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Baldur's Gate 1 No-Reload Challenge


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#3151
corey_russell

corey_russell
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Mendoon the level 3 human thief entering Trilogy no-reload challenge...

Mendoon has survived the Candleekeep, Friendly Arm Inn, Beregost and Nashkel assassins, so thought I would enter him in the challenge. He had Montaron and Xzar join him and Imoen, but purely on a temporary basis. His new friends were helpful in beating Tarnesh as well as rescuing Viconia. We got ambushed both getting to Pelvale and returning to FAI - we are all level 1 and poorly equipped, so we ran away from both ambushes. Once we got to FAI with Viconia, we disbanded Xzar and Montaron.

We were at 7 reputation, so we went ahead and retrieved Joia's ring for her. We then dealt with an ogre nearby. Thanks to Viconia's entangle, his belt of piercing went to Mendoon. We then did miscellaneous quests in Beregost. We calmed Marl down successfully, but Viconia was not satisfied with Marl's attitude and commanded him and then attacked. We have to backup our group mate so Imoen and Mendoon helped. Marl's death was not in vain, this gained Mendoon's first level. Imoen also got level 2 thief after beating Karlat - she immediately dualed to mage to be our party's mage, since Mendoon can handle the thief duties.

After completing the quests in Beregost (except the spiders), we recruited Kagain for tanking duties. We then tried to clear the road areas from Candlekeep to Beregost. This mostly went OK, except Kagain got held by a ghoul and killed. We had to resurrect him. We gave him some darts then again in the road areas another ghoul appeared. Thsi time Kagain and the party used ranged weapons only - this worked much better.

The plan is for Mendoon to kit to bounty hunter and then dual to cleric VERY late in BG 2, after traps, locks, stealth are 100%.

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Modifié par corey_russell, 10 octobre 2011 - 01:35 .


#3152
Grimwald the Wise

Grimwald the Wise
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Started a new game with some legal Svirfneblin this time!

Weidu log as below. Although it is possible to use any weapon with this set-up I am only going to use legal ones. It's too much of a hassle to re-install some of the bigger mods!! Much easier just to be honest while playing..

// 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 LOSTITEMSV1.TP2~ #0 #0 // Xan becomes a sorcerer
~SETUP LOSTITEMSV1.TP2~ #0 #1 // Viconia gets her 18 wisdom and portrait from BG2
~SETUP LOSTITEMSV1.TP2~ #0 #2 // Monk Tome
~SETUP LOSTITEMSV1.TP2~ #0 #3 // New old items (containers and mediocre weapons from BG2)
~SETUP LOSTITEMSV1.TP2~ #0 #4 // Bigger ammo packs
~SETUP LOSTITEMSV1.TP2~ #0 #5 // NPCs don't leave due to reputation
~SETUP LOSTITEMSV1.TP2~ #0 #6 // New portrait for Faldorn
~SETUP LOSTITEMSV1.TP2~ #0 #7 // New portrait for Xan
~SETUP LOSTITEMSV1.TP2~ #0 #8 // New portrait for Imoen
~DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for Tutu/BGT v1.0
~SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar: 1.5
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BG1TUTU edition v1.11 -> Normal edition
~SETUP-FINCHNPCV3.TP2~ #0 #0 // Finch NPC for Tutu v3.0
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu and BGT, 14April2008: v8
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v8
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v8
~GAVIN/GAVIN.TP2~ #0 #3 // Gavin: Check for Tutu-Fix Walking Speeds: v8
~GAVIN/GAVIN.TP2~ #0 #7 // Gavin: Alternate Portraits -> Grey skies, by Kaeloree: v8
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: v8
~SETUP-INDINPC.TP2~ #0 #0 // Indira NPC for BG1Tutu
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: 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 #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 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: 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 #1100 // Reveal City Maps When Entering Area: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-class Grandmastery (Weimer): 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 #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 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: 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 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs can be angry about reputation but never leave (Salk): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3123 // NPCs don't fight: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~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 #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 #11 // The BG1 NPC Project: Coran's Romance Core (adult 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 #14 // The BG1 NPC Project: Xan's Romance Core (teen 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 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: 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 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: 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
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything): v7
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: 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 #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 #600 // Install Battleguard of Tempus Kit for Branwen: v7
~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v3
~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v3
~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit: v3
~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v3
~SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 7
~SETUP-OVERSIGHT.TP2~ #0 #7 // Holy Liberator: 13
~LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.7
~LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.7
~LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.7
~LEVEL1NPCS.TP2~ #0 #50 // Balanced BG1 NPC attributes -> Ergopad's version: v1.7
~LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.7
~LEVEL1NPCS.TP2~ #0 #1218 // Ajantis Ilvastarr: v1.7
~LEVEL1NPCS.TP2~ #0 #1219 // Alora: v1.7
~LEVEL1NPCS.TP2~ #0 #1220 // Branwen: v1.7
~LEVEL1NPCS.TP2~ #0 #1221 // Coran: v1.7
~LEVEL1NPCS.TP2~ #0 #1222 // Dynaheir: v1.7
~LEVEL1NPCS.TP2~ #0 #1204 // Edwin Odesseiron: v1.7
~LEVEL1NPCS.TP2~ #0 #1223 // Eldoth Kron: v1.7
~LEVEL1NPCS.TP2~ #0 #1224 // Faldorn: v1.7
~LEVEL1NPCS.TP2~ #0 #1225 // Garrick: v1.7
~LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.7
~LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.7
~LEVEL1NPCS.TP2~ #0 #1226 // Kagain: v1.7
~LEVEL1NPCS.TP2~ #0 #1227 // Khalid: v1.7
~LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.7
~LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.7
~LEVEL1NPCS.TP2~ #0 #1229 // Montaron: v1.7
~LEVEL1NPCS.TP2~ #0 #1230 // Quayle: v1.7
~LEVEL1NPCS.TP2~ #0 #1231 // Safana: v1.7
~LEVEL1NPCS.TP2~ #0 #1232 // Shar-Teel Dosan: v1.7
~LEVEL1NPCS.TP2~ #0 #1233 // Skie Silvershield: v1.7
~LEVEL1NPCS.TP2~ #0 #1234 // Tiax: v1.7
~LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.7
~LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.7
~LEVEL1NPCS.TP2~ #0 #1236 // Xzar: v1.7
~LEVEL1NPCS.TP2~ #0 #1237 // Yeslick Orothiar: v1.7
~LEVEL1NPCS.TP2~ #0 #2350 // Finch: v1.7
~LEVEL1NPCS.TP2~ #0 #2400 // Gavin Mor: v1.7
~LEVEL1NPCS.TP2~ #0 #2600 // Indira: v1.7
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v8.01
~SETUP-THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: 3.7
~SETUP-BGII-SUBRACE.TP2~ #0 #0 // Subrace mini-mod for BGII v1.0
~SETUP-BGII-SUBRACE.TP2~ #0 #1 // GUI changes for subrace mod
~SETUP-BGII-SUBRACE.TP2~ #0 #2 // Alternate NPC subraces
~KONTWK/SETUP-KONTWK.TP2~ #0 #0 // Wizard Slayer Enhancements
~KONTWK/SETUP-KONTWK.TP2~ #0 #7 // Immunity HLA -> Necromancy
~KONTWK/SETUP-KONTWK.TP2~ #0 #9 // Restored Paladin Abilities
~KONTWK/SETUP-KONTWK.TP2~ #0 #10 // Alignment Tweaks
~KONTWK/SETUP-KONTWK.TP2~ #0 #11 // Rod of Refuge
~KONTWK/SETUP-KONTWK.TP2~ #0 #13 // Butter Knife of Balduran
~KONTWK/SETUP-KONTWK.TP2~ #0 #14 // Hackmaster +12
~KONTWK/SETUP-KONTWK.TP2~ #0 #15 // Scipio's Barrel
~SETUP-BLONDEIMMY.TP2~ #0 #0 // Blonde Imoen

The sub-race mod does not seem to have been written with multi-player mode in mind. I created the characters and only one was given a sub-race. I therefore imported them into games and the one who had already been changed into a Svirfneblin got twice the number of innate spells. This was easily rectified in Shadowkeeper however. (I wonder what proportion of people use Shadowkeeper to actually reduce the abilities of their characters?) That’s why the program is there of course, to correct things, not to make the game easier. Though you can use it for cheating.
The mod is also supposed to give a Strongheart Halflings an extra * in axes. In a trial it reduced the **** that I had given my character to *. Another reason to resort to Shadowkeeper. It’s a good mod, but with the occasional bug, all of which I could remedy with Shadowkeeper. I really like the changes to appearance. An excellent job. Like Shadowkeeper, it can be used for cheating. I found that out by accident, but if you do, you’re only cheating yourself.
I was wanting my character to be a conjurer/thief not illusionist/thief. The question is. Is that cheating? In BG1 an illusionist is slightly better than a conjurer, whereas the opposite is true in BG2.
Sneaky and Truestaff, Svirfneblin.
Sneaky: Illusionist/thief
Str 18, Dex 19, Con 17, Int 19, Wis 18, Cha 02
Short bow *
Long sword *
Truestaff (As opposed to Falstaff): Fighter/Cleric
Str 18/46, Dex 19, Con 17, Int 19, Wis 18, Cha 02
Staves: ****
Svirfneblin have excellent magical resistance, but have the drawback of a 30% decrease in experience. This means that they start well, but are not at the same level as they would have been later. Day-blindness is also a problem for them when fighting in the daytime.
Diary of Sneaky and Truestaff, the Svirfneblin giants.
Day 4
Sneaky went upstairs in the inn and “found” a lot of valuables, taking some of them from right under the nose of their owner. Needless to say, the guards were called and Sneaky had to use her innate spell invisibility to escape as she was unable to hide. We left the inn quite wealthy, but then Gorion had said that we should equip ourselves. Gold and jewels can be very useful equipment, not least because they are highly portable.
Upon being ambushed, we ran to Candlekeep. However the guard would not allow us in. We arranged for Gorion’s burial and set off to the Friendly Arms Inn. There we were attacked by a mage who we managed to blind, and to our relief the guard killed him. Pity he didn’t have any new spells upon him. Then went looking for Joia’s ring, which we found and returned. Was our enemies obviously knew our plans we changed them and headed north to throw them off the scent. We helped a widow build a new life and agreed to help Sonner, but upon finding that he was even more evil as Tenya, we dealt with them accordingly.
Day 9
We arrived in Beregost and after calming down marl after the death of his son, and taking a book to Firebead, we immediately set about dealing with those spiders in Landrin’s house. Sneaky having become a bit more adept and then tested out his new abilities by acquiring a new cloak from Algernon. We were also able to help Eltoth get back into shape.
Day 14
We then found a letter that reassured Mirianne and a little later we were assaulted by an overly officious guard from the Flaming Fist. We returned Landrin’s possessions and on the way back picked up Gurke’s Cloak and Perdue’s sword. On our return to Beregost we agreed to help Silke, but she then turned upon us. She turned out to be almost as resilient to magic as we are, but eventually we managed to blind her. After that, ranged weapons finished her off.
Day 16
At Bjornin’s request we have come south in search of some half-ogres. On the way we cleared the road of bandits and Hobgoblins. Hopefully some of the iron will now be able to get through before more bandits arrive. On arrival in Nashkel we met Noober. He is fortunate that we are patient, as I know many adventurers would have thrown rocks at him, hard. I did some baby-sitting and ended up being a hero. I suppose doing that was pretty heroic. :D Oublek wants me to find some emeralds for him. Apparently someone called Prism has them.
Day 19
We managed to get the emeralds without fighting Prism, though we did kill Greywolf who will not be missed by many. In transit we were attacked by Carrion Crawlers which we killed. In Nashkel, with some help from Oublek, we rescued a boy who was being attacked by a baby wyvern. Sadly Oublek was killed in the encounter.  We did get the emeralds back however! (  ) Lord von Undenzieht wrongly accused us and ended up getting arrested himself. We went to the inn to get some rest and were immediately attacked by Neira. The spell blindness again was all that was required to defeat her. Now that we have rested, perhaps we can now find those half-ogres!!
[I am wondering if there is some in-joke concerning Lord and Lady Uldenzieht, and Lord and Lady Undenzieht. If anyone is in the know please elucidate. I am presuming that it is a pun on the lines of “Perdue’s lost sword” or Lord Foreshadow ]
Day 20
On reaching the area where the half-ogres are supposed to be, we were beset by bandits, powerful ones at that. We prevailed, but Sneaky was hurt badly. We were so pleased that Truestaff had a healing spell to spare otherwise we would have had to return without even finding the ogres. As it was, we were not only able to find them; we were able to wipe them out thanks largely to blindness spells. We slept and then went to give Bjornin the good news. He was so pleased that he gave us an excellent shield. The problem is that neither of us uses one! Now in my list of things to do, there is only one thing, go and see Khalid and Jaheira, so that is what I will do.
Day 23
I met up with Khalid and Jaheira and also Xzar and Montaron, all wanting to go to Nashkel. I left Jaheira and Khalid in Nashkel to enquire about the mines whilst I will go with the others back to Ulgoth’s Beard for some more equipment. Jaheira was a little rude about my skills, yet it was she who needed help! That is why I don’t want her in the party at the moment.
Day 28
Montaron proved to be helpful at the beard and I may need him there in the future so that is where we parted company.
Day 31
We then went Ankheg hunting after farmer Brun asked us to try and find his son. Sadly we found him in the nest of the Ankheg. Sadly, because he was dead.
Day 35
At the request of the Temple of Lathander, we went hunting for the madman Bassilus. On the way we got diverted slightly by a chicken that wanted to return to its former state. We did our best, but sadly it died. We then went to find Bassilus again and found him. Despite our best efforts, he attacked us and we only survived because we were able to blind him. We then killed a number of dread wolves and ghasts. Then upon being attacked by Zargal, we managed to kill him. We took the symbol of Bassilus to the temple, received our reward, and used it to buy some Ankheg armour. We then paid to have two +1 protection rings made into one +2 protection ring. Truestaff with his plate armour and the ring can face most enemies without fear of defeat. Today I managed to save a boy trapped in a lighthouse by some worgs.
Day 36
I was attacked by several Sirene but fortunately they were unable to use their deadly charm spell due to Sneaky casting web. Truestaff used his trusty staff so that they, and some golems quickly died enabling us to reach some hidden treasure.
Day 41
We then helped an archaeologist, Brage, a lost dog, a dead cat, and a dryad. We fought and killed the fastest dart thrower in the west and a big guy called Hairtooth and his friend. We also helped a guy being chased by a bear. We received the boots that he gave gratefully.
Day 45
We have now disposed of most of our surplus equipment in order to buy a most attractive new set of clothes for Sneaky. Thunderhammer has now finished Truestaff’s armour, so we are both now well-equipped and ready to take on the mines at Nashkel.
Day 49
The mines turned out not to be a problem. Mulahey was the only foe of any strength, and he was killed in a trice. Outside we keep on meeting assassins, but if they are no stronger than the ones we have met so far, we have nothing to fear. We have now been asked to deal with the bandits.
Day 51
We set a priestess of Tempus free from a spell and she was so bitter about Tranzig, a mage that we will almost certainly be forced to fight, that we asked her to join us, at least until after we have dealt with him. I think that being in our party when we deal with him might help her recover from the trauma that he caused her. Mind you, since he did not take advantage of her helpless state to kill her, he is clearly not as evil as some.
Day 74
After dealing with Tranzig, we met a Priest of Lathander called Gavin. After he joined us we were given work by his superiors. Firstly to deal with Mutamin. This we did. I then had a feeling that we should speak to a mage who we saw near to Mulahey. He joined up with us and after doing so we helped in the dietary problems of some ogres and help free some elven slaves. Afterwards we decided to leave him at the Friendly Arms for a while, but for some reason he went off in a huff. The temple gave us another task, but it involved opening a lock which so far Sneaky has been unable to deal with. Perhaps a professional lock smith is needed.
Day 80
We left both Branwen and Gavin at Beregost and after finding the location of the bandit camp, took Kivan with us as he had far more need to kill Tazok than us. He did so most effectively, but unfortunately his superiors have raised him back to life. I think that when we find out where Tazok is located, we are honour-bound to pick up Kivan again so that his heart and soul can be mended somewhat.
Day 84
We cleared the camp of bandits, and after finding that we needed to go to Cloakwood, felt that at last it would be good to have a druid in the party. We therefore picked up Khalid and Jaheira. We ended up being given the task of finding a druid captured by the Shadow Druids. On the way we killed several wyverns, but then disaster struck. I, Truestaff was charmed by a Hamadryad. Under the influence of the spell, I killed Sneaky. Fortunately Khalid had Algernon’s Cloak and brought me back to my senses. We have now arrived at the Friendly Arms Inn where I am sure that we will be able to get Sneaky brought back to life by the Bentleys.

#3153
The Fred

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[quote]Grond0 wrote...

[quote]The Fred wrote...
Also, as a side note, is there any way to install things like L1NPCs through a batch file?
[/quote]
I've never done it, but I remember Bhryaen doing a mega-install using a batch file - including L1NPCs.  See http://social.biowar...index/5417175/7 [/quote]
The problem is that L1NPCs requires loads of command prompts to select all the various things about the NPCs. I think the only thing to do is install (alomst) everything else, do L1NPCs by hand, and then install the BG2 Tweaks Walking Speeds component. It would be nice if I knew how to uninstall individual components through batch files, too, because BG2 Tweaks requires a lot of going through a lot of irrelevant options just to add or remove a single component (and they don't even have an "uninstall all" option).

#3154
corey_russell

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Mendoon the level 4 thief - FINAL update

Mendoon and the party are continuing to make good progress. Bassilus was defeated with nothing more special than just simple ranged fire. The money from this finally gave Mendoon his shadow armor.

With the surplus we bought necklace of missiles and potions. We thought before we head to the Nashkel mines we would get armor upgrade for Shar-Teel by engaging Sendai and her goons. Unfortunately, rather than using necklace of missiles charges, which in hindsight sounds a heck more effective, Imoen fired a poorly aimed stinking cloud, which ended up killing the party, including Mendoon.

Back to the drawing board...I was really having fun this run...might do an evil party again.

Modifié par corey_russell, 10 octobre 2011 - 03:10 .


#3155
Grond0

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corey_russell wrote...
Imoen fired a poorly aimed stinking cloud, which ended up killing the party, including Mendoon.

The good old friendly fire tactic!  I'm not sure if I've ever used cloudkill like that, but fireballs and (especially) lightning bolts have saved Sarevok a job.

#3156
corey_russell

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Grond0 wrote...

corey_russell wrote...
Imoen fired a poorly aimed stinking cloud, which ended up killing the party, including Mendoon.

The good old friendly fire tactic!  I'm not sure if I've ever used cloudkill like that, but fireballs and (especially) lightning bolts have saved Sarevok a job.


Somewhat ironically, Imoen always seems to kill off my thieves. I had another thief killed by her fireball in a prior run. Going to give it another go - I rolled another character 18 STR, 18 DEX, 16 CON, 13 INT, 17 WIS, 3 CHA, lawful evil human thief just like Mendoon - this roll is just one less than Mendoon's. Going to follow the exact same strategy as Mendoon, except we are just going to pass on Sendai, and deal with her once we have boots of avoidance. Shar-Teel will just have to be content with her studded leather while in the mines. Probably be a while until I post again, until I can get to this same spot.

Modifié par corey_russell, 10 octobre 2011 - 03:39 .


#3157
Vaclavc

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My condolences, Corey. We suffer heavy loses every day...



Short update on soloing human cleric Avorunis:
Werewolf Island was surprisingly easy. Avorunis buffed with DUHM, Defensive Harmony and Protection from Evil killed all ordinary werevolves and wolfweres, using Sanctuary to maneuvering, healing and escapes. Karoug was killed using Wand of heavens and bounced lightning from trapped chest.

Image IPB

Loup Garous are susceptible to fire, so Avorunis took care of them using Wand of heavens.

Image IPB
Avorunis is currently in Durlag’s Tower. To improve survival probability in that trap-infested place, he enlisted companion for the first time in his career – Imoen.

V

#3158
After5CST

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Heather the Level 7 Human Mage continues adventure continues...

[snip]Next up will be Ankheg hunting. Heather is -8 to missiles, hopefully that will be enough to protect her from the Ankhegs. I think she can survive a critical now with her 35 HP, though just barely.

Not that it matters now, and you probably already know it, but Ankhegs are not immune to W1 sleep.  In fact, they're really good at taking naps.  It certainly takes the risk factor down, since you can usually fire a sleep before they get all the way out of ground to use their ranged attack.

I tried it on a lark during one of these attempts and was very pleasantly surprised.  This no-reload stuff has certainly encouraged me to try stuff I had never thought of before with low-level abilities.

#3159
corey_russell

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After5CST wrote...

Heather the Level 7 Human Mage continues adventure continues...

[snip]Next up will be Ankheg hunting. Heather is -8 to missiles, hopefully that will be enough to protect her from the Ankhegs. I think she can survive a critical now with her 35 HP, though just barely.

Not that it matters now, and you probably already know it, but Ankhegs are not immune to W1 sleep.  In fact, they're really good at taking naps.  It certainly takes the risk factor down, since you can usually fire a sleep before they get all the way out of ground to use their ranged attack.

I tried it on a lark during one of these attempts and was very pleasantly surprised.  This no-reload stuff has certainly encouraged me to try stuff I had never thought of before with low-level abilities.


As it turned out, Heather weathered the Ankhegs just fine, she never even got hit by one. Jaheira was killed though, so we had to resurrect her and continue, but no setbacks after that.

#3160
corey_russell

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corey_russell wrote...

Grond0 wrote...

corey_russell wrote...
Imoen fired a poorly aimed stinking cloud, which ended up killing the party, including Mendoon.

The good old friendly fire tactic!  I'm not sure if I've ever used cloudkill like that, but fireballs and (especially) lightning bolts have saved Sarevok a job.


Somewhat ironically, Imoen always seems to kill off my thieves. I had another thief killed by her fireball in a prior run. Going to give it another go - I rolled another character 18 STR, 18 DEX, 16 CON, 13 INT, 17 WIS, 3 CHA, lawful evil human thief just like Mendoon - this roll is just one less than Mendoon's. Going to follow the exact same strategy as Mendoon, except we are just going to pass on Sendai, and deal with her once we have boots of avoidance. Shar-Teel will just have to be content with her studded leather while in the mines. Probably be a while until I post again, until I can get to this same spot.


I was apparently too optimistic in the above post. I thought it would be a while until I posted, however, my new entry, Cawley, all he did was Candlkeep quests, get Viconia, beat Tarnesh and the nearby goblins and tried to go to the road between Beregost and FAI. I got the "death" ambush - about 8-10 bandit archers and 2 worgs. Viconia, Imoen and I are all level 1 - the thieves just wearing studded leather. We tried to run but we were killed quickly - run over. Just not my month apparently for no-reloads.

Going to try ONE ore time...if this doesn't work out will have to go the other way around (e.g., start as cleric and dual to thief).

#3161
Grond0

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corey_russell wrote...

I was apparently too optimistic in the above post. I thought it would be a while until I posted, however, my new entry, Cawley, all he did was Candlkeep quests, get Viconia, beat Tarnesh and the nearby goblins and tried to go to the road between Beregost and FAI. I got the "death" ambush - about 8-10 bandit archers and 2 worgs. Viconia, Imoen and I are all level 1 - the thieves just wearing studded leather. We tried to run but we were killed quickly - run over. Just not my month apparently for no-reloads.

That's why I nearly always have my characters start off by going to Beregost via High Hedge.  There is no possibility of ambush by archers on that route and it makes it easy to get at least 1 level (for solo 2 or 3 levels) before going to the Friendly Arm.

#3162
corey_russell

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Grond0 wrote...

corey_russell wrote...

I was apparently too optimistic in the above post. I thought it would be a while until I posted, however, my new entry, Cawley, all he did was Candlkeep quests, get Viconia, beat Tarnesh and the nearby goblins and tried to go to the road between Beregost and FAI. I got the "death" ambush - about 8-10 bandit archers and 2 worgs. Viconia, Imoen and I are all level 1 - the thieves just wearing studded leather. We tried to run but we were killed quickly - run over. Just not my month apparently for no-reloads.

That's why I nearly always have my characters start off by going to Beregost via High Hedge.  There is no possibility of ambush by archers on that route and it makes it easy to get at least 1 level (for solo 2 or 3 levels) before going to the Friendly Arm.


I'm pretty sure that ambush is a possible one when you travel between FAI and the road to Beregost. This run I went to said road, went to Larswood, Pelvale, hugging the edges of the map of course, and got Viconia. We then went back to to the road - we did get an ambush but there was like some war dogs and a kobold archer, we all ran out of there safely.

Even though I miss out on the sale of the wizard's ring, think will hold off on FAI a bit, till I get at least a couple more levels under me. I managed to get the girdle of piercing. Montaron and Xzar, who have no missile weapons ran in circles while Imoen used her charges from the magic missile wand, and Veene (my new thief) bowed.

Just like with Mendoon, will be my thief, Imoen dualed to mage, Viconia and Kagain until kagain gets the gauntlets of dexterity, when he should be tough enough to take down Shar-Teel. That's the plan anyways, we'll see how the game co-operates...

#3163
The Fred

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Grond0 wrote...
That's why I nearly always have my characters start off by going to Beregost via High Hedge.  There is no possibility of ambush by archers on that route and it makes it easy to get at least 1 level (for solo 2 or 3 levels) before going to the Friendly Arm.

I do this now too, but only because TuTu puts bandits and kobolds on the Coast Way itself. With SCS making the kobolds into "death kobolds", the Coast Way becomes on of the hardest areas to traverse. Far easier to get to Beregost then go up the east side of it, via the ogre. The bandit ambush hasn't hit me in a long time, but it's one reason I like to have a Sleep spell ready. That said, to have Sleep you need a mage, and a low-level mage will probably die before Sleep even hits (though it depends a bit on party size).

Modifié par The Fred, 12 octobre 2011 - 06:01 .


#3164
Grimwald the Wise

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I've recently had the Big World Map installed and it really messes up your planning. Getting ambushed by wyverns at the beginning of the game is no joke! Mind you, getting ambushed by dread wolves and surviving boosts experience a lot.

Before I did that, I too went straight south from the ambush site to High Hedge or Candlekeep. Then return to get the goodies left by Gorion. Then High Hedge, Beregost and you're up to level 2 or 3.

#3165
corey_russell

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Entering Veene the Human LE thief into the trilogy no-reload challenge...

Veene's stats:
STR 18 DEX 18 CON 16 INT 14 WIS 18 CHA 3

What's interesting is this was my FIRST roll...I tried rolling for about 5 more minutes and couldn't beat it! Note that the intent is to dual to a cleric in BG 2 sometime.

Veene has done Candlekeep, rescued Viconia, dealt with Karlat and Neira, calmed and killed Marl, recruited Kagain, dualed Imoen to a mage at level 2. He has also cleared the road areas from Candlekeep to South of Beregost. What's a bit ironic is that just like Mendoon's run, Kagain got eaten by a ghoul, despite our best efforts. The map was almost clear, so Veene, Viconia and Imoen explored it, only to find another ghoul! This time the ghoul chased Veene around the map, while the girls SLOWLY killed it...there's no way I could have the PC do this all the time (running in circles every fight) like Alesia_BH does with her solo characters. In any case, this is our first temple run.

#3166
Grond0

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I'm back on the wizard slayer trail with Chiaro.  However, I don't want to play in a party and I think a WS chance of getting through BG2 solo is something less than 0.  Therefore the intention is to dual him at level 7 to a thief.  Stealth ability will give the thief something to work with, although the inability to use magic items will still be a pain.  Of course, in the unlikely event he lasts long enough there will be a remedy for that.

Killing Firebead provided Chiaro's first level.  Nothing else of note in Candlekeep except an amusing conversation with Carbos (who was dead for half of it).  He's made his way to Beregost via High Hedge - here are his stats on arrival.
Image IPB
Total is rather down on my last 2 characters, but the exceptional strength is nice as it makes use of those horribly heavy throwing axes (which he has mastery in) a much more realistic option.

#3167
corey_russell

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Good luck Grond0 - hopefully you don't have to restart as many times I have the last few days...

#3168
Grond0

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One down! Chiaro was going really well - his axe does so much damage that most encounters are done in a fraction of the time it would take with a sling or bow. He'd just completed the Nashkel mines and was approaching level 6 when he took on Nimbul. Must have been close to winning that encounter as Nimbul would have been short of spells and must also have had a high risk of spell failure. He did manage to get a dire charm off though - I saw it coming and thought I had left time to duck into the nearby inn, but it would appear not!

Rather than rolling another character I'm going to restart Chiaro ...

#3169
corey_russell

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Grond0 wrote...

One down! Chiaro was going really well - his axe does so much damage that most encounters are done in a fraction of the time it would take with a sling or bow. He'd just completed the Nashkel mines and was approaching level 6 when he took on Nimbul. Must have been close to winning that encounter as Nimbul would have been short of spells and must also have had a high risk of spell failure. He did manage to get a dire charm off though - I saw it coming and thought I had left time to duck into the nearby inn, but it would appear not!

Rather than rolling another character I'm going to restart Chiaro ...


While they say imitation is the highest form of flattery, perhaps you shouldn't copy me in this case! How exactly do you restart? When you first make the character do you export him immediately, so that you can import him if things go south?

I sometimes think about restarting, but when exported they are the same level as when they were exported, so basically is no good unless I do it immediately after character creation.

#3170
Grond0

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I usually save the game right at the start (when character is outside the inn) so that I can reload the starting position if I want.  I do normally just generate a new character, if one is killed, but occasionally feel it makes sense to give one another chance.  In this case it's partly I thought he was playing well and was a bit unlucky to die - the pathfinding seemed to stutter slightly as he tried to get through the doorway.  In addition the 18(00) strength is much more important for him than most of my characters because he doesn't have access to the strength tome (unless he took someone along to help him, which he's not going to do).

The new incarnation has just completed the Nashkel mines and taken revenge on Nimbul (or at least a soldier did that for him).  He's got slightly below average HP (47 at level 5), while the original had 56 I think, but there's still time to pick that back up.

Thus far followed a similar pattern to that previously except that he went straight after Shoal after escaping from Sarevok.  The XP from that got him to level 4 before he'd even been to Beregost!

Modifié par Grond0, 11 octobre 2011 - 09:39 .


#3171
After5CST

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Total is rather down on my last 2 characters, but the exceptional strength is nice as it makes use of those horribly heavy throwing axes (which he has mastery in) a much more realistic option.

I've made some slow progress with my current play-through, who is a Berserker with ** Axe and ** Two Weapon Style.

Throwing axes are a pain to work with, although effective.  I've been trying to justify whether or not I can honor the spirit of the challenge and still create a non-enchanted returning throwing axe for BG1 at some reasonable cost level ( current thought would be at the same price point as a regular +1 (non-throwing) axe, around 2.5K. )  Perhaps add it to Feldepost's for-sale list if I can figure out how.

The only point of the weapon would be to ease up some of the inventory management hassles the current axes are giving me.  I wouldn't bother and wait, except I don't think there's any returning throwing axes until Candlekeep catacombs, which for me is a loooong ways away.

Thoughts?

Modifié par After5CST, 11 octobre 2011 - 11:19 .


#3172
PicklePepperPiper

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Sylvia is doing better than expected for her run - she's done all the points of interest in Beregost, Nashkel and the carnival. She will probably head back to FAI and enlist Imoen to help with traps in the mines.

Ultimately, Sylvia will join Coran, but only when she can kill a fully-grown wyvern.

She's now F/M lvl 3/3, grandmastery in longbow, and has killed something like 100 enemies, 60 of which have been entirely gibberlings. The Sword Coast is just littered with them.

Boots of avoidance and cloak of displacement will be of great asset to her, as will bracers of archery and bow of markmanship.

-PPP

#3173
corey_russell

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After5CST wrote...

Total is rather down on my last 2 characters, but the exceptional strength is nice as it makes use of those horribly heavy throwing axes (which he has mastery in) a much more realistic option.

I've made some slow progress with my current play-through, who is a Berserker with ** Axe and ** Two Weapon Style.

Throwing axes are a pain to work with, although effective.  I've been trying to justify whether or not I can honor the spirit of the challenge and still create a non-enchanted returning throwing axe for BG1 at some reasonable cost level ( current thought would be at the same price point as a regular +1 (non-throwing) axe, around 2.5K. )  Perhaps add it to Feldepost's for-sale list if I can figure out how.

The only point of the weapon would be to ease up some of the inventory management hassles the current axes are giving me.  I wouldn't bother and wait, except I don't think there's any returning throwing axes until Candlekeep catacombs, which for me is a loooong ways away.

Thoughts?


I can't see why this still wouldn't be in the spirit of the challenge. Some people play with experience caps removed, mods that have powerful items or NPCs, so I can't how your change is more unbalancing than those things are. Good luck with your mod.

#3174
Grond0

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Quick update for Chiaro.  He was ambushed by the amazons and I thought he might need to run away, but he managed to disrupt all the dangerous spells and safely finished them off.  He then got a significant XP boost by using a scroll of magic protection to attack some sirenes on the way to get the pirate treasure.  The sirenes managed to confuse him with their touch, but they do pretty pathetic damage in melee and Chiaro killed them while confused.

That was enough to get him to level 7.  Very disappointing rolls of 2 and 3 for HP at the last 2 levels so he's a pretty weedy fighter.  However, he's now dualled to a rather imposing thief.  Spent a while gathering XP slowly and completing a few reputation quests to get that up to 20.  Chiaro is now at thief level 4 and newly equipped with a +3 staff, shadow armour and Claw of Kazgoroth.  With boots of avoidance that gives him a missile adjustment of -10 and he's planning to go and test out the ankhegs (with acid protection scroll) next.  If that's successful it should be worth a nice amount of XP. 

#3175
Grimwald the Wise

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After5CST wrote...



Total is rather down on my last 2 characters, but the exceptional strength is nice as it makes use of those horribly heavy throwing axes (which he has mastery in) a much more realistic option.

I've made some slow progress with my current play-through, who is a Berserker with ** Axe and ** Two Weapon Style.

Throwing axes are a pain to work with, although effective.  I've been trying to justify whether or not I can honor the spirit of the challenge and still create a non-enchanted returning throwing axe for BG1 at some reasonable cost level ( current thought would be at the same price point as a regular +1 (non-throwing) axe, around 2.5K. )  Perhaps add it to Feldepost's for-sale list if I can figure out how.

The only point of the weapon would be to ease up some of the inventory management hassles the current axes are giving me.  I wouldn't bother and wait, except I don't think there's any returning throwing axes until Candlekeep catacombs, which for me is a loooong ways away.

Thoughts?


I'd say go with it.
Think of it as mak ing your own mod. Image IPB
I think that the price should be about 50% more than the price that you can sell it for.

An alternative is to use a mod that includes a bag of holding.

To make the change so that it is still there for other games, you could put it in Shank or Carbos's inventory using Shadowkeeper. To pay for it, buy something that you don't want and leave it behind.
If you're better at modding than I am, you could add it to the shop inventory together with price.

Modifié par Grimwald the Wise, 12 octobre 2011 - 04:45 .