Jump to content

oraclex

Members
  • Posts

    62
  • Joined

  • Last visited

Posts posted by oraclex

  1. 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 ?

     

  2. 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.  

  3. 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? 

  4. 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

  5. 1 hour ago, morpheus562 said:

    I also need to sit down and add more offensive magic since I am light on that.

    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?

  6. @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

    iwd2ineet.jpg

  7. 2 hours ago, JohnBob said:

    I didn't really play, just testing the transition for both with the CLUA console...

    I had a problem to install IWD1 with the version available in the first post of the topic on ArcaneCoast...

    That's why I have indicated the other link, it is provided by a members of the Russian translation team...

    If you try your luck you might be the first to give feedback on the playability !

    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

  8. 1 hour ago, JohnBob said:

    Yes and no...

    I did a lot of tests on this installation, working on the french translation, so it is not very reliable...

    What is your question?

    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

     

  9. 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. 

×
×
  • Create New...