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n-ghost

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  1. Inquisitor dispel nerf is justified enough at the beginning of the new BGT game: each and every enemy mage up to Davaeorn can and will get instagibbed in first round of combat if you play un-nerfed PC Inquisitor. I think x1.5 nerf tones it down just enough to be useful without it being overpowered. Using it in BG2/ToB is kinda redundant, since usually you either assign another caster for dispel duty, or just bruteforce through those protections in melee anyway. On a side note, I can't quite remember if there are any enemy inquisitors in game at all, pass pissing Keldorn off. Are there any? Glad to see that Sarevok fight is as ridiculous (in a good sense of the word) as ever, finished it in 32.4 roughly in a same way.
  2. AFAIR original Tactics version played with SCS just fine. That was back in v31 though.
  3. @Merlin To elaborate on this one: this indeed seems to be the case in dialogue, but when you actually come to Gaelan having 120k on your party, he lowers the price to 90k and you can proceed as usual. I think there is a typo in related scripts, but it's kinda stealthy and I can't point it out just by glance. For now if you want to fix this, you can use NearInfinity to edit Gaelan's dialogue (GAELAN.DLG, I think there are 5 entries in total, labeled as State 26, State 30, State 33, Response 59 and Response 83 if I'm not mistaken), then edit string table (press ctrl-s inside NearInfinity) at strref 34187. Just tested it, seems to be working. NB: DON'T try to edit your dialog.tlk using Notepad++ or like, the game reacts funny to this. edit: I saw from your profile that you're playing EE. There might be some discrepancies between EE and BGT references. In any case, you can probably check the entry number you need inside AR0311.BCS. Tagging @DavidW for good measure.
  4. It's just that I'm building this Ultimatest BG Adventure Ever for my best friend, and Alec is the first NPC any player will see when starting a new game. And if any harm comes to him by any accident, there goes the suspension of disbelief (and 15 GB of carefully stacked mods one won't bother to check out as well, I guess).
  5. FWIW, even if SHS seems deader than Nameless One, most of SHS' direct links still work.
  6. Hey. I think you might want to take a look at Alec's (dude from 'A Childhood Friend' component) stats, behavior and equipment in prologue area. There's a couple of problems from metagaming standpoint: 1) He's made out of copy of Firebead Elvenhair. Thus he has 49 HP, which makes very little sense from story perspective. 2) He won't turn hostile if you attack him. In fact, he won't do anything at all, leaving you to wail on him at your leisure. 3) He's worth 2700 exp, thus offering a free level-up for a more morally ambiguous character. 4) He drops a free robe to boot. 5) If you kill him as he walks away to his next destination (e.g., Temple of Oghma), there will be another Alec waiting there to be chopped for exp and another free robe. Proposed solutions: make him a custom multi-class mage 1/priest 1. Remove his robes; create any further Alecs only after previous one successfully despawns (presumably unharmed). Make him turn hostile if he's damaged by party member in any way. Otherwise enjoying this mod very much. The writing is superb.
  7. Out of curiosity: what are these invalid opcodes? Anything I should worry about?
  8. Managed to fix aforementioned error by changing line 32 inside spell_revisions.tra: Wizard Slayer to Wizard Slayer~ But then setup hiccups on srr.tra: Checking this further. Edit: same thing there, adding tilde to the end of line 94 does the trick. IRR can be installed after this.
  9. Uh, trying to install IRR (v1.2.5 on top of IRV4b10) right now, and here's what I have here. I'm using the latest version of SRR as well. FYI, line 33 inside spell_revisions.tra says this: @1723 = ~When this odd horn is blown no sound issues forth, making most people discard it as useless. However, if the proper command word is known, the horn is capable of silencing all within its area of effect, providing that they fail a saving throw versus breath weapons. This horn may be used three times a day. The most common use of the Horn of Silence is as a weapon against mages. Fighters often employ the horn, silencing enemy mages and drastically improving their own chances of success against the frail magic users. What am I doing wrong ):?
  10. And you're really not supposed to facetank all those AoEs. Scatter, use corners, use guards, use doorways if you must.
  11. IIRC you're supposed to use either TobEx (Awaken on Damage component) or EE version of the game to be able to wake up your dudes.
  12. @DavidW any confirmation on above-mentioned thing with Bhaalspawn powers or, perhaps, a way to circumvent it?
  13. I'm honestly not quite sure, it's been like 3 years since I saw that NPC last time, but I distinctly remember that on Insanity (with double damage turned on) one arrow was enough to kill a lvl 1 d4 character.
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