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Baldur's Gate 2 No-Reload Challenge


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#926
Alesia_BH

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Gorthaur X wrote...

"Not as glorious as one might have hoped."


Condolences Gorthaur X. Good luck with upcoming Trilogy run.

Jeff W wrote...

Thanks. I'm thinking of starting another run with Sword Coast Strategems II and a couple NPC mods if I can find some that don't annoy me too much.


Sounds like a good idea. SCS II should be a good challenge at this stage. Just careful Posted Image


And I do hope Shadow Leech and Mr. Swizlestocks get into the action soon.


As for Alastria, I'm hoping to get a session with her in this afternoon. I'll let you know.


Cheers,

A.

#927
ussnorway

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Hi guys, LONG time no see.
Starting stats for Edward Noone.

Posted Image

Back in BG1 I played a berserk thief named Edward but he was far to powerful to continue into bg2 with. It’s been a while now and I’m looking for some more challenging game play.
Read his BG1 story.
Rules = Core.
This will be a BG2/ ToB no-reload attempt. Edward is a pragmatist and has therefore decided to drop his self imposed no wizards rule (his little sister is now a mage after all) but still doesn’t fully trust them.
What Modifications?
I will once again add these extra items to the inventory; bag of holding, scroll case, ammo belt, gem bag & potion case... these patches will be installed;
A fresh install of BG2 (including ToB) with patch; bg2tob_26498_eng
+ patch; Keto-SOAv3
+ patch; sarahtob-beta2
+ patch; scsII-v17
+ patch; divine_remix-v7
+ patch; randomiser-v6.4

Modifié par ussnorway, 18 mars 2011 - 05:50 .


#928
AnonymousHero

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Alright, I'm just posting to state that: I intend to continue my solo Sorcerer no-reload challenge from sometime in 2010. Hopefully, I can get decent game performance on a WinXP guest on my Linux VM host now that i have VirtualBox 4.x.

This post was brought to you by the "hopefully-posting-will-motivate-me-to-finish-this-character" department.

Will post a catch-up + summary tomorrow.

#929
Shadow_Leech07

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Here's my new install. Hopefully I've learned my lesson never go into an historic venture into all my archive discs because some may be not so nice and clean. Anyways, my new build.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // Component Name
~SETUP-TACTICS.TP2~ #0 #6 // Improved Guarded Compound in the Temple District
~SETUP-TACTICS.TP2~ #0 #7 // Improved Twisted Rune
~SETUP-TACTICS.TP2~ #0 #12 // Gebhard Blucher's Improved Demon Knights
~SETUP-TACTICS.TP2~ #0 #22 // Smarter Dragons in SoA
~SETUP-TACTICS.TP2~ #0 #24 // Kensai Ryu's Smarter Vampires
~SETUP-TACTICS.TP2~ #0 #25 // Slightly Smarter Mages and Liches
~SETUP-TACTICS.TP2~ #0 #30 // SimDing0's Improved Oasis
~SETUP-TACTICS.TP2~ #0 #31 // Mike Barnes' Improved Small Teeth Pass
~SETUP-TACTICS.TP2~ #0 #32 // Mike Barnes' Improved North Forest
~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)

Difficulty Insane
I used both a dice and the excel program to slightly quicken the pace of rolling the characters. I've also gotten better at it so thats a positive.
Allison Conrad Female Dwarf True Neutral
Fighter 6/ thief 7
Str 10 Dex 12 Con 18 Int 11 Wis 15 Char 15
+Katana +Mace +Cross bow +Two Handed Weapon +Single Weapon Style +Two Weapon Style
Comments: Yes a dreaded female dwarf, but that's alright. 18 con to boot, what else can I ask for in a PC? I didn't take a screenshot of her thief skills,
but I do remember her learning how to open locks quite excessively in Thief Academy. She's a jack of all trades when it comes to weapons (not surprising).

Henrick Jabberon Male Half-orc Neutral Evil
Assassin level 8
Str 12 Dex 15 Con 15 Int 9 Wis 12 Char 12
Thief Skills : OL: 114 FT: 6 PP:15 MS:10 HS:14 Detect I: 31 ST:0
Comments: Or maybe it was this guy that graduated first in class in Open Locks Academy? I really can't remember frankly. This definitely does not help me at all in the opening dungeon. I really need a thief that can detrap the place.

Elizabeth Faren Female Half-Elf Lawful Evil
Fighter Level 7
Str 14 Dex 14 Con 11 Int 11 Wis 15 Char 14
+Long Sword +Axe +Club +Spear +Mace +Single Weapon Style
Comments: A below average bruiser. Nothing really to see here. I guess she could make a good frontliner. We'll see how she pans out.

Gloria Zethben Female Half-Elf Lawful Good
Sorceress level 7
Str 11 Dex 18 Con 10 Int 15 Wis 11 Char 11
Known spells: Burning Hands, Find Familar, Identify, Protection from Evil, Shield, Glitterdust, Horror, Power Word sleep, Slow, Spell Thrust
Comments: A sorceress? Wow, I don't roll many of those. I'm probably underrating her spell list right now, but again, who am I to judge without even taking her for a spin?

James Logan Male Gnome Lawful Good
Illusionist Level 7
Str 15 Dex 18 Con 12 Int 12 Wis 10 Char 15
(part of his spell list) Burning Hands, Chromatic Orb, Find Familar, Friends, Grease, Infravision, Sleep, Detect Evil,
Detect Invisibility, Glitterdust, Invisibility, Mirror Image, Vocalize, Web, Flame Arrow, Hold Person, Inivisibility 10' Radius
Melf's Minute Meteors.

He also has the two early Monster Summonings, and this is what I'll use to get through the opening dungeon. Hopefully my thieves
will get the ability to detrap the place or I will have some dead characters who've walked over traps.

Kelly Maddy Boyle Female Half-orc Chaotic evil
Cleric(?)/Thief(7)
Str 10 Dex 14 Con 14 Int 11 Wis 12 Char 14
Thief Skills: OL:10 FT: 5 PP:26 MS:10 HS:80 DI:0 ST:104
Comments: She rolled a very nice set traps ability. I'll be able to use her as a retreat vehicle. And a cleric as well? Sign me up!

Comments: Definitely a much better party then the previous party I had before I wiped my computer. I'm still not sure if I will be able to maneuver this party properly but we'll see.


Alesia_BH wrote...



And I do hope Shadow Leech and Mr. Swizlestocks get into the action soon.


As for Alastria, I'm hoping to get a session with her in this afternoon. I'll let you know.


Cheers,

A.

Good luck with Alastria! As for me, I'll definitely be playing very soon. :)

Modifié par Shadow_Leech07, 13 mars 2011 - 01:56 .


#930
Gorthaur X

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Jeff W wrote...

SCS II is really hard. I don't know what I'm doing wrong but it's extremely hard to kill anything at the beginning of the game... every enemy seems to have a million potions to turn invis or heal to full health. Fighter npcs seem to be outclassed by simple slavers in 1v1 combat and each mugger requires about 2 full minutes to kill when I'm soloing my sorcerer at the beginning. Aerial servants are the only thing working for me right now.

Save vs. die spells are really the way to go in SCS. Chaos, Emotion, Hold etc. ensure that those muggers and slavers won't be using their potions (and you get to collect them afterwards).

#931
Jeff W

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Gorthaur X wrote...

Save vs. die spells are really the way to go in SCS. Chaos, Emotion, Hold etc. ensure that those muggers and slavers won't be using their potions (and you get to collect them afterwards).


Yeah, I realized this later. My early game strategy is what makes it so tough--solo sorcerer until I hit level 10 but no chaos/emotion spells because I feel they're a bit of a waste on a party sorcerer. Instead, I started using minor sequencer with spook+blindness until I could add some mages with mass disablers. Here are my spell picks in order I have taken them:

L1 Blindness, Chromatic Orb, Magic Missile, Shield, Spook
L2 Mirror Image, Glitterdust, Blur, Melf's Acid Arrow, Web
L3 Melf's Minute Meteors, Skull Trap, Remove Magic, Haste 
L4 Stoneskin, Minor Sequencer, Greater Malison
L5 Spell Immunity, Breach

Only pick I regret is Haste. Flame Arrow would be extremely handy. Not the end of the world but a sizeable mistake
L6 first pick will be Protection from Magical Weapons. I'm not sure what spell choices I need to make in SCS II as opposed to vanilla. Do I need to take spells like Secret Word and Ruby Ray to remove spell protections? Should I take Pierce Magic and skip Lower Resistance? I didn't apply the scs spell changes--minute meteors, skull trap, spell thrust, breach works on liches, etc. I also probably won't be playing through TOB.

Now I'm rolling pretty well. I managed to pick up Aerie at cleric 9/mage 11 with a L10 PC. I'm pretty sure she's generated at L11/L12 if your average party level=11. Note that if you pick up Nalia, she will absolutely tank the average level of any npcs you recruit because she is considered to be a level (4+mage level)/2 character as far as I can tell. Anomen is likewise considered a (7+cleric level)/2 character, but it is easy to generate him at 7/11 or 7/12 so it's not as bad. This applies to dual class pcs too. Someone should really patch this because it should be dependent on total experience and not total level. 

Anyway, I duoed Aerie+PC through Edwin's quests until PC hit L11 and Aerie hit L10/11. Rayic Gaethras is an old arch nemesis of mine, so I was happy to kill SCS II version with minimal difficulties. He is the enemy that forced me to learn the spell system instead of just blindly charging and reloading if I died before his protections failed.

I managed to generate Nalia and Edwin both at L11. I am going with these 4 as my base party--Edwin and Aerie are always awesome to have and I need a "Thief" like Nalia , but I probably need some tankage in there. Keldorn is an obvious choice as I've yet to use him in a win. I have dispel set to 1.5 and applied the carsomyr nerf. The benefits of adding a 2nd tank are probably not worth the slower levelling. Even 5 characters is a crowd, tbh.

#932
Deaderinred

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you pretty much have to walk around with buffs on 24/7, at least the longer lasting ones.

#933
ussnorway

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Sorry for the slow start. I am still new to this SCS mod and had to reload 3 times before getting SCS and Divine remix to play nice together… on the up side, I did find (and install) a newer version of the Sarah mod.

A fresh install of BG2 (including ToB) with patch; bg2tob_26498_eng
+ patch; Keto-SOAv3
+ patch; sarahtob-v3.1
+ patch; scsII-v17
+ patch; divine_remix-v7
+ patch; randomiser-v6.4

// 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-KETO.TP2~ #0 #0 // Keto-SOA NPC V2
~SARAHTOB/SETUP-SARAHTOB.TP2~ #0 #0 // Sarah NPC Romance Mod for BG2:ToB: 3.1
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v17
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v17
~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): v17
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v17
~SCSII/SETUP-SCSII.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v17
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v17
~SCSII/SETUP-SCSII.TP2~ #0 #3050 // Replace +1 magical weapons with Fine ones: v17
~SCSII/SETUP-SCSII.TP2~ #0 #3510 // Remove unrealistically helpful items from certain areas: v17
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v17
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v17
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v17
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v17
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v17
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v17
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v17
~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): v17
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v17
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6151 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6181 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v17
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7031 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v17
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v17
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v17
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v17
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything): v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #51 // Remove Cleric Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #52 // Remove Druid Kits -> Remove Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #54 // Remove Ranger Kits -> Remove Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #610 // Install Nightcloak of Shar Kit for Viconia: v7
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #9050 // Make Gromnir a proper Barbarian: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: v6.4
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: v6.4

#934
ussnorway

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Trust Noone BG2 Update 1.

The Dungeon;
The curtain opens and I fine myself in need of an aspirin… a key to this cage would be nice as well. Imoen opened my cage and we i.e. Jaheira, Imoen, Minsc, Yoshimo (duelled to fighter) and myself managed to clear the dungeon without incident. The only change I noticed was one summoned and pre-buffed (Stoneskin, Shield, Haste and Minor globe of invulnerability) Ogre Mage but Edward slapped a ‘Horror’ down and that was it.
Loot = the chaos sword.

   Edward casts a ‘Horror’.
Posted Image

Waukeens Promenade;
I would normally kick excess members here but I decided to keep them in order to help fight off potential SCS ambushes. I lost my mage (sister) so it’s of to the circus for a replacement.

The Circus;
Standard tactics i.e. all attacks on Kalah, still works. I sold the extra gear and purchased a sling +2 and some spells for Aerie… the local constabulary took offence to her casting a ‘Friends’ spell but he let us off with a warning!
Loot = girdle of piercing & bone club +2 [+3 undead]

  Purse with Matching heals!
Posted Image

Chapter 2.
We travelled to Umar hills to collect Sarah (kicked Minsc) before searching the ranger cabin to update our map and gave the swords/ alcohol to the kids.

Temple Ruins;
I agreed to help Anath fight the shadows and sent Aerie  in solo under ‘Sanctuary’ to trip the mirror trap, then we rested up (in the light) before descending the stairs. Aerie put up protection from evil (all) and conjured a +3 sword for Yoshimo then we bashed through the undead and rescued Mazzy.

           The mirror trap!
Posted Image

That’s it for tonight guys. No romances or ambushes to report yet but I’m curious… how long before SCS starts to really kick in.
p.s. Click here to see what Edwards' F12 Spells are. :wub:

Posted Image

Modifié par ussnorway, 18 mars 2011 - 08:02 .


#935
Shadow_Leech07

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Haven't done much but here is where I am in my game currently

The Little Tale of a Dwarven Maiden

There has not been a time since the ancient days of Dwarven Society in which women folk of dwarves have found themselves in such a pickle.Once such maiden was named Allison Conrad, a fairly common name in human cities and towns, but quite the mystery to dwarven folk. Most outsiders
cannot even tell she is a woman. With the globalization of Faerun occurring, most races of people have come together. Allison didn't ask to be born a female dwarf,but a female dwarf she was. And the pickle she found herself in, well...by simply shaving off her beard and mustache, she was instantly the eye candy for many leering strangers.

She admired the instant celebrity, but also enjoyed the peace and quiet which her bearded days had granted her. Eventually she grew her beard and mustache once more.
Allison had recently formed a fellowship of sorts, a merry band of interlopers and schemers, the members of her party which made a up a wide swath of Faerun's most endearing qualities. A shadowy half-orc who went by the name of Henrick Jabberon, a strong willed but ruthless half-elf named Elizabeth Faren, the beautiful if not courageous sorceress Gloria Zethben, the equally benevolent illusionist James Logan, and finally the pyschotic lady half-orc Kelly Maddy Boyle to round out this party. Allison herself was agnostic to what was good and evil in the world(if that makes any sense at all).

A wizard named Jon Irenicus had captured this party, primarily interested in the Bhaalspawn blood of Allison. A stranger named Imoen rescued Allison and even offered to join her little fellowship. Ally refused such offer and set off to release her comrades. After fending off several of the lesser then adequate guards which Irenicus probably made in haste, the party came across a room in which several of the thieves in the party, including Allison, sensed something was awry. Kelly Maddy Boyle had enough sense to cast the cleric spell "Find Traps" to reveal traps, and ordered Gloria to stoneskin herself up and trigger the trap just to the west. Gloria agreed only to do this because she felt it was to the benefit of the party.

Getting the key to the portal was a problem, abeit a most thrilling one at best. With Gloria setting off the first trap with her stoneskin, the brave thief Henrick Jabberon triggered the second one on the chest. He got hit with more then 75% of his life. And to top that off, he got poisoned. He immediately gulped down a healing potion to heal the initial damage. Allison readily had the appropiate Bhaalspawn ability neutralize poison, to wipe away the poisoning affect. It was a mission of success and the party celebrated with the dryads nearby.
Things were moving smoothly along for this fellowship of oddly paired comrades. But tragedy soon befell this group. A deadly trap across a bridge took the life of Henrick Jabberon. Pieces of his body were flung across the bridge and thus he himself was not recoverable. But his most honorable sacrifice allowed the party to continue on its merry way.

Eventually, the party made its way out of Irenicus' abode and the middle of Waukeen Promenade. Irenicus was there, and so was the girl who saved Allison from her prison cell. There was plenty of talk involved, and several wizards teleported in fighting the mage Irenicus. This ended up as a grandiose display of magic being overdone. All the combatants including Imoen left the scene, leaving the fellowship of the dwarven maiden unscathed to continue their adventures.

Grabbing their attention immediately was a circus tent. A boy sought his mother, and a djinn had a riddle in this intruiging set up of a circus. The man behind the scene, a man named Kalah proved to be troublesome. James Logan was unable to rid himself of melf's magic meteors and the illusionary werewolves launched a furious attack upon the party once they began to assail Kalah. A simple cat and mouse game later, Kalah was dead and the circus freed from his illusionary magic.

Bullies in the Slums

After having a pleasant conversation with a man named Bayle, the party found themselves in and around certain crazy folk. Two hoodlums right outside Copper Coronet threatened the party, but they were aptly prepared. With skelly summons and two traps, the two bullies fell very quickly. There was also a bully within the Copper Coronet named Amalas. Loud and boisterous as he was with several customers, he soon became a most irritable man. Gloria and James both were appalled and told Allison that she needed to confront this man. Much to her dismay, Elizabeth Faren found herself on the wrong side of the bhaalspawn ability 'ghoul touch'. Gloria proceded to cast haste upon the party and Allison gathered the five "magic arrows" she got from a certain goblin in Irenicus dungeon, and prepared herself for the worst. She told Amalas to quiet down, but Amalas started threatening her. Having none of it, the two fought it out in a barbarian pit. With her haste and potions of oil, as well as the arrows picked up from Irenicus' dungeon, Allison was able to dispense justice upon Amalas in due time.
-To Be Continued

Modifié par Shadow_Leech07, 15 mars 2011 - 12:34 .


#936
ussnorway

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Trust Noone BG2 Update 2.

I'm on picket duty soon so will just hit the high-lights.

Umar hills;
I collected Valygar and kicked Mazzy (unlocks Trademeet map).

Trademeet;
Parked Valygar and recruited Cernd.

The Druid grove;
The basic tactic was for Sarah to scout the way & pull them back into preset ambushes… Spiders get ‘Horror’ whilst Trolls get the traps! We tried to help some druids against more trolls but arrived to late… gosh, I suppose we can’t just leave all this blocking the path. Cernd won the challenge by casting ‘Truesight’ & ‘Insect Plague’ then doing his feral dance.
Loot = Necaradan + 3, Periapt of poison, Ring of Earth, Ring of Human Influence, Large Shield +1 [+4 missiles], Staff of Fire +2 & Cleric Staff +3.

    Sarah scouts the way!                      Spiders get a 'Horror'.                 Traps for the trolls.
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                 Nice Loot.
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Trademeet;
Parked Cernd and reacquired Valygar before handing in the quests.
Loot = Spear of the Unicorn +2, Heroes of Trademeet, +1 rep & lots of cash!

Government district;
I now have a licence.
 
Is it just me or does this item randomiser have a real hard on for two handed weapons?
That’s it for tonight guys. Still no ambushes but Aerie & Jaheira are both hot for my body. :wub:

Modifié par ussnorway, 18 mars 2011 - 07:33 .


#937
Dante2377

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ussnorway wrote...

Is it just me or does this item randomiser have a real hard on for two handed weapons?


most of us tend to forget how many different two-handed weapons there are with little unique things that the item randomizer grabs that we NEVER use or pay much attention to other than to sell as loot because there's very few two-handed weapons that have a powerful enough effect to ignore either the extra attack per round + good effect that typical offhand weapons have (DoE, extra attack swords, equalizer, etc) or the good shields (harmony, Fortress [good early-mid when 4 points of AC actually matter]).

So other than Lilarcor or Impaler or Silver Sword, most of the other 2H weapons either have class restrictions (Carsomyr, SotM) or come so late into TOB (Ravager +6, staff of Ram +6, upgraded gram of brief) that you don't really put proficiency points into characters until later in TOB, so you never pay attention to them when they come up vanilla (and you certainly never buy them in stores).

#938
amanasleep

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Dante2377 wrote...

ussnorway wrote...

Is it just me or does this item randomiser have a real hard on for two handed weapons?


most of us tend to forget how many different two-handed weapons there are with little unique things that the item randomizer grabs that we NEVER use or pay much attention to other than to sell as loot because there's very few two-handed weapons that have a powerful enough effect to ignore either the extra attack per round + good effect that typical offhand weapons have (DoE, extra attack swords, equalizer, etc) or the good shields (harmony, Fortress [good early-mid when 4 points of AC actually matter]).

So other than Lilarcor or Impaler or Silver Sword, most of the other 2H weapons either have class restrictions (Carsomyr, SotM) or come so late into TOB (Ravager +6, staff of Ram +6, upgraded gram of brief) that you don't really put proficiency points into characters until later in TOB, so you never pay attention to them when they come up vanilla (and you certainly never buy them in stores).


Too true, but Joril's Dagger is pretty decent.  Available on Day 1, solid damage + elemental, and the confusion effect, while weak, can be ok in certain early fights.  Hey--free status effect!

I never play with the randomizer--does it randomize bonus merchants?

#939
ussnorway

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Trust Noone BG2 Update 3.

After 16 years, the randomiser adds a lot of repeatability to old timers like me that have played this game to death. It is customisable & more importantly, up front about what it changes i.e. like SCS not the fixpack. The merchants can be mixed about in SCS but (from memory) the randomiser only adds/ removes some little items like scrolls.

Government district;
Parked Yoshimo and grabbed Jan before putting a stop to the crowds Drow-K-Bab lunch!

Slums district;
Parked Valygar (at the spear) and was about to introduce myself to the local black market when a new message arrived. It seems that an old acquaintance of uncle Quayle needs help so we agreed to check it out.

The Bridge district;
A “dungeon virgin” named Keto invited herself along as mascot but she does music & I let her carry the recharged wand of ‘Cloudkill’ from Icks’ dungeon so she’s not totally worthless.

Temple district - sewers;
I killed the Raksasha with traps and evicted an ice troll for Roger before swapping Jan for Keldorn then setting up my ambush against the dreaded four... the high-lights are traps, ‘Horror’, 10 ‘Cloudkill’ charges, inquisitor dispel and the kitchen sink.

              Ambush 1.                                    Ambush 2.
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Do you feel lucky punk? I walked upstairs and tried to remove the lightning trap from a chest without taking my armour off first, then run into four confusing guards whilst trying to get away from the zaps… Dolt!

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Off to temple we go, we go. The owner of this hideout was decent about us rifling his undies draw so long as we got his favourite mirror back for him. I told sparrow boy to make his own way… I do want him in the party but he needs taking down a peg first. The girls decided enough was enough and I had to openly declare “just who was my girlfriend & whom the doormat?”… I picked Aerie.

Loot = 2 Small shield +2, Full Plate mail +1, Plate mail +1, Boots of Stealth, Helm of Charm protection, Perly white loun stone, Horn of Silence, Wyvern tail +2, Methild Harp, Hangard Axe +2, Full Plate mail, Girdle of Bluntness, Wand of ‘Cloudkill’ (6 charges), assorted scrolls & Wand of ‘Resurrection’ (10 charges)... now that I don't need it. :wub:

Modifié par ussnorway, 18 mars 2011 - 07:28 .


#940
Alesia_BH

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Btw.

I've recently rediscovered one of the main reasons I didn't finish Alastria's game earlier: BG doesn't run well on my current computer (Macbook Air).

I think I have a solution, but I probably won't be able to start untill ~ early next week.

Best of luck all! Hopefully I'll join you soon...

#941
Dante2377

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amanasleep wrote...
Too true, but Joril's Dagger is pretty decent.  Available on Day 1, solid damage + elemental, and the confusion effect, while weak, can be ok in certain early fights.  Hey--free status effect!

I never play with the randomizer--does it randomize bonus merchants?


Yah, but it's only "decent".  Again, there's no way you're going to choose that over Lilarcor (unless you're an Inquisitor and even then the protection vs confusion from Lilarcor is way better than Joril's Dagger), which is also available just a short trip down the underground passage.  And there's no way you're choosing Joril's Dagger over ANY real dual weapon combo, or even the Stonefire Axe + a good shield.

Not sure what you mean by "does it randomize bonus merchants"?  I'm not that familiar with them, it's been awhile since I used them, but basically it takes the most powerful, unique magic items, including items sold by bonus merchants, and puts them in random locations.  There's a couple different versions - some just take the 100 top items and randomize them into different locations, but some versions take those items and create a Tiering system (e.g. top 20 most powerful are Tier 5 and so on and then the easier quests have lower tiers of treasure.  for example the slaver wizard in the slums might have a tier 1 (lowest power) treasure, but Kangaxx would have a tier 5).

#942
Gate70

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Hargis, NG human male beast master. From BG (Coran, Imoen, Alora, Quayle as Yeslick cleared off and Ajantis).

Str 19
Dex 19
Con 19
Int 12
Wis 21
cha 10

** longbow, ** quarterstaff, ** two handed weapon style, ** two weapon style. Racial enemy, lycanthrope.

SOA, TOB, patch, Fixpack, UB, Ascenscion, Tweaks, Generalized biffing. Running under Linux Wine on core rules.

My reward for killing Sarevok seems a bit harsh - caged without my companions, items, familiar or pantaloons. Imoen, Minsc and Jaheira are quickly located but only one of them will be travelling with me.
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There are a lot of downsides to being a beastmaster - this is one of them.
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I can carry no more so recruit a spare pair of hands.
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Imoen picks a fight with Irenicus and the two of them are arrested. Yoshimo suggests we sell some goods while thinking about what to do.

#943
Gate70

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Hargis, NG human male beast master. Travelling with Yoshimo.

It seems we must find some money for Gaelan Bayle. Yoshimo points out two more adventurers who may help us.
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I agree to participate in what turns out to be a troll-hunt but after speaking with Captain Arat I think Nalia may cut me some slack. No such luck, we barely reach Watchers Keep before she whines about Daleson. Back we go.

A couple of ambushes see Nalia obtain Arbane's short sword and return Renfeld to friends in the dock district.

Nalia speaks to Daleson while we 'borrow' a magical ring and forge the first part of the Flail of the Ages (which shouldn't be available to a beastmaster but is. I won't use it but slot it for safe keeping).
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Nalia keeps quiet when we return to Watchers Keep and see what Brother Odren and his friends will sell us. Not a peep when we return to the city docs so maybe I can sort her quest out in my own time. Anomen has been asked to return home following the death of his sister so we might as well go with him. I end up persuading him not to take revenge or to act without sufficient evidence.

Lt Aegisfield helps us kill some muggers before Nalia identifies a silver horn and hands it to Anomen. We try to help the Lt and find his killer only for Yoshimo to trigger a cloudkill trap (the guy needs more time). We retreat and continue more carefully. A rune assassin kills Yoshimo, and the killer escapes so tell Aegisfield what happened and make our first temple visit (only later does Anomen suggest that he could have raised Yoshimo for free).

At the temple we are asked to investigate a cult of the eyeless. Our journey takes us past Roger the Fence, a sea troll and an otyugh before we encounter Keldorn. I hand him a ring, helm and belt then ask him to hold onto the Sword of Chaos before taking out my longbow.

He leads us past shadows and ettercaps before being level-drained by vampiric mists. Anomen reviews his spells and we rest so Keldorn can have regain his full strength. Gaal asks us to help his cult, but instead Yoshimo takes advantage of their unseeeing and empties all their storage containers.

He shrugs off another trap (not doing very well here) before we meet Sassar and clear the way to a giant staircase. Keldorn seems happy so maybe we can leave the rest of his quest until later. On our way out we sort out Tarnor the hatchetman (haste, slow, web, hold then add summons when Keldorn is stunned) and a rakshasa.

Servants don't like slavery.
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Really they don't.
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After that we head back to the de'Arnise keep, don't prepare enough and see Keldorn killed by Glacias. Then he chases me and although I keep running he hits me several times. Finally we decide to summon some creatures, only for them to block me. (game over so time to think of what class to play next)

#944
ussnorway

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Trust Noone BG2 Update 4.

Sorry about Hargis, better luck next time Gate.

The play house;
I laid a couple traps and pulled the riff-raff back so as to avoid any unfortunate friendly fire issues. I like to buff up a little, notably ‘Vocalize’ and have a potion of invisibility ready for the soft targets like Aerie and Keto but ‘Truesight’ and summons will have to wait until after we step through.

Astral prison; Gonna' make a jail break!
I split the group into two basic teams Keto, Aerie and Edward are my distance group and keldorn, Sarah and Jaheira do the bashing. Aerie and Edward open with instant ‘Silence’ & ‘Horror’ respectively to keep the archers amused meanwhile Keldorn starts with ‘Truesight’ to uncover the thief and my melee make short work of him before the backstabs can make an appearance.
           There he is!                                      Aerie cloaks.                     The trouble with werewolves.
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Now the race is on to “do onto others… before they can do on to you” i.e. single out and kill the archers before their concentrated fire kills my casters. This tactic makes an easy fight for a good or neutral party but my evil parties have issues with the liberal employ of Wand of the ‘Heavens’ these clerics enjoy.
Standard ambush tactics cleared the prison with out much trouble except one very annoying greater werewolf that after three attempts I just couldn’t kill.
The warden gave my last run a lot of trouble but I have his number now. Aerie locates him with a ‘Farsight’ and Edward releases the thralls… to clear the area. Keto gets the honour by casting ‘Deathfog’ (from scroll), the poor sap never knew who killed him.
               Death by fog!
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Now I “Exit stage right” and exchanged Keldorn for Haer'Dalis... bargain! :wub:

Loot = Ardulias Fall +1, Malakar +2, Hilt of the Equalizer, Cloak of the Shield, Staff of Air +2, Maulers Arm +2, Ring of Protection +1, Wand of Lightning (8 charges), 2 Bracers of Defence 8, Gauntlets of Weapon-skill,  2 Leather Armour +1, Ring of Spell Turning, Ras +2, Iibratha +1, Small Shield +1, Melodic Chain +3, Medium Shield +1 & various scrolls (noteworthy include ‘Invisible Stalker’ and ‘Deathspell’).

Modifié par ussnorway, 21 mars 2011 - 07:19 .


#945
ussnorway

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Trust Noone BG2 Update 5.

Docks District;
I attempted to obtain my new home but can’t join the guild yet so decided to get the curse-quest over with. Baron Ployer discovered too late that his expensive minions had a prior commitment.

Slums District;
I’m getting good weapons for all my party (need a Bastard Sword) before rescuing sis so decided to assault the Slums slave trade. The copper cornet guards proved easy to kill but the slavers’ main base was in a nearby ship. Three ‘cloudkill’ shots killed most of the entrance guards before they could effect the fights outcome however I had to GUTS my way over the poison trap on the stairs. Aerie can detect them but Edward can’t remove them yet because his skills are more towards opening locked doors and detection of hidden things… how awkward. Resting is not allowed here so Jaheira asked one of her woodland friends to help out with the healing & she even confused the snake guards before saying “arrivederci”. We where still in no condition to play fair so I laid traps and sent Haer'Dalis ahead to hose the warehouse with ‘Cloudkill’, poignant but very effective!

                  Helping hand.                                   Single file.                               Free the slaves.
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Umber hills;
I felt cheated because after all my effort the randomiser gave me a lousy helmet instead of my sword so we relaxed by cheering for Keto at the annual bard festival... I’m pretty sure it was rigged but no one seems to mind too much.

Athkatla;
We delivered a wounded traveller to the Harper compound, said hi to Xan then gave a dead child back a teddy, listened to Bodhi’s offer before turning her down and paying 1500 gold to the shadow thieves… the truce is officially off!

Tips; the colour trap can be defeated by simply crossing it in single file & giving the little girl 100 gold will earn you better rep.

                     Draw!                                    Smooth operator.                        Misplaced minions?
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Personal note; :wub: It seems Haer'Dalis wants to mow my grass but I was magnanimous about it because despite his MANY faults he is making Aerie smile.

Loot = Dusty Rose Ioun Stone, Helm of Charm protection, Plate Mail +1, Granny O’Fairney’s Cloak, Cloak of Protection +1, Ring of Protection +2, Wand of Fear (3 charges), Studded Leather Armour +2, Amulet of Power & various scrolls… Still no Bastard Swords!

Modifié par ussnorway, 24 mars 2011 - 12:41 .


#946
ussnorway

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Trust Noone BG2 suspended.

Game over! :?

Graveyard District;
The short version is I can’t kill Tanova… I can protect myself against most of her ability’s or run away but she ignores my traps and even the inquisitor dispel bounces of her new immunities. If I had a high level mage maybe I could magic missile her down but I can’t get Edwin (or advance the plot) until after she is dead.

#947
ussnorway

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Hi guys, I’m restarting with Red Eddy.
Starting stats for RED.

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This is a BG1 no-reload attempt fully testing the divine remix mod i.e. when/ if he dies I’ll drop out and continue playing as normal. As this is more of a mod test I have dialled back the SCS and dropped the Randomiser (slows me down).
Rules = Core.
A fresh install of Tutu with Basic scs-v18 & divine remix-v7.
Male (Neutral Good) Dwarf.
Cleric Kit = Holy Strategist of the Red Knight.

What Modifications?
I will once again add these extra items to the inventory; bag of holding, scroll case, ammo belt, gem bag & potion case...

// 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]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #0 // Assign a kit to Ajantis? -> Ajantis: Cavalier
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #16 // Assign a kit to Garrick? -> Garrick: Blade
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #20 // Assign a kit to Imoen? -> Imoen: Bounty Hunter
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #36 // Assign a kit to Safana? -> Safana: Bounty Hunter
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #43 // Assign a kit to Skie? -> Skie: Swashbuckler
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #44 // Assign a kit to Xan? -> Xan: Sorceror
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #46 // Assign a kit to Xzar? -> Xzar: Sorceror
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything): v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #51 // Remove Cleric Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #53 // Remove Druid Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #55 // Remove Ranger Kits -> Remove BioWare & Mod Kits: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #605 // Change Jaheira to Neutral Good: v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #610 // Install Nightcloak of Shar Kit for Viconia: v7
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v18
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v18
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v18
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v18
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v18
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v18
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v18
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v18
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v18
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v18
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v18
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v18
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v18
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v18
~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v18
~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v18
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v18
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v18
~BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Check for TutuFix Walking Speeds: v18
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v18
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v18
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v18
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v18
~SETUP-SCS.TP2~ #0 #2010 // Replace many magic weapons with fine ones -> Fine weapons are affected by the iron crisis: v18
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v18
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v18
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v18
~SETUP-SCS.TP2~ #0 #3030 // Allow NPC pairs to separate: v18
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v18
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v18
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v18
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v18
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v18
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v18
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v18
~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5041 // Smarter priests -> Priests use spells from BG1 and BG2; priests do not pre-buff: v18
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v18
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v18
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v18
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v18
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v18
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v18
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod

#948
MrSwizleSticks

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Alesia_BH wrote...

And I do hope Shadow Leech and Mr. Swizlestocks get into the action soon.

Well the good news is my new attempt shall begin within the next couple of hours. PS: Its Swizlesticks not stock.

#949
Jeff W

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Anyone have tips for SCS II Liches? I have max pre buffing turned on and all the AI enhancements. All the spell revisions, etc. Core Rules. Here is my party:

Hero L14 Elf Sorcerer
Aerie L11/L12 Cleric/Mage
Jan Jansen L11 Illusionist/L13 Thief
Edwin L14 Conjurer

I just beat Nezeviah the Nether Scroll Lich, but it was a little too epic for a no reload game, lol. My plan was to send Edwin ahead in Mustard Jelly form with maxed out spell/combat protections including prot. from fire. After draining all the lich's spells on the Mustard Jelly and Summons(for the Death Spells), I'd start hammering him with Death Fog and Mordenkainen's Swords.

Unfortunately, it turns out that liches have a lot of staying power. Nezeviah eventually summoned a Mordy Sword of his own and Edwin had to slither away. I used my Sorcerer's project image to go ahead take out the Sword and start dropping death fogs on Nez, but Nez was immune to acid damage. I guess this is included in the pre buffs and it takes forever to run out.

Eventually, I had to resort to cheesing him with doorhopping+melf's meteors. I'm not sure what the right way to approach these lich battles are. The max pre buffs+breach immunity make things difficult.

Modifié par Jeff W, 03 avril 2011 - 03:48 .


#950
Jeff W

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Posted Image

Next time I'll just buy my magic license.I wasn't expecting the first group of Cowled enforcers to immediately drop Chain Contingency - Horrid Wilting and Time Stops!

If you're gonna die, though, it's good to go out with a bang.

Modifié par Jeff W, 03 avril 2011 - 07:22 .