minor things here, SoD related. Remembrance +3 staff replaces Staff of Dark Arts +3 on Tracea Carol from Arcane Treasury mod. Also, Kaga-To +1 katana replaces Scimitar +1 on Sendai BG1 from Exotic items component of The Calling mod and/or Restored items from BG1UB. Both changes are for the better actually, as Staff of Dark Arts is overpowered and Exotic items just adds another scimitar +1 to off hand on top of another one from Restored items component of BG1UB ( which replaces her original long sword +1 IIRC).
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5 minutes ago, subtledoctor said:
Well, what do you know?? Tipun already made a HoW-in-BGEE mod, and even tested it working in tandem with the TotLM-in-BG2EE mod. While IWD works great as its own game, as I said I think HoW could work great as a bespoke adventure added to BG. I might have to give this a look-see. (Also, why can't Google Translate translate the Arcane Coast forum?)
Google Chrome can translate it, not perfect but close enough.
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I must respectfully decline.
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4 hours ago, InKal said:
omg you need some help dude
Ok, I understand your need to reply to something like that. I guess that makes us even.
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On 6/12/2022 at 3:20 AM, Jarno Mikkola said:
mallard, breed with one another.
You seem quite versed in this mallard fucking shit. You should definitely show what a master of mallard lovemaking you are
On 6/12/2022 at 7:43 AM, InKal said:hahahaha
to your fan girl, Thicc Tighs.
Edit: distasteful image removed, message content left unchanged as warning to posterity, to think twice before throwing fit of rage and posting something for which they will regret it
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5 minutes ago, morpheus562 said:
Could probably do a 20% chance per round of casting a one hit invisible stoneskin on the shield user. This would be equivalent to a 20% chance of blocking one attack per round.
Sounds fantastic.
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Just now, subtledoctor said:
?? Is that a thing in the game? Or a PnP spell?
It was part of some megamod, maybe TDD, I don't remember anymore. As you well know I'm not PnP expert but it could very well be.
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12 minutes ago, subtledoctor said:
Could be done. You can't really do it on a per-attack basis. It's more like, a repeating effect once per round that makes you immune to physical hits; and once you are hit the immunity goes away. So you could apply a percentage chance to the effect each round, meaning some rounds you will block one hit and other rounds you just won't. It would more or less achieve the desired effect.
Alternatively, you could make an aura that applies an APR penalty to the nearest attacker, once per round. Could make it a -0.5 penalty so that it doesn't drop anyone to zero APR; or make it a full -1 penalty (or even set to zero!) but with only a percent chance of happening. (Or allow a save, or something.) That would be effective in a duel; but would not help much when you are surrounded by xvarts or kobolds.
Alternatively, honestly, just go vanilla style and apply a beefy AC bonus. This ultimately has the effect of reducing incoming hits, and it scales up better against crowds of enemies...
Interesting ideas. I thought that something like Entropic shield could be implemented:
QuoteEntropic shield - 20% chance for enemies to miss with ranged attacks
but for melee.
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3 minutes ago, subtledoctor said:
This is probably the direction I am going in. I have several abilities in other mods that already do it, so there are various methods that could be used. The big problem is, if you can block one attack each round and you go up against an enemy who is very powerful but has low APR, then you have too-easily neutered a powerful enemy. So needs careful balancing.
Percentage chance to block attack with the shield perhaps?
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8 minutes ago, morpheus562 said:
What are people's thoughts on changing the 2 point bonus for sword and shield style from granting immunity to dragon wing buffet to instead grant resistance to physical damage (e.g. 10% bonus to resistance)?
Cool idea. Way more useful and making barbarians and especially dwarven defenders ( and some modded, similar kits) extra tanky. How it will affect game balance remains to be seen.
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17 minutes ago, The_Baffled_King said:
With that out of the way, I'm returning to my stated position of not arguing with you about me, or about my post.and there is absolutely nothing for me to apologise to him for.".
That's it! Sword or a pistol? Oh, your concern for my delicate feelings is quite touching. But I will respect your wish, I guess we already said our pieces.
Subrace mod
in General Mod Discussion
Posted
Are you sure Graion? I checked Jaheira's memorized Faerie fire with EEkeeper and then with changelog: