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Greenhorn

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Posts posted by Greenhorn

  1. 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.

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    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. 

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    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% :)

  2. 6 minutes ago, morpheus562 said:

    That's not bitching at all, and nitpicking is good. Per your feedback:

    • I can take a look at Aura of Courage and see about tweaking it. I have an idea, so let me look into it.
    • For the monk, the component adding flurry of blows passive also adds the immunity to timestop hla. Are you asking for the option to have one or the other or both?
    • I am not sure what OTpD is, but it replaces their Aura of Despair ability with the new passive.

    a) Thanks!

    b) Ah, I meant FoB, HLA you can choose or not but this you can't ignore if you so wish and I think that particular HLA is good idea

    c) yes, OTpD stands for One time per day :)

  3. Hmm. one more thing, there are lot of Weapon style tweaks lately I found ( Scales of balance, Olvyn's tweaks, Artisan's house rules). Your's  is very good also but I ( personally and subjectively of course ) would like to see that Two handed style keep critical score from vanilla on one pipe as currently it is little underwhelming ( 2 pipes with More Meaningful Stat Bonuses  is completely another thing but keep in mind that not everyone can achieve it). Secondly I would like that Sword and shield keep some protection against missile attacks per vanilla as Protection from wing buffet is well, little unrealistic if I dare to say so. Shield will not help you much against stomping or heavy gust of wind at least in my humble opinion. 

  4. Hmm, I don't want to sound like I'm bitching  as I consider this mod masterpiece  which will only grow better with some polishing but could you make some changes optional ( if it is not too much of a hassle of course, I don't want to impose on your vision of this mod)? Specifically Aura of courage will make Cavalier somewhat redundant ( at least after 3th level anyway) and his Remove fear abilities unnecessary. As for the monks I'm toying with the idea of going my next playthrough  with Fighter/Monk or even Kensai/Monk kit from ExpandedClasses mod and passive Flurry of blows would make him monster ( there is only so much power I can cope with :D). Maybe it is possible to make this  optional or one time per day use somehow? As for Blackguard his passive Aura will replace OTpD use right? 

  5. 11 hours ago, Gwaihir said:

    I recall this dungeon from Secret of Bonehill (a recycled section of Athkatla's temple district sewers)

    Sorry if this is off the topic but I thought SoB is still not compatible with BG1:EE or EET? Although I finished it couple of times on Tutu and BGT

    Edit: heh, I see, list here, list there, lists everywhere. :p

  6. And just to be clear about Temnix's hint I meant that I will check his mods with due attention,  and not that I think that this site favourize some authors and unfairly discriminate others. I hope this is clear well enough. 

  7. 17 minutes ago, The Artisan said:

    Take temnix’s statements with a grain of salt. He’s got an inflated ego and is constantly bitter that his mods aren’t put on a pedestal just because he says they should be. The good mods have their reputation and you’ll find them just by asking.

    Your mods definitely deserve their good reputation and I will check your Corner tomorrow for more detailed descriptions ( only so much time in one day and today I checked some Lava's mods, well spend time,  Shades of the Sword Coast are finally compatible with the BP-BGT- Worldmap :thumbsup:). If only RWP from your HR doesn't impose penalty on THACO without proficiency on Sword and shield and 2 pipes on 2WS are like in vanilla game ( I feel that it hampers slightly Rogues who can use it ) I would install it without second thought. I will have to choose this or Olvyn's and SoB alternatives, hard choice to be honest. 

  8. 7 minutes ago, temnix said:

    I don't know what mods you look for, but this website advertises in big letters only a portion of those that get made, and not necessarily the best. Plus some people don't feel entitled to post the great, world-wowing annunciations of their releases and updates on the Modding News board.

    Then I'm afraid their mods will be lost in the mists of time, buried on 15th page of Miscellaneous mods or 25th of General mods discussion which is pity really. I like all of kinds, quests, NPC's, items, spells, tweaks and revolutionary changes in gameplay mechanics but most importantly stable and reasonably tested which will not kill whole megainstall after couple of days playing it forcing me to spend several days fixing it ( ahh, pleasant memories :p). But point taken Temnix, I get your hint. 

  9. 28 minutes ago, Cahir said:

    @Greenhornmods colored gold on those lists are EET compatible (either natively or by installing them before EET). I have set up download github links the way it should always download the latest release version (or master if there are no release tags), even if the version number on the list was not updated. The download link is under column "Pobierz". The mod site is under tag "Strona".

    IIRC Mysteries of the Sword Coast was not translated fully to English.

    Thank you. I manage somehow ( strona is not so different to strana and using Chrome's only saving grace compared to Brave browser, namely automated translation in english of another languages ease things somewhat). MotSC although not yet fully translated nonetheless gives great playing experience with what is available but I doubt it is compatible with 2.6.6 patch. Nevertheless I will give it a try eventually. And thanks one more time for your list, it is lifesaver although there are still many mods scattered on various hard to find places. 

  10. I'm amazed by a myriad of new interesting mods while I slowly prepare my BG1 EE 2.6.6 install. But problem is I'm having some trouble finding them all ( or majority at least). There is comprehensive EET compatible mods list but there are so much more when I start to comb several modding communities and especially various Githubs. There is Ayden project which I discovered only last night for example. Then there are various interesting tweaks ( Olvyn's and jmerry's to name a few). And there is awesome ExpandedClasses ( wow, Fighter/Monk and Kensai/Monk!). There is even EE version of excellent polish Mysteries of the Sword coast.  So my question is can someone pinpoint me to comprehensive list of EE mods please if something like this even exists? I checked beamdog lists and even use PI ( found Skills and abilities there) and BWS to find them all. 

  11. 30 minutes ago, jmerry said:

    I did pull off a non-grindy win against the Ravager once - in my "Kill It With Fire" run, I had the two party mages create simulacra, then the mages and their simulacra all prepared MR-lowering spell triggers and 3x ADHW chain contingencies (trigger when hit). Lower its magic resistance, then use a necklace fireball to trigger the contingencies. 12x Horrid Wilting against zero magic resistance (and lowered saves, because I included at least one Greater Malison in there). That monster went from full health to dead in under a round.

    Ingenious! :devil:Although to be honest TOB was little over the top  for me ( never even finished it ). Don't know is it just me but I find it so much more fun hacking and slashing my way through Sword Coast and Amn at low to mid power level. 

  12. Quite a few interesting and new features in this mod which I found only today. But is there a specific reason thieves are excluded from using (light) crossbows:

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    MISSILE WEAPONS: This weapon class allows the character to use Slings, Darts, and Crossbows. Mages, Druids, and Thieves can choose this proficiency but are restricted to Slings and Darts. Clerics can choose this proficiency but are restricted to Slings alone.

    or is it just a typo as they are able to use it even in old, original BG:TOS from where are most of these WP modeled?

  13. 6 hours ago, subtledoctor said:

    I have no protection from vorpal swords.

    Yeah, for these situations this is a must:

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    from aTweaks ( I'm pretty sure couple of more mods do this too)  although as jmerry pointed out even this can fail spectacularly. Protection from magic weapons maybe?

    But yes, when things become grindfest with no fun it is good time to walk away. 

  14. You are welcome of course and here are couple more little pointers: 

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    What I was hoping was that someone would say, "Load up BG2:SoA and then the SuperMegaModPack which will install the trilogy plus the most complete set of extensions and you will get the maximum amount of new content while still playing the original game."

    Indeed there was one SMMP which I still remember fondly as BG golden time:

    http://www.shsforums.net/topic/56670-big-world-setup-an-attempt-to-update-the-program/

    You can even try to download it and use strictly for reference and sort of guideline to see which mods are available for old classic BGT, how to install them and from where to download those mods. BUT DO NOT TRY TO INSTALL MODS VIA THIS TOOL as it is hopelessly outdated and obsolete.

    As for EET  that is strictly for Enhanced Edition games ( BGT for EE game engine)  which you ( still ) don't have I presume?

    There is one more option (maybe as I'm not sure does it support old engine still ) :

    https://forums.beamdog.com/discussion/74335/project-infinity-mod-manager-for-baldurs-gate-icewind-dale-planescape-torment-and-eet

    Sretno! :)

     

     

     

  15. So IWO beats WPO and last installed doesn't win in this case. Thanks Doc for elaborate explanations, it's appreciated although it is real damn shame that even with this newest patch they failed to rectify C checks. To tell you the truth I didn't really expect it  and with regret I must agree with you that is more probable that we will see flying pigs than this small and yet significant thing fixed. 

  16. I took some time to look through UA GitHub and one thing led to another, there are much undiscovered gems scattered across various Ghubs like Aquadrizzt's, Grammarsalad's and so on not easily found on boards of community forums. But if one thing is lacking those are often incomplete and partial README's but that is to be expected from still unfinished and BETA mods I guess. Anyway couple of questions for SoB:

    if you install both components 102 and 124 which is APR rate for darts exactly? Furthermore is it true that component 201 according to one older Tome and Blood readme actually change arcane spell progression: " To maintain balance with the existing system, the existing spell progressions for Mages, Bards, and Sorcerers will all be reduced by one spell per level, to a minimum of one spell"? And what exactly "sorcerers only get bonuses to spells up to 5th level; in addition, they get up to three 1 bonuses to their caster level" means, is it that Sorcerer with 18 CHA casts Fireball 3 levels stronger than his actual casting level or something else? Finally I dearly hope that bug which you described in component 204 is finally fixed with 2.6.6 patch, did you test it perchance? 

    EDIT: hmm, it is more probably that Sorcerer with 24 CHA can manage to pull off such feat... it looks that 16 or 18 CHA are the same regarding casting level... 

  17. 7 hours ago, The Artisan said:

    I think it's more interesting and equally likely that the situation was a setup by Shadow Druids who framed Aldeth considering their hostility towards the non-Shadow Druid faction.

    Now, that is very interesting theory and judging from what happened in Larswood not at all out of question. Although that would make that Shadow druid bunch such masters of intrigue that their Shadow thieves colleagues seem like rank  amateurs in comparison. 

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