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magisensei

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  1. lol - when I read this I thought wow did I miss this because I basically ignore the MM-wand in BG2 (it just sits on my book shelf in my stronghold room or in the wand case) - went into my current run and tried it and nope my MM wand still fires one. Maybe its Imoen's MM wand from BG1 that does that (I read somewhere that it was a different MM-wand code) but the standard MM-wand in BG2 is unfortunately only 1 missile. ....lol so I guess the MM-wand will just stay in the wand case I must have totally missed that in the readme... thanks - but the funny thing is that I really dont do WK much less ToB - after the first time ...oh well I'll just ignore Robe of Vecna in this play through ... Ya - the wand of lightning and targeting in BG2 is really not that great (horrible if we are honest about it) - I generally have to target a few times because my finger slips - oh well the limits of engines - I wonder if using EEex would make it easier to do .... just a random thought ...
  2. Hi Here is an idea: to nerf the wands but still make them useful in both campaigns Would it be possible to make a 1d3 lightning wand that still fired up to 6 bolts at once - one of things about magical spells is the inability to target multiple enemies and the lightning wand was the only one - the damage for each could be nerfed but you would still be able to fire at multiple enemies safely (assuming you turned off the bouncing lightning bolt). A wand should be something convenient to use and not as powerful as the spells cast by a mage - therefore a weaker wand that does something a bit different from the actual spell might be a possible idea. Imagine a fire wand that fired mini-fireball (for just one creature 1d3 fire damage) that could aim at 1-6 creatures or a wand of frost - that fired icicle bolts (ice damage) If you had wands that could do the above - it would be useful in Bg1 still without being overly powerful and still usable in BG2 to some degree to soften monsters up or disrupt enemies. I did notice there was no improvement to the wand of magic missile - lol -- does anyone after level 1 even use this wand? probably the most useless wand added to the game but if you could fire at multiple targets then it would become somewhat useful. Just of curiosity would it be possible to add a nerfed "Robe of Vecna" to your mod as well - nerfing spell-casting speed from 4 to 1( or 2)? BTW - can IR and IRR be added to a game already in progress or would I have to start a new play through?
  3. Hi Some question: 1) Wand of Lightning: "Lightning Bolt: 6D6 (save vs. wand at -4 neg. half)". -- does the wand still fire 6 lightning bolts or is it just one? or does this mean that the total of 6 lightning bolt is 6d6? 2) Robe of the Apprenti: loses the spell memorization property (this made it way too strong for something that was supposed to be dirt cheap to make...), and instead it simply sets your AC to 3. -- does this make it easier for the mage apprentices to make or is the percentages still the same to successfully make this? 3) Is IR Revised - question about installation - is "IR Revised" considered a 2nd component when installing? 4) Gloves of Missile Snaring: removes them from Ikona (Trademeet Shadow Thief who only appears for a very short amount of time) and puts them on sale at the Trademeet Shadow Thief store.-- I get these gloves from a different mod that puts it on the shadow thieves before escaping Irenicus' dungeon - will your mod move these gloves from the mod that made it a drop during the first dungeon? 5) Boots of Lightning Speed: removes duplicate pair from Habib (guy who throws scimitars at you randomly in Athkatla) as well as the Underdark and similarly places them at the Trademeet Shadow Thief store.-- I've installed Almateria's Restoration Project that gives these boots to Habib so your mod moves it? 6) Rod of Lordly Might: Experimenting with a new design - now an actual weapon a la Rod of Terror or Rod of Smiting. A +3 club that has a defensive +2 bonus to AC (useful as an off-hand weapon), it can transform into a Flail of Disruption (destroys undead creatures a la the Mace of Disruption), a flaming long sword, a hypnotic axe (confusing, sleeping, or stunning on hit), or a spear of speed (+1 APR, also can be thrown). -- will this over write another mod that changes the rod already? Although I think your changes is for the better -it is now a little op. - and does this mean that throwing spears will be added to the game if this is installed or is it just this one item that is a throwing spear? 7) Rod of Wonder: For the time being, it can 3x per day affect the targeted character with one of nine random effects: a 10D6 Fireball, a 10D4 + 10 Cone of Cold, a 10D6 Lightning Bolt, a 1 turn Cloudkill, a Domination spell, a Flesh to Stone spell, a single target Haste spell, a 5 skin Stoneskin, or a 1 turn Globe of Invulnerability; there is also a 10% chance of a Prismatic Explosion occurring centered around the caster instead. --- is it possible to not install this component in some way when installing the rod component - I actually like the wand of wonder 8 ) In general why does the wand revision make the wands more powerful (more damage, harder saves) when they worked well in the first place? Thanks
  4. Hi Some quick questions - 1) can I install Subtedoctor's IR patches without installing IR or will it just patch IR after installing it? 2) PnP Equipment for Druids According to PnP, druids shun metal, but instead may wear equipment made from natural sources (namely scales of beasts). Items include armor, shields and headgear. (what is written in the read-me file) - does this mean your mod/patch adds more beast scales to the game? or does it allow ankheg scale to be made into different things (not just armor but head-gear and shields) - I don't seem to remember a lot of beast scales that you could get in the vanilla BG2EE game (besides dragon scales assuming you were successful in killing a dragon) 3) Throwing Spear - does this mean that throwing spears will be added to the game? Thanks
  5. Hi Just a quick question: Component 1351: Tweak Moonblade - if you don't have faerie fire as a spell does the Moonblade spell still cause this to happen? or is it possible to add faerie fire as a new spell to be added to your tweaks? Is there a mod that just allows for the addition of this one spell? Component 2413: Tweak Otiluke's Sphere (EE-only) - if I use two different mods to tweak this spell will there be conflicts? Component 2305: Tweak Haste and Slow (SR-only, EE-only) - oddly I don't get this option to install this component in the vanilla game (EE) - it skips this during installation - does (SR-only, EE-only) mean you need to have both for it to be installed - I thought it was one or the other? BTW - great mod, I like the tweaks that you have made and its one of the tweak packs that always gets added when I play. Requests/wish list (if you ever feel like an updated version of your tweaks): 1) can you make Luck last longer, 5 rounds is still too short - how about 1 round/level or even 1 turn so thieving bonuses or a small buff can be used longer and more effectively and if you do make it longer - make it so it only effects 1 person again (you gain something a longer duration but it only affects 1 person). 2) would it be possible to make the tweaks to Stinking Cloud from your mod available to the vanilla game without having to install SR? 3) more of wish - can you tweak Negative Plane Protection - too make it last longer - 1 turn - but then again your tweaks do offer a saving throw against draining so maybe its not needed. 4) a request/wish - would it be possible to make glyph of warding so it does not affect party members 5) can any tweak be done to the spells "cause medium/serious wounds" so it is not a touch attack or how about magical stone - so it is not totally useless. (Yes, I know SR has an improved version of magical stone but you need to install all of SR to get it and I don't think SR allows for individual spells to be installed as that would make installing it crazy long). 6) totally unrelated to your mod - I've read about klatu tweaks on the forums here - and I was wondering is there any place that this allows this mod to be downloaded as SHS link does not work. Thanks
  6. Hi Just a quick question -although it might not be from this mod (as I have installed other mods that add some NPC interjections in general but this is the only Aerie mod specific to her in my mod installation)
  7. First reaction to FnP mod - great mod - thanks - loved the way the druid class was improved especially the shape shifting - specially installed for the druid component. - the mod was installed in BG2EE for a test run and I only tested the druid kit Minor issues/thing I noticed: 1) When installing tweaks anthology - specifically "loosen druid multiclass equipment" - this has no effect on the equipment that my FnP druid can use - it seems equipment restrictions from FnP can not be over written by tweaks anthology loosen equipment restrictions. (FnP was installed before tweaks anthology) 2) you cannot just partially install the mod - either it is a full install of (sphere and kits) or it does not work correctly - eg removing the fnp druid kits while keeping the spell sphere screws up the spells in the vanilla druid spell book ie some spells are shifted in levels and duplicated - for example beast claws was shown in level 1 and also at level 2 (where it is supposed to be - you could also cast it at the level 1 spell slot oddly enough) 3) in a full install there was one 7th level spell that was unreadable just a string of numbers - btw were all the spells supposed to be visible in the druid spell book (ie at the beginning of the Irenicus' dungeon the druid spell book had all the spells up to 7th level in the spell book listed) 4) On character creation (of PC druid) the spells are not there in the character creation screen - I only get the common cleric spells that are shared between the cleric and druid class but no druid spells 5) the multiclass fnp mod (installed after tweaks anthology) specifically the druid/thief did not work correctly at least the spells - for me at least I only got cleric spells on character creation and the alignment was true neutral (no choice given) The above issues might not even have anything to do with FnP as I do have other mods installed -- these are mods that add content (Athkala Grounds), UB, Tweak mods eg d5 _random, IWD tweaks etc, rogue rebalancing, unofficial item pack, and a mod that add IWD bard songs but nothing that adds brand new kits. Thanks - overall great mod
  8. Another question when installing: If you install the vanilla sphere component of the mod do you still need to install the sphere system? Thanks
  9. Hi I am not sure if you can call this a bug - but when I installed the mod - certain dialogue from NPCs (either party members or town crier) would be unreadable (just a lot of blocks and not letters) - I only installed component 1 and 5 - removing just one of them did nothing to fix the issue but removing both fixed it - but that means not using the mod in this play through. Any suggestions would be great Thanks
  10. Hi Just a quick question about installing the mod - your mod and the mod "Unofficial Item Pack" have similar items from SoD imported into BG2EE - will having both mods conflict with each other (ie I dont want duplicate items). Thanks
  11. Hi A few questions: 1) Just wondering if any one can provide a bit of help for installing fnP. Tried installing FnP into BGEE - and while it installed without any issues when I opened the game to play it - the kits had phrases instead of kit names; and the spell descriptions - also had random phrases rather than the description of the spell; the picture was also not centred properly and in general the character screen during set up was a little off (everything was moved a bit to the left rather than centred). I have no other mods installed when I installed FnP to BGEE. 2) Do I need to install DLCmerger to use mods with SoD? Thanks
  12. Hi I came across a small problem: the shape shifter rebalancing part of tweaks anthology does not seem to work. I can get the paws but cannot equip so cannot shift forms. I am running the latest version of BG2EE with the newest patches from gog. Any assistance would be a great help. Thanks
  13. Hi Just tried installing this latest version with BG2EE with the latest patches (downloaded from gog) and I was not able to install it. It said something was wrong with the initialize component and so nothing was installed. Any assistance would be appreciated. Thanks
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