Jump to content

Lilaina

Members
  • Posts

    68
  • Joined

  • Last visited

Posts posted by Lilaina

  1. 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.

  2. 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

  3. 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?

  4. 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.

    WeiDU.log

  5. 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?

  6. 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.

  7. 27 minutes ago, DavidW said:

    Can't reproduce, or not straightforwardly (gated in Minsc14 to a new ToB install, he behaves correctly). Can you give me an exact case to try to reproduce?

    I just start a new SoA game. Imoen, Jaheira, Minsc and copper coronet followers all start at lvl 0, ready to be leveled up, and with the ability to change class/kit. Using it, the NPC will do the animation with its hands but no dialogue window with the choices comes up. If I level them up 1st, the ability disappears which it is supposed to I recall. Tried both with AI on and off.

    Game version BG2EE, latest patch with latest Ascension and SCS. (This is probably not related, but my weidu log says ascension version is 2.0.3 despite it being 2.0.4. I know its the latest version cuz the old bugs are fixed).

    WeiDU.log

  8. Dragons don't seem to get the HP boost on insane. (I waited a minute to let the effect kick in since in a previous thread someone said there might be a delay).

    Tested by summoning a planetar who whacks the dragon and after a min or two I added the dragon to party (tried Firkraag, shadow dragon, Adalon, Saladrex)

    WeiDU.log

  9. 8 hours ago, AnonymousHero said:

    EDIT: Also, killing Daveorn seems to crash my game pretty often. I guess he's just becoming the hardest enemy by metagaming me :).

    I was able to backstab him to death in my game with invisibility (isn't he supposed to have stoneskin?) which always crashed the game for me.

    Also, backstabbing Mulahey while he's neutral didn't make him hostile but started a loop where he keeps initiating dialogue. Looting the chest fixed it.

  10. 29 minutes ago, DavidW said:

    I won't have a chance to release new versions till, at the earliest, this evening (Pacific time); I'll try to have a look at Babaus and Bodhi then too. (I take it you're talking about the Ascension version of Improved Bodhi?)

    Yeah, I was only testing ToB fights. My difficulty sldier was on insane too if that affects her in Ascension.

  11. Okay, that's all I found for Ascension alone. However, when testing it together with SCS 32, I came across a few things:

    1. During the final phase, player reply to Melissan says "NO VALID REPLIES OR LINKS"

    2. Babau bug happened twice, maybe SCS made it worse somehow? I dispelled their invisibility and they ran to the edge of the platform where they started shaking/dancing in place. They still threw spells but didnt come into melee. 

    3. Improved Bodhi doesn't have her blue shield doesn't seem to use much of her other special abilities either. Dunno if intended or not.

    All the other boss fights worked perfectly and seemed much better than old ascension + scs combo. :)

    WeiDU.log

    Baldr008.png

  12. (I'll continue from the other thread here)

    I don't get the invisible Babau problem anymore either, dunno what that was about.

    The issue with solars is still definitely there. They cast remove magic and prismatic spray on bodhi for instance, and finger of death on Melissan. I took a screenshot. It seems more likely to happen if the player character is out of sight of the solars.

    I also noticed that there's some remnant of a bug from the old version that Abazigal had in his humanoid form while in his lair (at the Throne he works fine). Basically, he seems to stop and think what to do instead of mercilessly chasing the player like he does in the finale. Sometimes he even pauses, turns around and wanders away for a while. This bug was a lot more serious in the previous version of ascension however, now he does attack most of the time but he is easier to kite cuz he pauses every now and then. Dragon form is fine.

    Baldr008.png

  13. I have more! :D

    1. Babau's that spawn on the right platform have messed up names. Also, during one test they turned invisible but didn't attack and I was able to get the abilities from the pool without killing them.

    2. Fallen Solar's seem to sometimes attack at least Bodhi and Yaga-Shura. Once, two solars both immediately charged the giant which looked pretty funny tbh.

    3. Out of the bhaalspawn, only Sarevok and Balthazar attack me. The rest just stand there throughout the encounter even if I attack em.

  14. (Posted about this in beamdog forums 1st cuz I didn't realize there was a forum for the mod here)

    Thanks for working on this mod! I get crashes during the final fight at the Throne of Bhaal atm. Getting in melee range with Bodhi seems to trigger it, sometimes attacking her from a range too. 

    BG2ee 2.5, no other mods, new game etc.

    Other boss fights work great so far.

     

     

  15. I've always found the northern part of the BG1 map kinda boring and easy with lots of free experience. Would it be possible to

    1. Buff up the Ankhegs so that venturing into their hive is actually dangerous for lvl 4-5+ parties

    2. Make the zombie Infestation quest in the northern farm area more fun by adding more zombies or just making them one big horde (like the gibberling horde encounter, which is fun) instead of having to track them down one by one which is both tedious and poses no danger.

    Sorry if this out of scope for the mod. :)

  16. 2 hours ago, Guest mobias said:

    Hi everyone- my first post here as I've just started my first play of BG:EE and saw this mod and it sounds very well done. I got through the install fine, but when I click the BG:EE shortcut in steam my pc buzzes for a few as if its thinking of launching,...then absolutely nothing. I searched here for 'won't launch' and 'wont start' and dont come up with anything. Have I done anything wrong? My game folder is installed in my own 'games' folder not in program files etc. for the record. Otherwise I pointed to its directory during install and the install went fine without a hitch. At a loss and frustrated as i'm excited to get started!

    Hi. You need to have Modmerge or DLC Merger installed before installing SCS.

    https://forums.beamdog.com/discussion/50441/modmerge-merge-your-steam-gog-zip-based-dlc-into-something-weidu-nearinfinity-dltcep-can-use

    https://forums.beamdog.com/discussion/71305/mod-dlc-merger-merge-steam-gog-sod-dlc-or-custom-dlcs-with-the-main-game

    A full installation of SCS is very hard for a first playthrough btw.

×
×
  • Create New...