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Greenhorn

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Everything posted by Greenhorn

  1. Yeah, it worked perfectly @Dan_P Minsc under classic default scored 3 critical hits in the row ( that's the spirit my old buddy ) just defending himself, not stupidly rushing in EE like.
  2. Thanks for pointer Dan, I actually copied old default script from classic SoA:ToB to BG:SoD script folder but didn't overwrite new one for fear of messing things up just renamed it to defaultold. I guess I could make backup of EE default and stash it somewhere and try your method and see if it works. Thanks for your offer Morpheus, it is appreciated but I'm afraid I am not that ambitious yet, just looking for and downloading tons of mods here and there, impatient to play damn game already and planning best install order. In that regard yours and Graion's lists on your Githubs would be of invaluable help I hope.
  3. EE player scripts frankly are killing me. In tutorial Xan fearlessly charge head on leaving even Minsc behind on default and I finished Black pits successfully only when I turned ai completely off. This behavior puzzled me to no end so I compared old classic and new EE default script and sure enough almost all EE scripts have that stupid RESPONSE Move to object command which was absent from classic player scripts which I used to my satisfaction before. I tried importing classic default script and renaming it in EE but sadly NPC's are completely unresponsive with it. I have come to conclusion that best solution which suits my style of the game ( no headlong charges from mages and pursuit until new horde of enemies but waiting for enemies to close in and then dispatch them ) is to turn anyone on passive scripts. Anyway my script folder have 28 scripts not counting old classic imported default and among them 2 which have no descriptions whatsoever. Those are OHFIGHT1.BS and OHFIXTYR.BS. No idea what those scripts are but looking them with NI it seems that former is some kind of fighter script which allows you toggling between different behaviors and latter is some kind of fix for new Priest of Tyr cleric kit. I wouldn't mind some info on those 2 scripts from someone more knowledgeable please. P.S. I know there are alternatives to current AI scripts like Enhanced Powergaming Scripts and Cirerrek's ESeries which are probably much better than current EE stuff but I'm for now interested how to best use ( or not, turn it off ) starting unmodded game player scripts.
  4. Thanks so much @Angel I actually found that table in the meantime but your answer cleared all doubts. Just one more ( actually 2) thing, so staffs, arrows and bolts have same damage against both large and all the rest, right? And compatibility wise how this component plays with some other mods which change damage dice rolls of weapons, for example if I install mod which change base damage of spear to 1d8 what exactly would happen? P.S. I guess katana will do 3d8 too, unsure of wakizashi and ninjato.
  5. Downloaded all MiH mods and took some time to see their respective README's. This component of MiH Tweaks I find very interesting: Ok, I get it that small weapons will do lesser damage against let say Ogre magi and large weapons more. But please can someone elaborate details, for example dagger and halberd exact damage vs large creatures, extra damage dice perhaps or flat bonus to damage instead?
  6. Thanks for info Graion, checked it in the meantime and it appears that advice from Morpheus was correct, best to choose and stick with one mod which provides immunity from disease and Smite.
  7. Thanks Morpheus, your combo in the last sentence sounds rather good although I still must check MiH paladin updates, wasn't aware of that.
  8. Wow, there are lot of changes since I last checked this mod. I would like to know couple of details regarding changes to my favorite class. I guess this changes are applied to paladin's kits as well and not just to base class unlike Bard ones ( Cavalier will be no longer exclusively fearless but all right)? Little surprised by Protection from evil only caster spell, I guess number of casting per day will be changed since it is caster only and last 24 hours? Is there any incompatibilities with mods which also change Paladins in some way like Konalan's tweaks, aTweaks and especially Skill and abilities? And lastly will it affect modded Paladin kits since I intend to install lot of those?
  9. Heh, why not just leaving maces and clubs like they are in vanilla? Why not? But of course you are the boss Doc, especially of your own mod. But sometimes it is better not to fix that which is not broken. And yea too much tweaking on the weak side was the reason why I'm not so taken with IR as before at least concerning ordinary weapons. Some like that, tastes differ, but not me, thanks.
  10. First two points sound rather good. But regarding third point please don't tell me that clubs would be as consequence 1d4.
  11. I get you but tell me why flail should have same damage as mace? What's the point? Club, weakest but can backstab. Staff give you reach (and backstab). Warhammer has throwing variant. Mace step above them. Morningstar ultimate blunt weapon. And what about flail, which is more expensive, heavier and requires more strength than any of them? I guess it would only be logical to have some payoff for that. Talking about mundane variants and not Flail of ages mind you. As for well known dual wielding superiority just check some modded weapon style overhauls, although I think that making morningstar 1d8 and flail 2d4 will hardly ruin game balance ( more than it already is anyhow).
  12. OK, that is your opinion but you can't measure whole category of weapons on one super, uber powerful weapon which is exception and unavailable in BG1 which I intend to play. By that logic two handed swords should be toned down because of Carsomyr. Talking about BG here as I never even played IWD ( grave sin which I intend to amend someday ).
  13. Heh, introducing Greek hoplite warfare would be neat, I admit As for multiple similar blunt weapons reason was probably that fighter clerics should spend all those proficiency pips somehow coupled with the fact that mechanically blunt damage is the best in the game and various armors ( except splint mail) give least protection against them so amount of damage was reduced. Warhammers are the only blunt weapons that can be used as missile weapon but in that case Thaco and damage should be blunt type. Spiked weapons should do mixed blunt/piercing damage. Historically you are absolutely right about Crossbow, it was widely used as easy to use/learn missile weapon favorite to various semi trained militia among others because of precision and tremendous piercing power. However bows ( longbows especially ) did have some crucial advantages, namely rate of fire and range.
  14. Yeah, doubled checked it just now, nothing about flail's new, increased damage. Good solution, 1d8 is better than present equivalent of mace, although I still think that flail should be more powerful than morningstar ( OK, I concede, 1d10 is little OP). So moderate option of flail's 1d8+1 or at least reversing morningstar and flail damage ( former 1d8 and latter 2d4) is still preferable solution IMHO.
  15. Hmm, strange, if you mean "Functional Weapon Tweaks" Doc it states that " Spears do 2d4 damage, since in BG games they are of the 2-handed variety (this is per PnP)" and not a word about flails. In fact whole Readme ( SoB Github) only mentions changes to flails to heavy weapons relative to dual wielding. I guess that is one of recent changes not documented yet?
  16. So does anybody knows mods which do this particular change? I can't stand that they are heavier, require more strength and are more expensive than morning stars and do same damage as maces. I usually use item revision for classic games, v.2 IIRC which gives them 1d10 blunt damage but newer EE compatible versions did lots of changes that I'm not particularly fond of. I was thinking that moderate change to 1d8 +1 or old IR 1d10 is a nice solution. Luckily there are several mods which change spears to 1d8. I also don't like current vanilla bastard sword 2d4 dice but Anthology tweaks 2H bastard swords and Skills and abilities component " more meaningful stat bonuses " combo partially correct that and actually make them versatile and useful options.
  17. That's the game after my own taste! But since you asked opinions about install order how come that according to your Weidu log BG1NPC project was installed 2 times: and
  18. Thanks! Best part of it is that it is not strictly EE, there are separate lists for classic games, even for TUTU ( although I noticed some mistakes in it, there are some mods which I'm pretty sure are not compatible, like Mysteries of the Sword Coast and The Vault BGT ). If somebody has trouble to manage through it I would suggest Chrome browser with it's " Translate to English" option ( or some other browser with similar feature).
  19. I hope this will prove helpful for those looking for extensive lists of available EE mods: https://arcanecoast.ru/modlist/baldur's-gate-1-ee/all
  20. Oh boy, spear component from this, together with More Meaningful Stat Bonuses from SaA, I'm seriously tempted to be spearman for the first time instead of the same old swordsman.
  21. Yeah, I thought so, I will probably install this mod, it looks quite interesting even at a price of losing some nifty trinkets from DSotSC.
  22. One yet promising mod that I didn't know about until now. But one question about compatibility, Dark side of the Sword coast for EE also gives many new magical items to existing vanilla creatures in BG:EE. I think same is true for Dark horizons mod ( although I will not install that one, finished it one time on Tutu, amount of unbalanced items which are too strong even for late ToB is staggering). So is this mod patches those creatures and put their previously equipped items in their inventory to be dropped when defeated ( don't matter to me does Seniyad for example wield Scimitar from this mod or some only druid staff from DSotSC as long I can get my hands on both items in the end ) or overwrites them to be inaccessible in the game?
  23. Well I can't help you regarding Bess, but mate title of your topic is the killer. No offense meant of course in the case you don't share my sense of humor and I'm convinced that some of the resident WEIDU wizards will help you soon to sort out this problem.
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