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Greenhorn

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Posts posted by Greenhorn

  1. 2 hours ago, Dan_P said:

    If you're talking about the "Custom (default)" script, that should work fine just copy pasting the default.BS file from another game to the scripts folder, and overwriting the BGEE version. It's just a basic auto-attacking script. Looking in Near Infinity, it's only the first BGEE that has a different script. This is with SoD. BG2EE is identical to original BG1/BG2.

    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. 

     

    1 hour ago, morpheus562 said:

    I too was not happy with the standard player scripts and even the available custom scripts left a few things to be desired; hence my desire to write my own. If you have any questions regarding writing scripts, I am happy to give you any pointers.

    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. :)

  2. 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 :p) starting unmodded game player scripts. 

  3. 9 minutes ago, Angel said:

    Anything that doesn't have alt dice set will just use the base dice regardless of creature BIT13.  I checked this with one of our engine hackers (forgot who, sorry) and tested it myself.  They are completely separate fields in the item file so anything that alters base weapon damage does exactly nothing to alt weapon damage.

    Thanks! :)

  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:

    Quote

    Alternative Damage on Large Creatures
    An unused feature of the engine is to have weapons use an alternative damage dice roll on creatures with BIT13 set in their creature flags. This tweak uses this feature to implement the rule that certain weapons do more (swords, most large weapons) or less (most small weapons) damage on creatures larger than a human.

    Warning: Items enhanced by this tweak should not be edited in DLTCEP as DLTCEP has a bug that wipes the alternative damage dice from the item upon saving. I have not tested this in Near Infinity.

    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. 39 minutes ago, morpheus562 said:

    If memory serves, I think an error was thrown when installing either Paladin: IWD Abilities and Skills, MiH: Paladin Updates, and my Skills and Abilities. Some one off testing is probably best, but my initial reaction is to choose whichever one fits your vision of Paladin best. I do currently use a combination of IWD Class Updates: Paladin: Use IWD Spell Progression, aTweaks: Restore innate disease immunity to Paladins, and my Skills and Abilities.

    Thanks Morpheus, your combo in the last sentence sounds rather good although I still must check MiH paladin updates, wasn't aware of that. 

  7. 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? 

  8. 34 minutes ago, subtledoctor said:

    They already are with Item Revisions! Which I really don’t like. I suppose 1d4+1 would be okay, it would match war hammers. Or a straight 1d5? Or heck, since I personally combine club and mace proficiencies and the animation is identical, let them both do 1d6. Just have them be the same thing. Why not. 

    Heh, why not just leaving maces and clubs like they are in vanilla? Why not? :D 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. 

     

  9. 17 minutes ago, subtledoctor said:

    So tone them down and make then distinct by making them do 1d8 piercing damage. Then flails can do 1d8 blunt damage, and be appreciably superior in their own way. (And I would change maces from 2d3 back to a basic 1d6.)

    First two points sound rather good. But regarding third point please don't tell me that clubs would be as consequence 1d4. :p

  10. 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). 

  11. 5 minutes ago, Dan_P said:

    Flail of Ages is the highest dps weapon in BG2 (unmodded) and flail/morningstar is one of the top 2-3 weapon classes in IWD. Of all weapon types, this is one of ones that least needs an upgrade. If anything, morningstar could be brought down to the level of mace/flail.

     

    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 :p).

  12. 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. 

  13. 2 minutes ago, subtledoctor said:

    Oh yeah spears do 2d4, you’re right. Huh. Probably because it’s too annoying to patch a +1 bonus into descriptions. (I think it actually used to be 1d8+1 but the descriptions said 2d4, and people freaked out on me for not being accurate.)

    As far as the readme, no, just the opposite. It was done so long ago, and both the code and the readme have been untouched for so long, that I’ve had no reason to look at the readme or think it might need editing. 

    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. 

  14. 6 minutes ago, subtledoctor said:

    1d10 seems a bit extreme for a one-handed weapon, especially given that magical flails tend to be pretty powerful. Scales of Balance has a component that sets flails to 1d8, making them the blunt-weapon equivalent of longswords.

    It also sets spears to 1d8+1, per PnP.  

    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?

  15. 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. 

  16. 2 hours ago, Quester said:

    But also because I'm planning a no-reload game; if someone dies and I'm not able to resurrect them, they stay dead. Which means, it's good to be able to go recruit someone else.

     

    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:

    Quote

    WhiteQueen:0;WhiteQueen - Yes, but don't patch the existing save games


    bg1npc:0;The BG1NPC Project - The BG1 NPC Project: Required Modifications
    bg1npc:10;The BG1NPC Project - The BG1 NPC Project: Banters, Quests, and Interjections
    bg1npc:21;The BG1NPC Project - Speed: 45 minutes real time minimum between LoveTalks
    bg1npc:31;The BG1NPC Project - Speed: 45 minutes real time minimum between LoveTalks
    bg1npc:41;The BG1NPC Project - Speed: 45 minutes real time minimum between LoveTalks
    bg1npc:51;The BG1NPC Project - Speed: 45 minutes real time minimum between LoveTalks
    bg1npc:61;The BG1NPC Project - Speed: 45 minutes real time minimum between LoveTalks
    bg1npc:71;The BG1NPC Project - Speed: 45 minutes real time minimum between LoveTalks
    bg1npc:80;The BG1NPC Project - The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran
    bg1npc:110;The BG1NPC Project - Banter Timing: Normal (about 27 minutes between banter dialogs)
    bg1npc:120;The BG1NPC Project - The BG1 NPC Project: Bardic Reputation Adjustment
    bg1npc:130;The BG1NPC Project - SixofSpades Extended Sarevok's Diary
    bg1npc:240;The BG1NPC Project - Kivan uses spears
    bg1npc:150;The BG1NPC Project - The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait
    bg1npc:160;The BG1NPC Project - The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues
    bg1npc:200;The BG1NPC Project - The BG1 NPC Project: Player-Initiated Dialogues
    bg1npcmusic:0;bg1npcmusic - Install All Audio

    and 

    Quote

    isra_bg2:1;Isra NPC for BGII - Isra Crossmod Content


    bg1npc:0;The BG1NPC Project - The BG1 NPC Project: Required Modifications
    bg1npc:10;The BG1NPC Project - The BG1 NPC Project: Banters, Quests, and Interjections
    bg1npc:20;The BG1NPC Project - Speed: 1 hour real time (standard) minimum between LoveTalks
    bg1npc:30;The BG1NPC Project - Speed: 1 hour real time (standard) minimum between LoveTalks
    bg1npc:40;The BG1NPC Project - Speed: 1 hour real time (standard) minimum between LoveTalks
    bg1npc:50;The BG1NPC Project - Speed: 1 hour real time (standard) minimum between LoveTalks
    bg1npc:60;The BG1NPC Project - Speed: 1 hour real time (standard) minimum between LoveTalks
    bg1npc:70;The BG1NPC Project - Speed: 1 hour real time (standard) minimum between LoveTalks
    bg1npc:80;The BG1NPC Project - The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran
    bg1npc:110;The BG1NPC Project - Banter Timing: Normal (about 27 minutes between banter dialogs)
    bg1npc:130;The BG1NPC Project - SixofSpades Extended Sarevok's Diary
    bg1npc:240;The BG1NPC Project - Kivan uses spears
    bg1npc:150;The BG1NPC Project - The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait
    bg1npc:160;The BG1NPC Project - The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues
    bg1npc:200;The BG1NPC Project - The BG1 NPC Project: Player-Initiated Dialogues
    SmilingImpCrossBanterMod:0;Smiling Imp's Cross Banter Mod - Shar-Teel Banters

     

  17. 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). 

  18. 2 minutes ago, morpheus562 said:

    For the list of mods that I do state compatibility for, I have worked around all of them so as not to overwrite or replace anything (i.e. MiH adds a sword to character 'x'. I do not replace weapons for character 'x' but may assign them a ring, armor, helm, or something else).

    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. 

  19. On 1/6/2022 at 5:32 AM, morpheus562 said:

     

    Compatibility

    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, please let me know so I can correct it.

    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? 

  20. 43 minutes ago, morpheus562 said:

    Maybe an Aura of Protection to improve AC and saving throws for the paladin and all characters within range of the aura. Now the question: should all lawful good paladins get this, or should it be a Cavalier exclusive aura?

    Tough cookie. Maybe all paladins should get Aura but Cavalier's in addition protects from fear too because he is fearless guy ( or girl ). But I don't want to needlessly complicate things and don't know exactly how much work is involved.

    Quote

    I would like to note that the more meaningful stat bonuses of 1.5x str damage bonus is added regardless if points are placed in two handed weapon style. I think as of right now and charting out damage using @suy's wonderful moebius tool, that dual wielding and 2h weapon styles come out about even in damage output. I'm afraid opening up the crit hit might end up weighting it too heavily.

    I hear you, yeah THW style and MSB I brought only to show full capacity of that combo, but of course only fighter types will benefit heavily from that. Aerie or Vicky  ( with or without MSB) with 1 pipe in 2hWP will still be at worse than before with this. But of course I get your reasoning and the choice is yours as it should be. 

    Quote

    I'll look at adding back extra missile defense protection for shields because that makes sense. I do like the wing buffet protection because 1) this is a fantasy game in the end and 2) this would be the only viable counter to wing buffets presented in the game.

    No arguing from me, agreeing 100% :)

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