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sirnicklaus

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Posts posted by sirnicklaus

  1. My current playthrough is not utilizing the most current version of Fixpack or Tweaks, so let me know if this has already been addressed.

    It appears that throwing axes are not benefitting from the strength bonus to damage.  Whereas it appears slings are.  I don't know if this has anything to do with the fact that slings are a launcher and throwing axes have no launcher.  If so, I suspect throwing daggers and darts may have a similar issue.

  2. 2 hours ago, CamDawg said:

    Yeah, they didn't update the missile AC. Generally how this works is a small shield will provide two effects: one is a general bonus to AC and then a specific missile AC penalty to match. In this case they correctly upped the general AC bonus to 3, but left the missile penalty at -1 instead of upping it to -3 to match. I've got it fixed for the next version.

    So no matter how powerful the magical small shield, it should confer no missile AC at all?  I suppose that works, though the -1 it confers now seems like it could also potentially be appropriate.

  3. 3 hours ago, CamDawg said:

    In IWD I believe it's demons, devils, elementals, and salamanders.

    In IWDEE we covered these via race checks (and added some BG2 race entries) but I can't remember if that was a 'this is what outer planar means' or 'this is what the oIWD code actually does' type of deal.

    Thanks for that.  At the end, you're saying that oIWD code may or may not have Three White Doves do double damage against the creatures you list?

  4. The description states that the shield gives 10% resistance to all physical attacks and does so for slashing, crushing, piercing, and missile.  It states that one of its daily use abilities increases the resistance to all physical attacks by an additional 15% but only does so for slashing, crushing, and piercing.  Perhaps this was intentional as the paper doll icon shows up as a medium shield.

  5. The shield's description infers that it bestows an armor class bonus of three.  However it only confers a missile armor class bonus of two.  Seeing as the paper doll icon renders as that of a small shield, perhaps this was intentional.  Unless as a small shield it should have no missile protection at all.

  6. 1 hour ago, Jarno Mikkola said:

    No. It is possible to actually recharge the characters spell abilities per set time, but item ones can't be(in the old BG2 engine and in any of the new the new EE engines). So the thing to "fix" this would be to reform the item description, but that usually not easy or even possible, as there are item mods that use the same flawed des...

    How do I know the spells can be made to recharge ... I edited a mod that allowed that. It's an old and it could have been done better.

    And what if one is playing the original Icewind Dale (non-enhanced edition)?  I was just interested in having the daily use items recharge their uses when traveling so that resting was not necessary.

  7. This cloak seems to cast charm fire elemental kin instead of charm elemental kin as stated in the description.  Additionally, the spell only seems to work on fire elementals.  I'm not sure if fire giants are considered fire elemental kin, but I'm pretty sure fire salamanders are.

    Also, are items with multiple casting options like this one supposed to vanish after only one of the spells is depleted?

  8. Items that grant daily uses (like Scarab of Goodwill, Jasper's Ring of Shocking Grasp, and Jester's Bag of Holding) don't seem to actually recharge daily as their descriptions suggest they should.  Instead they appear to require the party to rest (and not even necessarily for a full day) with the item equipped or in their inventory in order to regain charges.

  9. 2 hours ago, CamDawg said:

    Yeah, the engine won't allow bags inside of stores. It's also why you can't sell bags back to stores. As for those two keys, they're one of the items made unsellable by bit11:

    • Caravan Contract (CONTRACT)
    • Container of Razorvine Extract  (RAZOR)
    • Copy of...

    Since these items can't be sold anyway thanks to bit11, the next version of Tweaks will remove bit11 and set the price to zero. This will allow them to be placed in bags but remain unsellable. Also it looks like I need to add some items to the bit11 list in Fixpack like Brother Perdiem's Badge.

    What exactly is bit11 and what purpose does it currently serve in the game?

    It seems that I'm able to sell both bags of holding, as well as all the other carrying containers, back to stores so long as they don't have any items inside of them.

  10. 44 minutes ago, CamDawg said:

    Now this is an interesting discovery. Items flagged with bit11--everything you've listed--are not allowed to be sold to stores, despite their item type being allowed. Internally, bags of holding are stores, so the same items are being restricted. I don't think I can allow these items into bags unless I also allow them to be sold.

    Out of curiosity with the keys: Gerth in Kuldahar will typically buy keys from the party; what is the reason he won't buy those two in particular?

    I take it the other types of carrying containers (or other bags of holding for that matter) are not intended to be able to go into a bag of holding?

  11. The Add Bags of Holding tweak doesn't make bags of holding carry any type of item in Icewind Dale as the description states they should.  Among the items that don't go into the bags are Terikan's Key, Forge Key, Note to Kerish, Note to Krilag, Krilag's Badge, Joril's Badge, and the other carrying containers (which may be on purpose; I'm not sure gem bags, potion bags, and scroll cases were intended to be able to go into bags of holding).

  12. 6 hours ago, CamDawg said:

    Thankfully IWD also has dual movement speed opcodes. Spells and items are now sorted into movement speed changes which are blocked by Free Action and those that are not (changes from the base game italicized):

    • Not blocked by Free Action: Boots of Speed, Boots of the Fox, Chant's slowdown on the caster, Blood Rage, Animal Rage, internal items for slowing down Norl/increasing speed of squirrels and minotaurs, Circle of Bones' slowdown on the caster, Blade Barrier's slowdown on the caster, Iron Body
    • Blocked by Free Action: Suffocate, Entangle, Spike Stones, Death Fog, Grease

     

    You mention changed/italicized items are changed from the base game.  I assume that since at least Boots of Speed and Boots of the Fox seem to be blocked by free action with the current version of Fixpack I have installed, the list you constructed must pertain to what shall be the case in the upcoming Fixpack version?

  13. I'm assuming that all the changed/italicized items in your post are in the "Blocked by Free Action" category in my current version of IWD Fixpack then?

    And out of curiosity: items like Chant's slowdown on the caster should not be alleviated by Free Action?

  14. I see.  It sounds as if you've already addressed these items and that the changes will be seen in a future version of Fixpack?  I assume, as I have been told is the case with Tweaks, that updating a Fixpack version in a currently existing save could cause issues?  When starting a new save: would uninstalling and replacing currently installed Fixpack and Tweaks versions with the latest be sufficient, or is it recommended that one have an entirely new install of Icewind Dale before selecting newer versions for install?

  15. The Giant Killer sling is not doing the extra damage it is supposed to against giants (supposed to do +4 damage).  This likely means its improved THAC0 against giants is not functioning properly either.  I verified the damage against frost giants by comparing its damage output against Edley's Sling and a normal sling.  It only does the +1 damage that it's supposed to do against all other creatures, even when used against giants.

    All I have installed aside from Icewind Dale and its two expansions are the Tweaks Anthology and the IWD Fixpack.  If this topic should be posted elsewhere, please bring that to my attention.

  16. This belt (erroneously it appears) gets rid of beneficial movement effects when it applies its Free Action on the wearer (such as when the character is wearing Boots of Speed or Boots of the Fox).  It states on the Icewind Dale Wiki: "the recipient of [Free Action] can still be hasted and receive beneficial movement effects such as those granted by the boots of speed."

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