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The Baldur's GAte remake thread


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#1351
Bandobras Took

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kamal_ wrote...

Raduziel wrote...

So... Lion's Way... an Ogre Mage with a Primastic Spray. Seens a little overpowered, nay?

That ogre mage was overpowered in BG if you tried to take him on when you were likely to first encounter him. I think the design decision was putting it there to teach you a lesson that while you can go anywhere, some things are better avoided until later.


I've said it before and I'll say it again: that was not an Ogre Mage in the original BG.  It was simply an Ogre. :)

#1352
Raduziel

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SPOILER:





Exactly. And I just don't see the point of a Lv 13 Wizard (or Lv 14 Sorcerer) be roaming around the wilderness while the major badass of the game is a Lv 15 Fighter.

Well, I'll be back to kick his ass later.

#1353
Arkalezth

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Who's level 14, the ogre? Really? I guess I could be wrong, but I doubt he's so high level.

#1354
Findanniin

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The ogre -while absolutely lethal- seems to have modified hit points as well.
Or maybe ogre mages are just very very frail.
Everytime I've fought it, it's been fast and furious.
Either it strikes you down like the Wehrmacht did France, or it goes down faster than a Saigon Whoboy I'll end the analogy here.

#1355
Raduziel

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He casts a 7th circle spell. So he must be a lv 13 wizard or lv 14 sorcerer.

Unless he's somehow cheated.

#1356
Arkalezth

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Which spell? An easy way to check his level is counting how many missiles hit you when he casts Magic Missile (for example, Tarnesh's hit 3 times, so he's level 5/6).

Just killed him, easily. Very easily. I looked away for a moment, and when I looked back, he was dead... 4-member party, all level 3 except Viconia, who is a level 1 dead weight.

Modifié par Arkalezth, 14 juin 2013 - 01:20 .


#1357
Raduziel

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Prismatic Spray.

His Magic Missile landed five hits on me.

I've just killed him, though. Lv 2 Fighter. Solo.

The NWN2 AI does not goes well with NPCs.

#1358
luna_hawke

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If a companion leaves, say because your party is full and you pick up a new one.
Do they go to the Friendly Arm Inn so you can add them back later?

#1359
I_Raps

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Raduziel wrote...

He casts a 7th circle spell. So he must be a lv 13 wizard or lv 14 sorcerer.

Unless he's somehow cheated.


Monsters (any DM character, actually) can have any spell assigned as a special ability even though he doesn't have any of the prerequisites (like wizard levels).  You could have a lvl 1/2 kobold drop a CL 30 Finger of Death on you;  the game will feel no shame whatsoever (though the mod designer should).

#1360
drechner

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The Ogre Mage is technically level 3, but has a caster spell level of 9. This may be tuned down a bit in Patch 1.

#1361
me and the devil

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Maybe someone could help around here? I posted a Bug at the tracker regarding Khalid who suddenly leaves as if my char is chaotic evil (it actually is neutral good). I finally found a tool (TlkEdit2) to open my savegame to check my influence/reputation with them. I found two partymembers with 0 reputation - which one i cannot say, since they are only numbers (0 and 4). Set both up to 50 but Khalid still leaves with his comment on the PC being a hopeless case. He does so too when I try to talk to him. I guess I have to stop playing at this point. It's a pitty :( Jaheira btw. acts normal but of course leaves with Khalid. If anyone could point at a variable that could be changed in the save I'd be grateful!

I also would have updated my bug report but somehow comments do not seem to work there.

#1362
Arkalezth

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Is there an actual influence system in BGR??

You don't have to be chaotic evil for him to complain, but neutral good should be fine. Someone reported that he could complain if one of your other companions is chaotic. Is that the case?

There are console commands that let you change your (or your companions') alignment. Google them if you wanna give them a try.

Modifié par Arkalezth, 23 juin 2013 - 04:34 .


#1363
me and the devil

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I don't knwo, I thought BGR might use it to determine whether the party gets along?
I have no evil party members: I have Minsc, Branwen and Imoen (plus Khalid and Jaheira). I think maybe that cursed helmet of opposite alignment has triggered something? I put it on - became evil - and had it removed in a temple one or two chapters earlier. It's not that Khalid complained before, but I did not try to talk to him either. Now that leaving-dialogue is all i can (and will) get.

#1364
Arkalezth

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me and the devil wrote...

I don't knwo, I thought BGR might use it to determine whether the party gets along?

Just alignment, AFAIK. But I'm not a developer.

I have no evil party members

I said chaotic, not evil. Isn't Branwen chaotic in BGR (she was originally true neutral, but that wouldn't allow Tempus as her deity)?

#1365
Shallina

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If you ake too long to complete their quest, they leave as well.

#1366
Arkalezth

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But Khalid has no quest, right? Or can he complain about the Nashkel mines not being cleared?

#1367
me and the devil

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Oh, yes Branwen is chaotic indeed. I tried to send her away and finished the Nashkel Quest - my savegame is right in Nashkel, before I report about the Halfork - but still, a few steps later Khalid complains and leaves. Guess that's simply a bug? Is there a variable in the save which controls some kind of timer, telling how long a PC can stand a different alignment or such?

#1368
Raduziel

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Any forecast for Patch 1? It will be necessary to start a new game?

#1369
jonathanoomen

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Due to Nexus upgrade, url for this mod has changed to: http://neverwinter2....com/mods/794//?

#1370
Arkalezth

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Ah, so they split the site between NWN1 and 2. I was wondering where all the mods had gone to...

#1371
jonathanoomen

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At least it wasn't another case of Atari's vs developer (BG:EE)

#1372
drechner

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Raduziel wrote...

Any forecast for Patch 1? It will be necessary to start a new game?


Honestly, I'm not entirely sure. Some issues will be fixed (especially if you haven't visited a module before and it's module specific) and some global scripting issues *might* be fixed by the patch. I wish I knew a little more of what exactly is saved in a save game to tell with greater certainty. I'm sure someone knows though :)

Modifié par drechner, 01 juillet 2013 - 08:31 .


#1373
Tchos

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If it's not already in the plans for Patch 1, I suggest removing the extra copies of the intro and death movies that don't seem to be used. Along with removing the extra music, it'll reduce the overall download size.

#1374
kamal_

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drechner wrote...

Raduziel wrote...

Any forecast for Patch 1? It will be necessary to start a new game?


Honestly, I'm not entirely sure. Some issues will be fixed (especially if you haven't visited a module before and it's module specific) and some global scripting issues *might* be fixed by the patch. I wish I knew a little more of what exactly is saved in a save game to tell with greater certainty. I'm sure someone knows though :)

It depends on how you plan on patching, if BGR uses a patch hak or not.

#1375
Tchos

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It's a campaign, so anything that's not in one of the existing haks can be replaced on the fly by putting the content in the campaign folder, with the exception of area files. For anything that was originally stored in a hak, that's when you'd need a patch hak. The save games store everything that's in the .mod files or module folders, but even those things can be overridden by the campaign folder. Scripts, conversations, effects, etc. will take effect without any special effort. NPCs and usable placeables can be updated by adding a few lines in one of your scripts to destroy the old one and respawn it from the new blueprints.