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Hoverdawg

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Everything posted by Hoverdawg

  1. Yeah, BG1:EE. Fresh install. The inventory item. As for the Sleep spell, it's not an ogre text, I must've misremembered, but still, not the proper one. Sound Burst: used it on xvarts and kobolds, so yeah, enemies. Weird.
  2. Well, I haven't played BG2EE yet, so I can't tell. Also, Sound Burst doesn't seem to work at all. The animation plays, but without any tangible effects (no damage, nothing shown in logs).
  3. I have some small text issues - like my cat familiar showing a piece of tiax's dialogue as his tooltip, or an ogre shout as "sleep ineffective". Nothing game-breaking, just a bit irritating. No idea whether it's a base SR, SRR, or a mod conflict issue, although I don't use that many mods. Here's my weidu:
  4. Don't most major tweak mods have an option to disable the stoneskin coloring, though? I don't think I've seen greyskinned mages since I've started using modding.
  5. no problemo, avoided it manually by installing NPCProject after IR, which - I hope - does not break too many things.
  6. I dunno if it's like that in the new version, but when I played (a couple of months ago) having SR with SoD fucked up a lot of descriptions.
  7. now if only someone added those graphical changes which fix compatibility with 1PP
  8. if I remember well, there have been plans to remove PfMW. However, it plays such an integral part of SCS mage scripts that deleting it would mean making SCS obsolete, and that's not an option. Correct me if I'm wrong.
  9. I prefer Improved Haste to be a mass spell. It's more convenient, so to speak. Bugs issue: Detect Alignment can be picked as a starting lvl 1 spell, its description states it's lvl 2 spell - not sure which one is wrong Jaheira starts with vanilla druid spells (including bless, cure light wounds) rather than SR's. Divine casters have two more lvl 1 slots (Jaheira has 5 instead of 3) - is it a bug or a planned change?
  10. My deadline is December 20. I hope to upload a new SR build this weekend though. my body is ready.
  11. Greater Werewolves would be a good choice.
  12. one potion of mirrored eyes and basilisks are toast.
  13. Damn it. I wrote a long post with lots of feedback, but the bugger was lost as my browser crashed. So, I'll omit the long-winded mechanics part (mostly concerning armor damage reduction) and stick to item properties: I'm using the penultimate IR update (I couldn't wait with my game), so some things might have been fixed in the meantime. - [bUG] Circlets have armor properties (dexterity penalties, spellcasting failure chances) - [bUG?] Shortbow +2 gives +4 thac0, while the eagle bow +2, is that how it should be? - [bUG] Anomen's shield gives +5AC while it should +4 (+2 basic and +2 enchantment) - [sUGGESTION] Nerf some of the NPCs' items. It's weird to use the same stuff they started with for almost the whole game. Specifically: - Keldorn's armor is a fullplate +2 with a small bonus on top of that. Fullplates +2 cost a lot and/or can only be found after Chapter 3 (I used it till Armor of Hart, I think). Lowering its enchantment to +1 should be enough. - Anomen's shield is even more useful, I'm tackling Hell right now and he still wields it (unless Beholders are around) thanks to big AC bonus (bugged see a previous point) and a significant fire resistance. Make it +1 (AC3) and maybe lower its resistances too. - Valygar's armor. A leather armor with AC2 and protection from charm. Frankly it's one of the best light armors in the game! A big nerf is needed, maybe making it a real studded leather +2 with charm protection. Not sure about his katana either, but I suppose there aren't enough of them in the game, so no biggies. - Mazzy's and Haer'dalis' weapons are quite potent, but seeing as they are the toughest henchmen to recruit (especially Haer'dalis), no problems there. - I applaud the modification of boring good/neutral/evil archmage's robes to something more interesting, but they don't seem really balanced. Robe of the Battlemage is awesome for a fighter/mage and easily rivals Bladesinger Chain. Arcane Might is fantastic for a cleric/mage (or other multiclass mage). Weave is, well, kind of meh when compared to those. - I'm not a fan of items giving +attributes rather than setting their values, especially the Strength ones. They weren't really used for low-strength characters anyway (well, maybe Viconia) and, without stacking, their power wasn't *that* enormous, but significant. Now, a 19 STR character can reach 24 STR easily, and it's very easy to jump over the 18/x hill. It doesn't bother me that much when it comes to Ring of Influence (it was too obvious in vanilla) or Gauntlets of Dexterity (always used on a low DEX guy like Edwin, plus there are less +DEX items around). - I find Arrows of dispelling useless right now. Obviously there were THE antiboss counter in vanilla, especially in BG1, but with current change they did fuck all against Sarevok's henchmen. - I understand making potions undispellable, and my only small gripe with it is that it makes a fun battle against Mutamin piss-easy as his Dispel Magic doesn't make your characters vulnerable to his basilisks.
  14. The only Earth alternative I can think of is getting hit by a rock
  15. Well, Acid works as an Earth element proxy, and Lightning is obviously connected with Air.
  16. I know there was a discussion what "elements" should be protected against. What did you go with? Fire, ice..poison? I suppose Acid & Electricity.
  17. Kewl! Can't wait. I'm really cold turkey on BG now
  18. A hold effect has the same problems as feeblemind as far as dialogue goes - sleeping creatures can have dialogue with the player, held creatures cannot (though their scripts continue to run, unlike feebleminded creatures). It also has the additional problem that the creature is frozen in place (not showing the normal 'idle' animations) and can be struck automatically without an attack roll. Disabling spellcasting and setting physical attacks to zero via eff files is the way to go IMO. This indeed seems better if it's doable.
  19. Rigid thinking? Yup. As a 3rd level divine. It worked for a whole round, though.
  20. I don't know if it's possible at all - can Charm Person work as a single-target Hold Person that breaks as soon as the target is hit (or attacked)? If nothing else is viable, I'd say we can drop the spell completely, at least for the time being. TBH, I was never aware of its power, it feels terribly OP.
  21. I would suggest doing two distinct installs. If you're itching to play, simply starting with SR, IR, KR, and a few basic tweaks/fixes makes for a really fun playthrough. This lets you experience the game with only the flavors from the Revisions mods, letting you feel the changes then and there. This helps you with beta testing as well. Then once the officials are out, you can do a larger megamod install with your other favorite components. Read this post if you want a good install order for a beta test install: http://forums.gibberlings3.net/index.php?showtopic=26482&p=226926 You need to install Shield Bash after SCS, by the way. So here's what I did. Right after SCS, apply the fixes given here: http://forum.baldursgate.com/discussion/29107/ascension-five-death-script-glitch-spoilers/p1. Scroll down the page till you find a post by darkly180 with a zip file attachment that contains the fixes you need. There is one more bug related to "more consistent breach" component of SCS, but you don't need to install that component with the latest SR v4 beta, I believe (I skipped it). I know Kreso said that Abazigal fix goes before SCS, but I noticed that before SCS, he had his death script just fine. It only disappeared after SCS, and the "finabaz.bcs" script went from some 50kb to 1.6mb in size thanks to SCS. The post-SCS script was missing the death script. The zip file by darkly contains the fixed finabaz.bcs. Just make sure to back up any files that you are replacing. After doing the SCS fixes, install shield bash, then widescreen, and finally gen-biff if you want. Thanks mate!
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