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Posts posted by Lilaina

  1. 1 hour ago, pochesun said:

    3 months - thats shitty. And waiting for more than 3 months for "fixed version" and not even knowing when it will be done or will it be done at all - thats pretty shitty FOR ME. I am getting those vibes: " please hold, our operator will be with you shortly...." Not a good service.

    Just use an earlier version of the mod lol... and three months is nothing compared to Beamdog not fixing bugs they caused years ago. 🙃

  2. A simple solution is to send the arcane spell caster with spell immunity and other protections ahead and absorb at least the initial remove magic. In general you should spread your party out so that not everyone is hit by AoE effects. You can also stack fire protection items on one fighter type to keep them safe if dispelled. Ranged weapon users can stay in the edges and rebuff with protection from fear and a fire resistance potion if necessary.

    Also, later in the game and ToB especially single or dual classed clerics will reach such high levels that buffs from them are quite hard to dispel, so you don't necessary need immunity to abjuration at that point.

  3. 12 hours ago, DavidW said:

    Thanks, I like both - will consider.

    Cool. On the topic of spell visuals, Physical Mirror has been bugged for a long time now in 2.5 version of EE (not because of SCS but even in an unmodded game). The disk graphic is permanent on the character that cast it, even dying and resurrecting the character won't remove it. Is that something modders can fix or is it up to Beamdog?

  4. Just a couple of ideas that came to me during my last playthrough:

    1. Would it be possible to replace some of the arcane spell protection graphics with new visuals from IWD? Antimagic Shell for instance looks very cool and could be used with Spelltrap to help set it apart from other similar spells. Right now I feel that many of the new visual effects are "wasted" on spells that aren't as relevant as spell immunity/deflection/turning/trap, which share the same disk and whirly balls visuals.

    2. Epic werewolf form HLA? This has probably been suggested before but I think it's kind of disappointing how the Fire Elemental and Earth Elemental HLAs are better for both damage and tanking compared to the Greater werewolf form. Access to other shapeshifting forms also goes against the class description.

  5. 8 hours ago, InKal said:

    In SCS on max difficulty all that will not work so great because enemy will use Improved Aclarity+Timestop - Comet, Dragons Breath, Abu Dalzim, Reload or Ragequit.

    except point 4. for example sneaking under haste on Tolgerias on crack and chunking him via backstab before he can flood you with Glabrezus, Planetars and Cornugons is the best cheat, ooops, hehe I mean option.

    btw. Timestop plus Summon Dark/Planetar near the most squishy Jan, Aerie or Viccy (always) is a dick move to be honest, I would kinda complain.

    Depends on version/difficulty. I play on "super insane" i.e. only select spell casters in SoA get HLAs and everyone does in ToB, so Irenicus in Spellhold is the 1st such caster in my game. My tips were for early to midgame which is the hardest part of the game imo, since you don't have access to high level spells and other tools yet.

  6. 1 hour ago, Jarno Mikkola said:

    You really think they can tank 4 to 10 levels above their weight ?

    Here's Mivsan outlasting Kangaxx (lvl 35) at the end of SoA, so probably something like 15 level difference:

    Kensai->Mage is obviously OP but anyone with the spellslots and blanket immunity items can wait out Kangaxx's protections after which the rest of the party can rush him down. 

    1 hour ago, Jarno Mikkola said:

    Which 5 summons are you sending in ? Those needs spell slots too by the way.

    It sounds like you must be resting quite often.

    Wands of monster summoning provide endless fodder and clerics have plenty of spell slots for skeletons when needed.

    The opposite actually, I play with iron-man rules and no resting in dungeons. My parties are pretty optimized however. Something like:

    1. Specialist mage/Sorcerer/Edwin

    2. F->M, F/M, or Blade

    3. F/T, F/M/T, F->T or Jan

    4. Cleric or Fighter->Cleric

    Rest can be whatever, as long as they have a decent amount of attacks per round.

  7. Some quick tips for dealing with enemy mages you can't dispel for whatever reason:

    1. Send in summons, let them absorb all the most dangerous spells and deal with the mage afterwards. Works well against lone enemies especially in early to mid game.

    2. Send in a fully buffed fighter->mage, bard, M/T, or F/M to tank the mage. Even if you can't damage them, just keep spell immunity/spellshield up until the enemy's protection from magic weapons/mantle etc have run out.

    3. Throw a cloudkill or two on top of them. It will keep interrupting them and the damage alone will usually kill them pretty quickly. Especially useful against enemy parties and during ambushes. The wands are especially OP for this.

    4. Backstabs are sometimes an option; I don't think it's cheating to scout ahead and do so when possible.

    5. Insect plague destroys casters without fire shield.

    Access to lvl 7 spell slots in order to deal with liches is the single biggest roadblock that SCS throws at the player but I don't think it's unreasonable to assume that the party has at least one pure or dual classed mage who will reach the necessary level reasonably fast. Anti-undead weapons and in ToB, Turn Undead, are also options, although admittedly pretty cheesy.

    Even at 1.5x power the inquisitor dispel is incredibly powerful as long as the target doesn't have Spell immunity: Abjuration.

    44 minutes ago, Jarno Mikkola said:

    thing is, the detection is a spell-state. So if the thief is also the mage of the party, it's useless for a turn, or more if they don't actually detect the enemy ... and they need to be visible themselves to detect things. Meaning the demon right next to them gets a nice snack.

    You can kite the demon and detect at the same time, or just tank it with someone else. Not being able to attack or cast anything is a pretty good trade for what the skill does imo. And Jan shouldn't be your only arcane caster anyway 😛 

    Shadowdancers are also especially nice for this since they can do the mini time stop and dispel all illusions immediately and safely.

  8. Personally I'd love a mod that brought back real-time inventory management to BG1 as well as for BG2 as a difficulty enhancing option. Being able to juggle immunity items, scrolls, potions, wands etc. when in combat without any danger is way too powerful. Or alternatively just some way to disable inventory altogether when in combat (I've tried to impose this restriction on myself b4 but its kinda impossible due to years of muscle memory.)

  9. 13 hours ago, Guest guest said:

    I would love to have a mod for EET that has all the following features:

    1) EE npcs disabled + items removed\added into store
    2) Restored old movies
    3) Removed Black pit to make it not appear at all even in the menu
    4) Sod disabled without having to actually do anything at all - all the references removed.

    1) https://forums.beamdog.com/discussion/43074

    2) http://www.shsforums.net/topic/55573-mod-bgee-classic-movies/

    3) This is just petty

    4) Disable from properties->DLC in steam and you get 2.5 version of the game without SoD

  10. 5 hours ago, Caedwyr said:

    I am interested from hearing from anyone who has tried both this mod and SCS, which components are complementary, which you should pick one and not install the other, and if there are any game balance issues that arise from having both installed.

    1. Enhanced Ulcaster Ruins (MiH) &  Improved Ulcaster (SCS).
    2. A Real Spider Plague (MiH) & Improved Spiders (SCS)
    3. Cloakwood Assassins (MiH) & Improved Cloakwood Druids (SCS) or Improved Drasus Party (SCS) since I don't know exactly where teh Assassins from MiH will turn up.
    4. Enhanced Basilisks (MiH) & Smarter Basilisks (SCS)
    5. Enhanced Wraith Spiders (MiH) & Improved Spiders (SCS)
    6. Enhanced Shadow Temple (MiH) & Improved Shade Lord (SCS)
    7. Enhanced Watcher's Keep (MiH) & Improved Watcher's Keep (SCS)

    I've tried 1-5 and they work with each other just fine (install MIH 1st, then SCS).

    1. Makes the trash fights a bit tougher.

    2. The spiders that spawn are no biggie.

    3. The assassins don't overlap with those other encounters. They're moderately tough, I recall them drinking lots of healing potions.

    4. Basilisks are significantly more dangerous when fought in tight quarters and you get more XP from Mutamin's garden. They also call each other for help so you end up fighting lots of them at the same time.

    5. Also compatible, don't recall them being too dangerous.

  11. 34 minutes ago, DavidW said:

    ...okay, going through this, the only significant reproducible bug I can find is that the Slayer power gets granted (and regranted, and regranted...) if you go to Watcher's Keep in SoA.

    I've fixed that locally, but I'm wondering if I'm missing something - various people on this thread suggested that there are much more serious issues than this. eg. Oob: "more than a dozen bugs",  "Just trying to say that Ascension 2.0.9 has quite a few nasty bugs right now". Any thoughts? 

    For what it's worth, I've played through the whole thing without any issues. My mod lists tend to be pretty moderate however, so I haven't used Wheels, Imoen romance etc., and I always do WK in ToB so maybe I've just been lucky in avoiding bugs. :p

    In any case this version of Ascension is in a far better state than the previous ports from Beamdog forums which had some bosses (Abazigal's humanoid form, Demogorgon) completely broken.

  12. 25 minutes ago, Bartimaeus said:

    Wouldn't it be...literally none? Armor disables spellcasting entirely in the vanilla game, so no enemies expected to use arcane spellcasting should have armor equipped.

    Demon Knight has a large shield at least, so in some version of item revisions that I tried he had 50% to fail at spellcasting.

  13. 14 hours ago, Guest disappointed!!! said:

    NO JOKE!!!!

    A lot of people have posted bugs here, but the modder doesn't seem to care!!

    The mod is many years old, but the modder is unable to get the mod bug-free!

    No, that's NOT a good Modder!

    Version 31 works fine. 32.7 too if you skip the "Improved NPC Customization" and "Wider Selection of Random Scrolls" -components.

  14. 1 hour ago, Angel said:

    Yeah, I'm not quite satisfied with this one myself.  I really did give them ju-ju zombie stats as per the MM, but I guess those aren't enough of a challenge either after the ankhegs.  I'll have to think on this one.

    My suggestion on SCS forums was MORE ZOMBIES! Like instead of small clumps you have to fight them all at the same time. Or maybe after turning in the initial quest some necromancer shows up and summons a small army and you have to protect the farmer.

    1 hour ago, Angel said:

    Mm, this is not intentional.  I pretty much copied them from wyverns.  I'll have to look into this one.  I might keep it though, I kinda like it. ^^

    I didn't mind the immunity either (too many enemies can be dealt with by kiting + ranged damage as it is). The lack of message was just confusing and I thought they had stoneskin or something at first.

    1 hour ago, Angel said:

    This is indeed a bit of a concern, between my own modifications plus Northern Tales, Stone of Askavar and Serpents of Abbathor, I actually hit the Siege of Dragonspear XP cap (500,000) near the end of BG1.  My paladin is typically level 9 when going up against Sarevok (but with what SCS does to him, I don't feel that is overpowered).  It does tend to make SoD and the start of BG2 quite a bit easier than intended though.  But if people have a problem with this, they can also install the XP Mod and tone the rewards down.

    I don't use big quest mods myself so just this mod on it's own won't make that big a difference. I've always thought basilisks give too much XP however, and there's a lot more of them now so I wouldn't mind a component that lowers XP rewards. Still, SoD is a much bigger offender regarding BG2 balance so it's not a big deal.

    1 hour ago, Angel said:

    Have you considered using my spell pack as well?

    I'm even pickier about spell/kit mods since SCS doesn't take them into consideration and it feels like cheating. Some of the individual components do look interesting now that I checked, additional paladin powers especially. Gonna be a while b4 I start a new game however. :p

  15. I finished BG1 with the itempack + encounters and quests mods + latest SCS. My overall impression: They're great! I'm especially picky about overpowered items in these games but I thought the overall increase in power wasn't too much. You also need them since endgame dungeons were noticeably more difficult and I was especially unprepared for the 1st level of Candlekeep dungeon which was brutal! 

    Some specific thoughts and suggestions:

    1. The Cloak of the Arachnid was the only glaringly OP item imo. I would move it later into the game or make it more expensive.

    2. The zombies in the farmlands are still easy and boring and now they also give too much XP for the effort it takes to kill them.

    3. The 2nd level of candlekeep catacombs was pretty easy in comparison to what came b4 so I think it could use something more.

    4. I really liked what you did with the Surgeon. Would it be possible to to make him provide temple-healing services similar to NPCs in Icewind dale dungeons? I always lose someone in the middle of Cloakwood and it's a long way back to the closest healer who can rez. 😛

    5. Could the new ambush with the green ogres take place in the southwest or the narrow southern part of the map? Atm they're very easy to kite and it's kinda awkward how the guard stands there and doesn't help you deal with them, and one ambush already takes place there with SCS when you first arrive.

    6. The new enemy type in Mutamin's garden is immune to normal arrows but there's no "Weapon ineffective" message.

    7. I really liked the changes to oozes, basilisks, ankhegs etc. Basilisks are especially nasty in small spaces with no room to kite now, and ankhegs are much harder for unprepared low level parties.

    8. XP gains are bigger due to more enemies but most of the big XP bombs happen later in the game. I hit the XP cap in durlags tower without Balduran's Isle. Next time I think I'll just remove the cap since the more difficult endgame dungeons more than make up for the +1 level at best that you might get if you do everything.

    Overall very nice mods that will go to my permanent modlist. :)

    edit. Oh yeah, one more thing. The Ioun Stone animation is kinda fast and distracting. Is there some way to slow it down? Other mods that add them have also had the same issue so I assume it's an engine limitation?

  16. What the title says. During my latest playthrough I was able to "split pull" the bandit camp. I approached the camp from the southeast and started running south as soon as a bandit sounded the alarm; Taurgosz and most bandits/archers didn't chase me, the wizard and most other named bandits did. I did some tests and it seems to happen more often if I run away from the line of sight of the bandit that sees me as soon as possible. Staying still and waiting will pretty quickly aggro everyone. This is probably not a big problem for most people and it might have always been like this but it hasn't happened to me b4 and I tend to handle the encounter the same way (Start the alarm with 1 character, run south asap and make a bottleneck with web). On previous versions (v30/v31) the whole camp would come after me, this time was a lot easier.


  17. On 6/15/2019 at 10:06 AM, DavidW said:

    There's a bug in the 'make NPCs less likely to die irreversibly' component that renders it nonfunctional. (Your quality control for people you let work on this project is lamentable - some complete idiot messed up the code by failing to run a critical macro.)

    Fix uploaded to the repo.


    Is the version in repo something non-modders can use?

  18. On 6/13/2019 at 8:37 PM, Abdal said:

    Hmmm, after I begin ToB I lose all restored bhaalspawn abilities from SoA(which the mod recently allowed to regain once the PC gets the soul back from Irenicus) if I save and then load said save in ToB.


    On 6/13/2019 at 8:40 PM, DavidW said:

    Just checking I understand:

    - start a ToB game

    - save

    - reload save

    - powers are lost



    Same bug here.

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