Baldur's Gate 2 No-Reload Challenge
#3901
Posté 11 mars 2012 - 05:44
#3902
Posté 11 mars 2012 - 10:16
I just tried this in my install which seems similar to yours (SCS v20, GoG), and the display is incorrect, but it appears that the CC actually targets correctly... which is all that matters.
I tested using CC:3xMM with Enemy Sighted + Nearest Target. The CC was able to properly target a golem which my character had never seen before -- and before the got anywhere near my character.)
#3903
Posté 12 mars 2012 - 01:53
#3904
Posté 12 mars 2012 - 02:29
See stats below. We have done a few miscellaneous things, main notes are Detman will hang in the middile of the party, throwing the Azuredge everywhere, but will be in front when we need to deal with undead. Our next task is helping Nalia with her "little" problem.

Party and tanking order is: Minsc, Jaheira, Viconia, Detman, Yoshimo and Nalia.
EDIT: Here's my setup:
Vanilla BG 2
Throne of Bhaal expansion
official ToB patch
Core Rules
"gore" on (chunkings of party members possible)
no mods
Modifié par corey_russell, 12 mars 2012 - 12:18 .
#3905
Posté 12 mars 2012 - 06:28
The party (Viconia, Jaheira, Nalia, Yoshimo, Minsc) cleared out the keep successfully. Detman did quite a bit of damage with his Azuredge and it seems to have sped up the kills considerably. Main battles of note:
* Room with Yuan-ti mage -- we pulled this room one mob at a time from the north entrance. When only the mage was left, we sent skeletons (staggered) until most of his spells were spent, then Minsc went berserk and too him down.
* Glaicus -- he failed his save vs. doom and hold, so that was that. Full plate went to Minsc. The flail also went to Minsc, when it was assembled. When we got the Frostreaver, that went to Minsc's off-hand with the FoA main hand.
* Golems -- basic ammo for the stone, flesh golems. We had 5 blunt weapons so Clay Golem was OK, though Misnc had to potion a few times to keep kicking. Detman took down the Iron Golem with his Azuredge.
* Umber Hulks -- Jaheira threw in a entangle, then Nalia threw in a cloudkill - she got confused but fortunately she walked away from the door, this mean she stayed alive. The umber hulks only came piece meal so they had no chance.
* Torgal - we laid quite a few traps, Yoshimo successfully pulled Torgal only but drew in the rest of the trolls when he tried to backstab Torgal. Yoshimo had laid a few traps before-hand. The party took down Torgal in a reasonable amount of time, though Minsc had to potion a few times again.
When we left the keep, only Nalia leveled. We will probably take care of the Dao Djinns at Trademeet next. Jaheira needs to use something better than her "excellent" club, and the head genie's +2 scimitar would do nicely for a while -- eventually Jaheira will use blackblood but that's a bit too much cash at the moment. Then we will take care of Hendak's quest and take out the 2nd group of slavers.
#3906
Posté 12 mars 2012 - 11:31
ussnorway wrote...
Interesting… are you only using SCS v20 & GoG (no fixpack etc)? I would be happy with a typo but I played with it over the weekend and (in my build) it definitely doesn’t work… I ended up rescripting my last backup save to run without SCS so I can finish her adventures.
Here's the WeiDU.log:
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01 ~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.12 (12 Jun 2011) ~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13 ~SETUP-ANISHAI.TP2~ #0 #0 // Anishai one-day NPC: v1.5 ~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks ~SETUP-TACTICS.TP2~ #0 #26 // Fighter-class Archer Kit ~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit ~SETUP-TACTICS.TP2~ #0 #37 // Streamlined Trolls ~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original list version: v38 ~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original list version: v38 ~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack: v1.7 ~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.7 ~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.7 ~SETUP-ITEM_PACK.TP2~ #0 #8 // Item Pack for Tutu/BGT: v1.7 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep class Restrictions: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-class HLA Tables: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9 ~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v20 ~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v20 ~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v20 ~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v20 ~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v20 ~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v20 ~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v20 ~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v20 ~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v20 ~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v20 ~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v20 ~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v20 ~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v20 ~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v20 ~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v20 ~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v20 ~SETUP-SCS.TP2~ #0 #5030 // Smarter mages -> Mages use BG1 spells only; mages do not "pre-buff" (i.e., cast some defensive spells quickly at the start of combat): v20 ~SETUP-SCS.TP2~ #0 #5040 // Smarter priests -> Priests use BG1 spells only; priests do not "pre-buff" (i.e., cast some defensive spells quickly at the start of combat): v20 ~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v20 ~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v20 ~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v20 ~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v20 ~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #3000 // Remove the Shield of Balduran from the game: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #3520 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v20 ~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #7033 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v20 ~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v20 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.71 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v3.71 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9 ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.9 ~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
#3907
Posté 12 mars 2012 - 11:54
To be perfectly honest I’m finding that playing without SCS is easy to the point of being boring but I’m willing to restart because I want/ need to see how the romance develops.
Q. I can live with most of that setup however I’d need to add Amber and Haer'Dalis into it… I’m thinking just after fixpack i.e. before tweaks?
Q. It would probably be worthwhile to drop any dialog extras as well?
Q. I’m not familiar with ATWEAKS, are there any known issues?
I’m fine with the game being harder but not if it makes certain classes unworkable eg. Vampires bug out when you use certain traps against them… that type of thing?
#3908
Posté 13 mars 2012 - 03:39
The party battled at "Prebek's" house, per the harper request. The party did well here -- one of the mages was killed before they could even get off their defensive spells.
Next we bought 2 protection from petrification scrolls. The reason why is Detman heard what happened in an alternate universe to Core the fighter/mage, where Core was protected from petrification but the rest of his party wasn't which caused Core to lose a party member permanently. This time around, Detman will protect the ENTIRE party, 4 via spell and the other 2 via scroll. The party heads to Trademeet to rest then attack the genie outside for his genie lamp. Buffs still running, went inside to battle the head Djinn - succes! Jaheira can now use the +2 scimitar instead of her "excellent" club. After reporting to the guildmistress we got a nice shield. Minsc will use it so that he can still use the helm of balduran. Jaheira is using a +2 medium shield, which puts our 2 front-liners (Minsc and Jaheira) at -6 AC.
We returned to the docks and got attacked by muggers. Nalia foolishly cast slow and we got warned by the Cowled Wizards -- we will get our license soon. We reported our success to the Harpers, then proceeded to loot everything that wasn't nailed down -- Jaheira didn't complain about this, so Detman thought it was OK. We got an important charm immunity helmet, which Detman will use. We then told Xzar we found his partner, but we were setup by the harpers. They said we "served" well, which is why they let us live -- guess this "serving" is why we got to keep so much of their stuff. With our new cash, we got our magic license and also the ID glasses - no one is particularly good at IDing things, so these glasses will pay for themselves over time.
But Xzar did not die in vain. His bracers went to Nalia - her AC is now -1, not bad for a mage. Detman decided we better report to Bloodscalp so Yoshimo doesn't get in trouble. Detman confiscated the thieve's loot since it was ill-gotten and the thieves didn't complain. Renal then told us he had a job for us. Detman wasn't thrilled to be working with thieves, but the party needs the money.
So off to Maever's guild. Maevar says the first task is to get an amulet from temple of Talos. Yoshimo managed to pick-pocket this, though only by thieving potions. We returned to Maever, and he said he'd cancel the order to kill us -- as if his rag-tag thieves can actually kill this party. But we let it pass, for now. Forgot to mention, when Yoshimo was picking locks/traps on the 2nd floor, Jaheira said she was a more powerful druid now and can summon a fire elemental.
#3909
Posté 13 mars 2012 - 04:50
No idea, I'm afraidussnorway wrote...
Q. I can live with most of that setup however I’d need to add Amber and Haer'Dalis into it… I’m thinking just after fixpack i.e. before tweaks?
Don't know if these kinds of mods would affect game mechanics, though I suppose it's possible.ussnorway wrote...
Q. It would probably be worthwhile to drop any dialog extras as well?
ussnorway wrote...
Q. I’m not familiar with ATWEAKS, are there any known issues?
I’m fine with the game being harder but not if it makes certain classes unworkable eg. Vampires bug out when you use certain traps against them… that type of thing?
I don't think any of the Atweaks stuff in my install makes anything particularly harder or easier -- it's mostly just a little different. I don't know of any particular issues with the components I run with.
#3910
Posté 13 mars 2012 - 05:13
#3911
Posté 14 mars 2012 - 06:22
When we last heard from the party, they were dealing with Maevar's tasks. We had to kill a Cowled Wizard named Rayic Gethras. First we dealt with his mephits on the first floor. Then we trashed his golems on the 2nd floor. Then we gave max buffs to Minsc, and Minsc went to the 3rd floor by himself. Then Minsc activated his berserk and charged Rayic -- Minsc won the battle handily. In fact Rayic only got off two spels (Sunfire and Finger of Death), Minsc's FoA interrupted all the rest of Rayic's spells except his shadow doors.
The rest of Maever's tasks were no problem. After reporting to Renal he asked us to deal with Maever himself. The party did so having little trouble. We didn't feel like fighting Maevar ourselves, so Jaheira had a Fire Elemental take down Maevar and his guards -- it was taking so long so we helped when there were 2 assasssins left.
Renal was very happy with our sucess. With the flux of gold, we bought the light crossbow of speed for Yoshimo. Oh forgot to mention, we met Ployer while doing the tasks for Maevar. We found Ployer in the slums, and even though ployer had 3 wizards assisting him, they were rendered completely harmless thanks to Jaheira's insect plague. With our remaining cash we paid off Gaelan Bayle. Detman not too worried about vampire ambushes with his level drain immunity.
Next we did the Lilacor quest -- the sword going to Detman when he needs charm immunity. We also took down the 2nd group of slavers in the ship, fairly easily thanks to Jaheira and Minsc being immune to holds (Arbane's sword and Shield of Harmony).
Detman told his party he wanted to help Immesvale next (e.g., want to fight the shade lord minions when the levels of the enemies will be fairly low, if we wait too long we could get things like liches/greater mummies). For this quest, Detman moved into 2nd position to tank for maximum damage to the enemies, plus taking advantage of his hold immunity. This will also allow Jaheira to do more damage with her sling of seeking. Sure enough the toughest undead as skeletal warriors, which is just what I wanted.
Even though the party is somewhat low level for the shadow dragon we attempted it anyways. We have two party members immune to the level drains, 3 good summons, and Minsc can use the Ilbratha. For this occassion Jaheira memorized two iron skins and Nalia 3 breaches.
The battle raged for quite a while.. Nalia opened with 3 breachers in a row, then she fired the lightning wand until it poofed. Viconia slinged with sunstone bullets the entire time. Yoshimo laid a few traps, but not sure the dragon tripped them or not, otherwise he was using crossbow bolts of lightning. At one point Yoshimo got the attention of the dragon and he ran north to one of his traps, the dragon declined to follow. Minsc engaged with sword and shield with FoA, Jaheira tanked as well, but for part of the battle she was doing nothing -- she was knocked unconscious and I didn't notice her waking up. At first Detman used the Lilacor but after being knocked back he switched to his Azuredge. We had two fire elemetals and an aeriel servant assisting. Minsc had to gulp down quite a few potions of extra healing, but he kept up the pressure on the dragon for the entire fight. Detman did get the dragon's attention at one point and fled to the cubby in the upper right. Fortunately Jaheira and Minsc got the dragon's attention. Detman then used his Genie lamp, but it was unnecessary, as the dragon was near death at that point. Somewhat fittingly, Minsc got the killing blow.

The party then went after the shade lord. Somewhat ironically, the shade lord was dead before his voice recording was finishing speaking. Mop up was simple after that. Detman got to level 11 and Viconia to level 12. The party is doing well, but lots to do still. Probably Trademeet next.
Modifié par corey_russell, 14 mars 2012 - 03:22 .
#3912
Posté 15 mars 2012 - 02:31
The party headed to the druid grove to deal with the problems there. Jaheira and Minsc tanked very well. The first group of shadow druids got hit with call lightning, and the 2nd group was hit with 2 silences and some charms. Jaheira picked up the belm and started using it, but just temporarily.
The 3rd group of shadow druids were a bit tougher, but with an ariel servant assisting the party did just fine. As for Faldorn herself, Jaheira challenged her. Jaheira did insect plague, 2x fire elemental, 2x nymphs then morphed into a black bear. Jaheira wasn't taking hardly any damage at all, but that might have due to that massive # of buffs we put on her before the battle started...while overkill this strategy made her victory certain.
We reported our success to the Mayor of Trademeet and he christened us heroes of trademeet. Some families wanted our assistance to get a circlet. Just a few undead, no problem. We tried to get our reward from the male leader (not lloraxol, the other guy), but instead him and Lloraxol tried to kill us. We were ready for that though, look at the massive preparation I did:

That's right lots of traps and 3 powerful summons. It turned out to be massive overkill though, as only the male mage survived the traps, and he fell the next round. Nalia will use the elven chain mail however.
Then we headed to the bridge district and determined who was doing murders in the area. Reijek escaped, but we killed the ghasts and Rune Assassins he sent after us. Minsc had to potion quite a bit, partly due we didn't have a good way to dispel illusions just yet (Nalia just got access to True Sight when we talked to Reijek -- but she hasn't rested yet) but the party prevailed, mainly due insect plague by Jaheira.
Yoshimo found a warehouse with some hostile persons inside. He set some traps, though he failed in 1/2 his attempts, then hid in shadows and went inside. He managed to do a 46 dmg backstab on the mage, which was enough to kill him outright. Yoshimo than ran outside, and the party finished off the survivors in melee combat.
We also battled Captain Dennis. Detman's party did maximum buffs that made any sense, the most important buffs like protection from fire, death ward, etc. on Detman. Then we went inside and the battle with Captain Dennis commenced. Detman summoned a level 9 berserker with the horn of valhalla, and a djinn via the genie bottle. Jaheira did insect plague then meleed. Minsc did Ilbratha and meleed Captain Dennis himself. Viconia summoned some skeletons. Yoshimo just used his Tasheron's bow the entire fight. The fight went VERY smooth as you can see...

The party now had enough cash to get the strength belt for Viconia, and now wears full plate like the rest of the fighters. She also wears the shield of balduran full-time, which puts her, Jaheira, (when using shield, though she's using staff of fire and lightning at the moment), Detman and Minsc all at -7 AC.
I would like to get Imoen now, but we need more cash (just 3,000 gold atm) both to get purchases at Ust Natha and also lots of potions of genius for Illithid City. We also need at least one rod of resurrection. Therefore, our next target is the Temple Sewers, both issues Detman feels we can solve there.
Modifié par corey_russell, 15 mars 2012 - 02:36 .
#3913
Posté 15 mars 2012 - 07:07
Re-Starting states;
Ormaline Fünfzehn

Do’Dad Thunderhammer & Alyssia Drei’Shea

p.s. being the pessimistic type I have already used shadowkeeper to temp add ‘chain contingency’ & despite the SCS spell incorrectly recorded bug, it’s definitely just a typo now... Thanks again guys, annoying but I can live with it!

Adjustments;
Ormaline gets her moonblade and Imoen has the extra point of intel carried over from the bg1 tome.
Here's the WeiDU.log:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v2.5
~SETUP-AMBER.TP2~ #0 #1 // Multiplayer-friendly flirting for Amber: v2.5
~HAERDALISROMANCE/HAERDALISROMANCE.TP2~ #0 #0 // Haer'Dalis Romance (SoA): v1
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2190 // Limit Ability of Storekeepers to Identify Items -> Only Mage and Bard Storekeepers Can Identify Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.71
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v20
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6023 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6113 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v20
#3914
Posté 15 mars 2012 - 03:18
#3915
Posté 15 mars 2012 - 10:02
"AAAARGH! Me see skel-ee-ton thingy! Me HATE uhndeed! OOOarrgh! Me CRUSH!"
LOL
p.s. - glad to see you inspired to novelize a bit in your updates.
Modifié par BelgarathMTH, 15 mars 2012 - 10:07 .
#3916
Posté 15 mars 2012 - 10:36
BelgarathMTH wrote...
@Corey, I was just noticing the stats on your UH. Intelligence 4? I'd love to hear you roleplay that character a little. It would be hilarious! How would you envision that? About like an ogre?
"AAAARGH! Me see skel-ee-ton thingy! Me HATE uhndeed! OOOarrgh! Me CRUSH!"
LOL
p.s. - glad to see you inspired to novelize a bit in your updates.
Detman is a savant -- he knows about and is good at battle tactics and combat, but knows nothing else (re: lore=0) -- he MUST know something about combat or how could he solo BG 1 (which he did). He hasn't admitted to the rest of the party yet, but Jaheira helps puts Detman puts his boots on in the morning...
As for the stats -- paladins have high minimum WIS and CHA, and for any fighter decent STR and CON is a must. Therefore either INT or DEX must give (unless I wanted to roll for many hours, which I didn't). I know Bioware has paladins gimp the DEX (see Keldorn's and Ajantis stats), but I wanted Detman to be good at both melee and ranged combat - therefore minimum INT.
The low INT was a problem in BG 1 as EasyTutu does not let the INT potions stack with itself (though it says you can with the descriptions) -- BG 2 allows this however, so is much less a problem in BG 2. I'm using a party in BG 2, so he doesn't have to have high INT in that context.
Glad you're liking my write-ups --it's good to know someone is reading them. : ) Wasn't much too novelise in BG 1 being solo and the massive metagaming I was doing. BG 2 does lend itself better to novelisation with me having party members.
In a nutshell: Detman stinks at academics, but not combat. : )
#3917
Posté 16 mars 2012 - 01:28
Detman and party enter the Temple Sewers...
Detman: Geez, I'm in the sewers again? No wonder I can't pick up any girls.
Jaheira: What do you mean again?
Detman: Don't you remember in the City of Baldur's Gate -- er, never mind.
(The party arrives at an intersection.)
Detman: Hmmm...Viconia, hit me with remove fear and death ward. Yoshimo scout to the right.
Minsc: You smell evil Detman? I just smell..(Minsc makes a face)
Detman: Yeah something like that. Well get going Yoshimo, and tell us what you see.
Yoshimo: I can dance on the head of a pin as well!
(Yoshimo darts away in the shadows...shortly later...)
Yoshimo: Detman, there's a group of warriors, clerics and a mage, and with the conversations I overheard they are definitely robbers of some kind.
Detman. Well, we might not be able to remove the stench of the sewers, but we CAN remove the stench of evil, right Minsc?
Minsc: Now you are talking the language of Minsc!
Viconia: (under her breath) Surfacers are so stupid...
Detman: Ok guys, listen up little bit different plan than normal. Minsc and Jaheira, you will cast entangle on the ground and just out of sight of these bandits. Nalia you do the same except with web. Viconia, you do the same as well but with silence. Yoshimo you can be in visual range of the bandits, but stay hidden...I'll uh, cover the rear and take out any slimes that might move behind us - let's go!
(The party does what Detman says)
Nalia: What next Detman?
Detman: Minsc and Jaheira back up to make sure they don't wander and see you. Nalia, you cast a stinking cloud and two cloudkills again at the ground and just out of sight.
Nalia: Then what?
Detman: Then back off until we don't hear any more shouts of pain.
Minsc: We aren't putting our boots to their backsides? Can I charge now?
Detman: No Minsc. Don't forget we have to venture further and get a cloudkill wand and a rod of resurrection. We need to conserve our resources.
Nalia: Cloudkill wand? What are you talking about Detman? How do you know there's one down here?
Detman: I, ah, heard about it from my friends in an alternate universe. Yep that's how.
Nalia: Oh, that alternate universe thing again -- are there poor people there we need to give money to?
(The cries of pain end. Detman's party finds lots of loot, only upgrades are charm helmet for Detman and +1 full plate for Viconia)
Detman: All right people, through this wall and up the stairs.
Minsc: Mephits? Is owner of this place a friend of the cowled wizard Minsc had to kill?
Detman: Possibly. But stop talking Minsc and swing you flail.
(a few cries of pain from Yoshimo and seconds later, when all the mephits were dead)
Detman: Yoshimo, scout left.
(Yoshimo returns)
Yoshimo. There's a lot of mean looking umber hulks in a small room...
Detman: Viconia, put chaotic commands on Minsc. Minsc you go berserk and charge them. We'll follow you after a count of five.
Minsc: Sword, meet evil! Evil, meet sword! (charges into the room)
Detman: 1, 2, 3, 4, 5... ok let's move in people and try not to get too close to Minsc
(the umber hulks were defeated without any trouble. The party moves into another passageway and find a room with what appears to be torture devices and cupboards).
Detman: Hold! We will wait here. I have a feelling there's someone very powerful up ahead, so we are going to play it safe. Viconia, summon some skeletons. Yoshimo move ahead but do NOT attack.
(Yoshimo moves ahead and sees someone...)
Detman: Viconia, send ONE skeleton to Yoshimo's position.
Viconia: Just one? But didn't you say this was a powerful foe? Should I not send all my skeletons?
Detman: No, just one.
(She does it)
Detman: Yoshimo, signal to the skeleton to attack the person you see then come back. (Yoshimo does so)
Jaheira: Now what, oh omnipresent authority?
Detman: Now we wait.
(Many spells go off, Viconia sends another skeleton when her first one dies. The party sends 3 skeletons, a level 9 berserker, djinn, 2 ariel servants and a fire elemental. The fire elemental finally kills the wizard Mekrath)
Yoshimo: When you said a powerful foe, Detman, you weren't kidding! he destroyed 7 of our summons one at a time! He must have had a huge number of spells...
Detman: Indeed he did. Nalia and Yoshimo, go pick up and ID the loot.
(They do so and return)
Nalia: Hey Detman you did it again! You were right there was a cloudkill and resurrection wand nearby.
(The party moves to the entrance, meets a bard and sends him on his way with the party's blessing. Yoshimo retrieves the bauble the bard wanted).
Detman: Let's head to the playhouse and give the bard his gem. I dont want to carry this everywhere...
The party did go the playhouse and long story short, the troupe got kidnapped. Detman ordered maximum buffs and entered the portal. Lots of bounty hunters encountered. Viconia did hold persons, Jaheira insect plauge and insects, Nalia breach and hold person, Minsc and Yoshimo attacked the nearest mage, Detman summoned a berserker and djinn - a very clean battle.

While buffs still running charged more thralls to the right. More umber hulks killed, but not before Jahiera got confused. Jaheira with her staff of fire and lightning did a HUGE amount of damage to Viconia, even stunning Viconia! Detman had to use his bhaal powers to heal Viconia (she got to a sliver of life) until Viconia and Jaheira regained their senses, though Detman always suspected bad blood between them with all their bickering, maybe Jaheira is faking it?
Detman ordered Minsc to don the belt of piercing then Minsc hasted himself (via Arbane's sword) and went into a berserker rage and went into a floor portal alone. He took some damage but did very well.

Regardless the party pressed forward and killed more thralls and a wyvern. Then 2 fire elemetals and 2 aeriel servants were summoned. Yoshimo directed them to the Master of Thralls -- the Master died almost instantly. The party looted and destroyed the orb and headed to the Warden.
The battle with the Warden was also a bit anti-climatic. Minsc and the summons charged and the Warden died almost instantly. The troupe was saved and in return they sent Detman's party back to the Prime Material plane.
The sold their junk, obtained a protection from undead scroll and headed to the Crooked Crane next... Detman says he thinks there's something of interest there, though as usual, no one in the party has a clue -- the party members whisper isn't that a poor person's tavern, what possibly could be there party needs? But Detman has a good track record so they go along.
EDIT: fixed typos, inserted some words missing from the dialogs
Modifié par corey_russell, 16 mars 2012 - 10:52 .
#3918
Posté 16 mars 2012 - 05:40
corey_russell wrote...
You love the female stormtrooper, don't ya USSNorway? In any case good luck with your new team.
Actually I think the photographer (that used Photoshop to edit on her eyes) did a terrible job... I like her hair though. Thanks!
Well I managed to climb back out of the dungeon again before selling pretty-much everything I own & starting chapter two. Alyssia put some more points into trap setting and is eagerly awaiting level 11 so she can dual... I replaced Minsc with Yoshimo then Jan agreed to take Imoen’s slot on a trial basses before rescuing Viconia (unlocks Amber).

Fighting three fanatics without magic proved challenging for my group but the gear they dropped gave me just enough to afford my licence... now I’ve agreed to hunt a murder named Valygar (unlocks Umar Hills)... At this stage, whatever gets me out of the city is worth my time/effort.
#3919
Posté 16 mars 2012 - 02:53
The party finally traveled to Windspear HIlls to give the acorns to the dryad queen. But then they got framed for killing other paladins. However, Garren Windspear cleared our name. His daughter got kidnapped though, so we battled in Firkraag's Lair to rescue her. While I wouldn't call fighting the vast number of enemies "easy", I would say the party had the resources to beat them all without casualty. We did not battle Firkraag yet, but we did rescue Windspear's daughter. When we reported our success to Garren he said Detman should report to the Paladin's headquarters, they will accept me.
During this time, Detman was forced to choose Jaheira or Viconia as a love interest, it was a hard choice, but he went with Viconia. Once he did that, then Jahiera was called to Harper's Hold. We went to Athkatla to sell and rest then Jaheira appeared and told us that we needed to got Harper's Hold. Detman, not being one who procrastinates, went there post-haste.
When they got to the door of the hold, the party did maximum buffs before entering. As Detman suspected, the Hapers intended to battle Detman, so the buffs served the group very well, that plus Jaheira's insect plague. The ring of wizardy went to Nalia.
The general plan is to do the paladin quests (to get Carsomyr), clear out the crypts (since I can't do them later) then go get Imoen, leaving other quests/battles for when she's in the group.
QUESTION: I have 3 scroll cases but I need one more. I have the one from the spell store located outside at Waukeen's Promenade, the scroll case from the spell merchant from the Adventure's Mart, and the one from the halfling merchant by Harper's Hold. I need more though -- anyone know where I can get one?
#3920
Posté 16 mars 2012 - 07:25
#3921
Posté 16 mars 2012 - 07:36
Gate70 wrote...
Um, a couple in TOB.There may be more elsewhere (Trademeet, Odrens party at Watchers Keep, the merchants near the rangers hut maybe). Or you could add an unlimited containers tweak.
Merchant square merchants in Trademeet, Watcher's Keep merchant and Immesvale merchants do not have any scroll cases (I checked). If other people are playing with unlimited containers, then I have another idea, which doesn't require me to modify my install at all -- SK an extra scroll case (I just need one). If I can get one in game, though I will -- I have 100 scrolls for Imoen is why I need so many...
Thanks for the suggestions though.
#3922
Posté 16 mars 2012 - 08:19
I really appreciate the effort this time, though. You seem to be in the mood for writing, lately. Great work!
Maybe people can occasionally share at least a few paragraphs of their personal interpretations of characters and game events from time to time, when they feel like it. I've really been enjoying reading what several different people have been posting in the no-reload threads lately.
#3923
Posté 16 mars 2012 - 08:56
BelgarathMTH wrote...
@Corey: Loved the dialogue, man! I don't think I've ever seen anybody do an update in that form before. I laughed several times at your tongue-in-cheek references to metagaming, and at your "um, and I'll just stand back here" line. Great stuff, but a lot of work! It must have taken a long, long time to write that. As you said once before, if we all did that all the time, we'd be writing novels with hundreds of pages.
I really appreciate the effort this time, though. You seem to be in the mood for writing, lately. Great work!
Oh, this type of update (heavy on dialog) has been done before. I forget who, but maybe 6 months ago there was a illusionist/thief paired with Imoen and they did heavy dialog in their updates, with one of their running jokes is their familiar wants to be called a dragon, and they posted in the no-reload BG 1 thread.
The only reason Detman stayed back though, was there was nothing he could do to assist without showing himself. He COULD scout as he has sanctuary, but it was unnecessary as Yoshimo was doing that role just fine. It does take some work yes, not as long as you think though, as I'm a fast typer. I basically had the dialog matched exactly what I did in-game, which of course is why I had to explain the meta-gaming I was doing...
Thanks for telling me you enjoyed it -- perhaps I will do it some more this run, if I get the inspiration.
EDIT: While I still can't remember the user name, the character I mentioned was named Adrizzt...
EDIT2: Hmm google can't find Adrizzt...it was something very similar to that though...
Modifié par corey_russell, 16 mars 2012 - 09:18 .
#3924
Posté 16 mars 2012 - 10:57
#3925
Posté 16 mars 2012 - 11:33
ussnorway wrote...
The city gate merchant sells one but you have only one chance to shop with him... you can view the entire games stores in Near Infinity by clicking the STO tab.
I must have missed him selling a scroll case, he's long gone...thanks for your suggestion, but Near Infinity wasn't helpful at all. I found a DSHOP01.STO with a scroll case, but it's name is simply "Merchant" -- I have no idea where this merchant is nor whether the merchant is even available in chapter 2. Google was no help in this either.





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