Jump to content

agris

Members
  • Posts

    122
  • Joined

  • Last visited

About agris

Profile Information

  • Gender
    Male
  • Location
    the frigid north

Recent Profile Visitors

1,504 profile views

agris's Achievements

  1. For what it's worth, when I replayed BG1 with SCS earlier this year, this is the only part that seemed wrong to me. That Aerial Servant completely changes the encounter in a way that screams "modder content". I play my IE games for tough, tactical fights and tight resources. I would recommend either bumping his level down so that he can't summon it, or give him more bespoke AI that precludes the summoning of the Aerial Spirit entirely. This, and the ogre mages outside of Candlekeep. Those two optional encounters felt off to me. I liked the tougher kobolds.
  2. agreed, some modularity would be much appreciated
  3. This is a good mod, but I think it would benefit from more items on the "do not randomize" list for BG1. This is mostly due to story / gameplay reasons: Gauntlets of Weapon Expertise on Meilum Balduran Logbook (desk in top level of Balduran's ship) Butterknife of Balduran (desk in top level of Balduran's ship) Short Sword of Backstabbing (Slythe) Curious if anyone else has played through BG1 somewhat recently with this and felt that some items were randomized that shouldn't be.
  4. I would call the flame blade assigned proficiency an error given the spell description text. non-EE IWD is also using v1 of the ITM file type, and some summons have proficiencies assigned (Shillelagh, Spiritual Hammer - clubs, hammers) while others use the miscellaneous category/proficiency, likely to avoid penalizing the caster who does not have proficiency. Interestingly, Flaming Blade does this (likely to avoid the situation you just highlighted) as does Moonblade. So my original bug report was wrong, but it did highlight that some of the weapon summoning spells are not being faithful to TotSC.
  5. Check out the BG1:TotSC version of those spells, where applicable. Shillelagh, Flame Blade, Spiritual Hammer all create items with proficiencies - but it's BG1's style of proficiency. The 'Category' field in NI. Your example cuts both ways, for example in BG1, a divine caster is fairly likely to have blunt proficiency. It makes sense that Shillelagh would be a summon then, as it utilizes a proficiency the caster is likely to have. Similar logic for Flame Blade, where a druid with large sword proficiency (functionally scimitars) would be likely to cast it due to - from the description - "This blade-like ray is wielded as if it were a scimitar". The BBoD is an interesting example, in that it acknowledges the poor utility of a spell summoning a weapon for which the caster's class likely has no proficiency (short of multi/dual). To me, it seems like a bug that BG1:EE didn't adopt this, and may have been a mistake by the original developers when they implemented BG2-style proficiencies to the revised .itm format for BG2. Did you check OG BG2, or BG2:EE for those summoned items' proficiencies? edit: actually, in TotSC, flame blade is incorrectly set to small sword proficiency. The point stands those, these summoned items are assigned proficiencies that I believe were intentionally in-sync with the casting class(es). edit2: to your point about Phantom Blade, the description indicates that the spell would confer proficiency "The caster wields the phantom blade as if proficient with it, at their normal THAC0." which addresses the point you're trying to make. I think the intention was for some summoned weapons to use the player's proficiency (i.e. make sure you can use it or be penalized) while others purposefully eschewed an assigned proficiency to avoid the penalties.
  6. When playing with Divine IWD spells, the Moonblade spell does not create a blade with any defined proficiency. I checked IWD: EE and this is consistent, but I believe it is an error. Other weapon summoning spells, when the weapon is a clearly defined type (hammer, club) use the correct proficiency. The summoned Moonblade is clearly a long sword/large sword.
  7. If using cdtweaks’ option to alter the proficiency system and stratagems, does it make sense to install that specific tweaks component after stratagems?
  8. Balls, I thought it was 10000 gp in BG2. That SoD price should be the standard, but I understand that’s a different conversation than this. I was shocked at how cheap it was in BG1:EE and saw the fandom wiki page for it list the price as 10k. I mistakenly assumed that was the non-enhanced BG2 price.
  9. For cdtweaks v16, component 1080 adds bags of holding using the bag04.itm packaged with the mod. It's base price is set incorrectly at 500 gp. Setting aside concerns of balance, bags of holding in BG2 are priced at 10,000 gp each. I think it's reasonable for cdtweaks to use 10,000 gp as the base price of the added bags of holding rather than 500. This is in reference to a BG1:EE install.
  10. I absolutely loved the lack of direction that Thalantyr gives. It made me pop open my gem bag and actually read the descriptions of the gems I had, and wouldn't you know it, some mentioned scrying! I expect that these descriptions were modified by The Calling, but even if not, it's an excellent touch. Not everything needs to be spoonfed to the player. Now if only I could find Melicamp in the Nashkel mines...
  11. In Firewine: 1. Speak to Carsa, end the dialogue such that she's random walking around the gully without invoking Kazah's name 2. Force attack Carsa, kill her, get an invalid sttref floater: "carsa_say_strref_8" Guessing the error is in /tactical_bg1/carsa.tpa, but I don't know weidu syntax well enough to know precisely where COPY_EXISTING "%tutu_var%carsa.dlg" override GET_OFFSET_ARRAY say_arr 0xc 4 0x8 4 0 0 0x10 PHP_EACH say_arr AS say_ind=>say_off BEGIN READ_LONG say_off strref SET $carsa_say_strref("%say_ind%")=strref GET_STRREF strref string SPRINT $carsa_say("%say_ind%") "%string%" END GET_OFFSET_ARRAY resp_arr 0x14 4 0x10 4 0 0 0x20 PHP_EACH resp_arr AS resp_ind=>resp_off BEGIN READ_LONG (0x4+resp_off) strref SET $carsa_response_strref("%resp_ind%")=strref GET_STRREF strref string SPRINT $carsa_response("%resp_ind%") "%string%" END win10 x64 stratagems 34.3 weidu 249.0 WeiDU.log
  12. I like how CHARNAME can petition the temple next to Beregost for their black pearl. Yet, when you return later with another one and offer to give it to the temple, it is not removed from inventory. This occurred when the party member who actually held the pearl - the one ostensibly given to the temple - is not actually inside the temple. They were outside the temple. The pearl was also in a gem bag. I don't know if the NPC's location / gem bag are relevant, but those were the specific conditions. Also cdtweak's "require identification for gems / pots" results in the black pearl that the temple hands you being unidentified - which doesn't make much sense.
  13. I swear in the non-enhanced versions the log printed the actual value of HP healed, similar to the Player Takes Damage (<#>) string printed when you trigger a trap. I've forced 'Extra Feedback' on in Baldur.lua and it doesn't do it, nor does the overkill option of 'Extra Combat Info'. Is there a UI mod that shows these values?
  14. Thank you. Excuse my ignorance, but to point 1, would something like this work? { on E action " count = 0 Infinity_PlaySound('GAM_09') worldScreen:TakeAllFromContainer() count = 1 " if count > 0 then if #loot.containerItems == 0 then Infinity_PopMenu('WORLD_CONTAINER') end count = 0 end } The counter is tracking if we've pressed E or not, so newly opened but empty containers don't close automatically. To point 2, is there an action bar equivalent of Infinity_PopMenu? like Infinity_PopMenu('ACTION_BAR') that could be invoked together with the closing of the world container? edit: whew, that code view is a finicky beast!
×
×
  • Create New...