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oraclex

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Everything posted by oraclex

  1. Oh please keep on posting on the more significant updates
  2. Just noticed that iwd 2 got an unofficial enhanced edition out. Was wondering what like the big difrences are between the iwd1&2 in BG:ee and the unofficial release. Could anyone fill me in if they know?
  3. you can clua cheat warp to NWN with clua cheat available in the .ini file (forgot which) u can press [CNTR + SPACE] to open a menu that lets you teleport to difrent locations. Also NWN!
  4. got it working on my IWD in BG install, and I could enter the NWN area's Pretty sweet! I probably will wait a bit until the release is more at a final state. but awesome work! looking forward on this journey
  5. Going to give this a spin soon. Got a Clua area for NWM I can use to warp too? Basicly to test if the mod got installed correctly. trying to run in in a rather modded game already Cheers!
  6. ohh very neat! Question, how do your script determine when and what attack spell to use on x sighted enemy? When on a BG1 play through the mages tend to be rather holding back their spells a bit to much. I understand better spells being used on the bigger treat but seems those are rare in BG. Is the level of the mage taken into account ?
  7. I like you idea of having IWD as a selectable campaign quite a bit! I guess one can always still CLUA back and forth to iwd/bg if the urge is there, right?. good luck SubtleDoc,
  8. Hey Morpheus, kind of a request, is it possible to have the offence magic also to include magic missile against more enemies? I feel this spell kinda scales decently with the mage level up and as the mage lvls he guess quite some lvl 1 slots available. curious how you feel about it or even you are against it.
  9. ok good to know! since im still early on the BG playtru, the battles are not that interesting. but seeing the mage/cleric not doing much is a bit to much. for the moment I can just use another script. Or with this new info, I'll just let him memorize more disabling and debuff magics. Edit: Did checked some disabling and debuff magics up to tier 3, but im not seeing any casting still. I guess your script is focusing on the higher tier magics?
  10. Actually seems I was mistaken. the magic missile wasnt cast by my cleric/mage it was Imoen again. using either a sling or a staff, the mage/cleric does not want to cast offensive magics of the tiers it owns. So you are saying this is intentional, right?
  11. seems now both my multiclass mages are not casting attack magics. for now I have magic missile active on both. As mentioned before I did not want my cleric/mage going melee when welding a staff. with the latest release he does not do it anymore. however prior they both were using magic missile. Like as the start of the combat cast magic missile and followed by rushing to the enemy. EDIT: I gave my cleric/mage a sling, did not not change any script settings and he did started to cast magic missile. so seems something with the multiclasses + melee settings within the script that holds back the casting. Let me know if I can do some tests for you or have more questions
  12. yea the script does work, others character do use magic, such as my dual thief/mage Imoen.
  13. I went to an place with higher lvl enemies, but both my multicast fighter/mage as mage/cleric wont cast spells. I do recall my fighter/mage casting magic missle prior rushing into the fight. Also wanted to mention that the script itself does not cast any buff spells during combat even when its selected in the powerscript settings. was this intentional since there os the (very nice) pre buff option?
  14. great, updating! Edit: Well he wasnt rushing into the enemies no more thing is, he wasn't using any attack spell either. Might be due to conserving magic due to low lv enemies?
  15. how about the mage/cleric multiclass welding a staff, are they still want to boink the enemies with their sticks with this update ?
  16. @JohnBob could you list the CLUA command + area for the IWD and IWD2 starting location please. I finished installing but at the end I felt some of the mods did not install properly. Game is launching tho. tnx in advance! EDIT Actually I figured it out (IDxxxx for IWD1 and IWxxxx for IWD2) So seems installation was a succes!! even I can continue with my save game ,currently still on Baldur's gate. Im going to be enjoying this! https://ibb.co/S3pDS0s
  17. ok, I should have some time tomorrow and install it. have to be careful not to both my existing modded EET .. better backup in advance
  18. well not really a question per se, but more a confirmation if someone outside the Russian language got it playable. I dont mind clua warping to locations if needed. So if you say its all looking good, then I should just stop stalling, lol
  19. @JohnBob Did you have iwd1/2 in EER installed btw?
  20. alright good to know, I believe ya
  21. pretty sure Heart of Winter is an optional thing. in the OP its is mentioned behind a spoiler tag : *" Regarding the HOU ( let's just say this is the version of alpha 0.001, but the playable ). Due to the pulling of resources from the main mod, there may be a certain number of extra files that will in no way affect the operation of the game. The only limitation, if installed on the EET, the mod must be set after the EET and before installing the Trials of the Luremaster mod from Argent77. Otherwise, mod does not affect game files that could affect compatibility with other mods."" Then again I might be miss understanding this bit of google translated stuff. I hope your right tho! save meddling with the install guide.
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