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Baldur's Gate 1 No-Reload Challenge


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#3426
Grond0

Grond0
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OK - I've got a fresh installation and am starting a new character. 
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If I can manage to get her through to BG2 I would plan to dual to thief at level 13.  That would give a high power ceiling and, if I like the character, perhaps this will be the one to complete SoA with.

She's already had one abortive run-through as a sort of test that things were working properly.  Everything seemed fine with one, deadly, exception.  One of the reasons I wanted a new installation was to test out installing TOBEX; this has a component that is supposed to awaken sleeping characters that take damage and this would be useful for game balance.  I had tested this worked when initially installing TOBEX, but somewhere along the line it seems to have been overwritten by other mods as Livia's first incarnation allowed herself to be slept by Tarnesh and never woke up!

Another thing I wanted was the revised monk HLAs from the Oversight mod.  However, when this was installed windows reported it had not done so correctly.  This does not necessarily mean there will be problems in the game, but it is a warning indicator, so I decided to carry on without that.  The same thing happened with the Weimar Item Upgrade mod, though I wasn't sure I wanted that anyway.

I've added back in a few quest mods - those where overpowered weapons are not readily available; also I've now got SCS casters always being pre-buffed, as opposed to only when they ambush the party.  This doesn't directly make them much more vicious, but it does mean that their first spell on seeing you is offensive rather than defensive, which makes quite a big difference to required strategies against them.

The Weidu log I've ended up with is:
// 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]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #102 // Awaken On Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #109 // Disable Experience Boost: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0020
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0020
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.12 (12 Jun 2011)
~SETUP-BONEHILLV275.TP2~ #0 #0 // Secret of BoneHill (Requires BGT or Tutu): v2.75a
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Baldur's Gate Mini-Quests and Encounters Mod: 7
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU edition v1.8 -> Normal edition
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v19
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v19
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v19
~BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v19
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v19
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v19
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v19
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v19
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v19
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v19
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v19
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v19
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v19
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v19
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v19
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v19
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v19
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v19
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v19
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #25 // Elven Charm and Sleep Racial Resistance: v12
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v12
~SETUP-COM_ENCOUNTERS.TP2~ #0 #0 // Chosen of Mystra's Encounters (Requires Throne of Bhaal)
~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v19
~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v19
~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v19
~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v19
~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v19
~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v19
~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v19
~SETUP-UB.TP2~ #0 #7 // Restored Encounters: v19
~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v19
~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v19
~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v19
~SETUP-UB.TP2~ #0 #12 // Item Restorations: v19
~SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v19
~SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v19
~SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v19
~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v19
~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v19
~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v19
~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider: v19
~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v19
~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v19
~SETUP-UB.TP2~ #0 #22 // Justifier Kit: v19
~SETUP-UB.TP2~ #0 #23 // Feralan Kit: v19
~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v19
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v19
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v19
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v19
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v19
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v19
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v19
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v19
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v19
~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v19
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v19
~SETUP-SCS.TP2~ #0 #3080 // Improved shapeshifting: v19
~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v19
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v19
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v19
~SETUP-SCS.TP2~ #0 #4050 // Ease-of-use player AI: v19
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v19
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v19
~SETUP-SCS.TP2~ #0 #5022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v19
~SETUP-SCS.TP2~ #0 #5033 // Smarter mages -> Mages use spells from BG1 and BG2; mages pre-buff: v19
~SETUP-SCS.TP2~ #0 #5043 // Smarter priests -> Priests use spells from BG1 and BG2; priests pre-buff: v19
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v19
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v19
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v19
~SETUP-SCS.TP2~ #0 #6000 // Improved doppelgangers: v19
~SETUP-SCS.TP2~ #0 #6005 // Harder giant and phase spiders: v19
~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v19
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v19
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v19
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v19
~SETUP-SCS.TP2~ #0 #6050 // Improved Ulcaster: v19
~SETUP-SCS.TP2~ #0 #6060 // Improved Balduran's Isle: v19
~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v19
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v19
~SETUP-SCS.TP2~ #0 #6090 // Improved Cloakwood Druids: v19
~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v19
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v19
~SETUP-SCS.TP2~ #0 #6120 // Improved Red Wizards: v19
~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v19
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v19
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v19
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v19
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v19
~SETUP-SCS.TP2~ #0 #6180 // Tougher chapter-five end battle: v19
~SETUP-SCS.TP2~ #0 #6190 // Tougher chapter-six end battle: v19
~SETUP-SCS.TP2~ #0 #6200 // Improved final battle: v19
~SETUP-SOLAUFEIN.TP2~ #0 #0 // Solaufein Romance for Baldur's Gate II (SoA & ToB)
~G3ANNIVERSARY/SETUP-G3ANNIVERSARY.TP2~ #0 #0 // The Gibberlings Three Anniversary Mod: v7
~SETUP-BGTTWEAK.TP2~ #0 #100 // Eldoth reminds of Skie's ransom: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #400 // Add Semaj's Cloak and Upgraded Koveras' Ring of Protection: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #901 // Random activated traps in the pirate cave -> Install-time randomisation: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1101 // Altered spawns -> TuTu-style levelled spawns: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1800 // Import more NPCs into Shadow of Amn: Alora: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1801 // Import more NPCs into Shadow of Amn: Branwen: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1802 // Import more NPCs into Shadow of Amn: Eldoth: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1805 // Import more NPCs into Shadow of Amn: Sharteel: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1806 // Import more NPCs into Shadow of Amn: Skie: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #2300 // Disable hostile reaction after charm: 9 (31 Dec 09)
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #12 // Inactive creatures fix: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #13 // Gerde's quest and other related fixes: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #15 // Creature fixes: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #18 // Fixes for SoBH: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2000 // Give all skeleton warriors the same immunities -> BG2 immunities (suggested!): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2010 // Enhanced Nalia's ring: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2047 // Allow blades to use Defensive Spin under Free Action: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2048 // Turambar's revised thieving skills and spell learning XP reward table: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4000 // Amazon kit (needed for Shar Teel): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4010 // Priest of Shar (needed for Viconia): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4020 // Priest of Tempus (needed for Branwen): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #4030 // Bladesinger(needed for Keiria): v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5001 // Kit for Shar Teel -> Amazon: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5005 // Priest of Shar kit for Viconia: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5006 // Priest of Tempus kit for Branwen: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5007 // Avenger kit for Faldorn: v1.8.1
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #5013 // Jester kit for Eldoth Kron: v1.8.1
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6112 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6150 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6180 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v19
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: 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 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: 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
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v9
~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #1 // Extra Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #4 // More Distinguishable Items: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #5 // Familiar Faces: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #6 // More Work for Cromwell: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #7 // Pocket Store: v1.7
~SETUP-ITEM_PACK.TP2~ #0 #8 // Item Pack for Tutu/BGT: v1.7
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v3.70
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.70
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v9
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v9
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
~BLCR/SETUP-BLCR.TP2~ #0 #0 // BG1 Level Cap Reinstator for BGT

#3427
Serg BlackStrider

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@After5CST and Grimwald the Wise

From readme:

//Contact Information
~~~~~~~~~~~~~~~~~~~~~~~

The best way to contact me with questions, help requests and suggestions regarding
the reroller is to send a private message to me (user name: frabjous) at the Bioware
forums.

http://forums.bioware.com/

G. Legal
Copyright 2008, KCK.

This is free software. You may distribute it, use it or modify it for any purpose, so
long as it is not redistributed in altered form without permission. It is distributed
in the hope that it will be useful, but WITHOUT ANY WARRANTY or even the implied
warranty of merchantability or fitness for a particular purpose.


So, as old forums are completely inaccessible now and with permission to free distribution I may PM that re-roller if someone is interesting.


@Grond0


Nice char and impressive setup:happy: Best of luck!
Are you planning solo run or with a group?

Modifié par Serg BlackStrider, 02 novembre 2011 - 08:13 .


#3428
Vaclavc

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Corey, good luck in SoA!

Grond0, good luck with your new character.

V

#3429
Grond0

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Serg BlackStrider wrote...

So, as old forums are completely inaccessible now and with permission to free distribution I may PM that re-roller if someone is interesting.

Sounds like a good idea.  I remember I downloaded it from somewhere a couple of years ago, though I never actually made use of it, but it doesn't obviously seem to be hosted anywhere now.


@Grond0
Nice char and impressive setup:happy: Best of luck!
Are you planning solo run or with a group?

Thanks.  It will just be solo.  I'm not planning any sort of speed challenge, or extra restrictions on use of equipment etc, with this character.  Therefore my expectation is that it should be quite manageable even with the marginally more difficult SCS settings.  Of course my expectations sometimes turn out to be wrongPosted Image ...

#3430
After5CST

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I would be interested in Frabjous' re-roller, though mostly out of curiosity.

And congrats, Corey.

UPDATE: Grimjaw M D Fighter (almost 4)/Thief (4)

We mistakenly hit the wrong map: we were playing with the idea of attempting Melicamp / Bassilus ( would have been a bad idea ) but instead was one map south with Bjornin's half-ogres. Working around the perimeter of the map, we discovered the mistake but finished the circuit anyway. Ogres and half-ogres fell a-plenty, with Grimjaw and Kagain under constant pursuit, flinging the occasional arrow or dart behind them at one opponent at a time. Traps were only used once (on an Ogre berserker) but to good effect ( something like 25 damage ).

After finishing the perimeter, too many silly necklaces (etc) so we made a stop in Beregost and sold enough loot to afford our first magical weapons : a +1 Axe for Kagain, and a +1 dagger for Grimjaw.

After brief discussion, we decided that Kagain needed to become a tank, as this hit-and-run stuff is a little error-prone and brings risks if you venture too close to the black. At one point, we had about 3 ogres, an ogre berserker, two or three miscellaneous undead, a hobgoblin, and two or three war dogs pursuing the L3 party on an extended pursuit, with the occasional bolt or dart perhaps hitting a target.

So, the next stop was the Gnoll fortress, to give Kagain a 4 point AC boost with the Gauntlets of Dexterity. Working our way across the bottom of the Xvart village map, we then crossed bear bridge and headed S to the fortress. Xvart village was probably very doable, but I could see no reason to take the risk when the gauntlets could be gotten first.

One well-placed trap on the center of the gnoll fortress bridge later, and Gnarl fell without ever getting in a swing (and Hairtooth fell soon after). Gloves in hand, we took a rest for the day while we decide what to do ( fortress, go back up to the bear bridge map, clean out Xvart village, or all of the above ).

It's my hope with current equipment ( Ankheg AC1 - 4 (Gauntlets of Dex) - 2 ( Bjornin's Medium Shield +1 ) = AC -5 that Kagain will be able to perform tanking duties acceptably for a while.

#3431
Grond0

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Livia the kensai is well underway - at least as far as XP is concerned.

From Candlekeep she headed straight to the coast and jumped straight to level 3 courtesy of Shoal.  Then some more tasks around Beregost - pacifying Marl, returning Perdue's sword, book for Firebead, scroll to Mirianne, cloak from Algernon and killing some spiders.  I made a mistake in talking with Zhurlong, who just pickpocketed me and disappeared rather than accepting his boots back (I forgot with my changed mods that the ring of human influence was now available in my installation).

Around Nashkel talked to Noober, rescued a boy from a pet wyvern and cleared Neira out of the way before resting for the first time to get a drain life Bhaal power.  Then exploded an ogre once too often, punished a would be pickpocket, bought a shield amulet and taught a mage a final lesson (though it surprisingly took 3 hits with a throwing axe to do it).  His equipment, with the contents of a few chests, was just enough to acquire the necklace of missiles as well.

At the Nashkel mines area helping out Prism got Livia to level 5.  After picking up Samuel returned him to the Friendly Arm.  I was a bit worried that Tarnesh might be able to target Livia with a spell, but he actually didn't cast at all when Livia ran for it as soon as seeing him.  Tried to leave the guards to deal with Tarnesh, but was forced to finish him off after he ran away scared.  Also returned some goods to Landrin.  On the way south again Livia was caught in a bandit ambush - this is the first time she's been attacked in the game (also not had to save against any spells to date).

Although Livia is potentially more vulnerable than most fighters the huge damage done with her throwing axe makes a typical encounter extremely quick.  For instance Karlat, who quite often takes several minutes of running round and hiding behind pillars, took just 2 attacks - the initial one at range and a critical as he was running up in a vain attempt to get an attack in.

#3432
Gate70

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Congratulations Corey, you're stacking up the BG1 successes now.

#3433
Vaclavc

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Grond0 wrote...
Although Livia is potentially more vulnerable than most fighters the huge damage done with her throwing axe makes a typical encounter extremely quick.  For instance Karlat, who quite often takes several minutes of running round and hiding behind pillars, took just 2 attacks - the initial one at range and a critical as he was running up in a vain attempt to get an attack in.

I would expect that solo kensai will be extremely difficult to play in BG1, but axe throwing kensai seems like great idea and fun character to play.



I am entering the challenge with new character:

Posted Image

I will try to advance Gylumor to level 7 as a fighter, then dual him to thief. This way, I will experience both solo fighter and solo thief in large portions of the game, and I may end with very powerful character with good survivability in SoA (IF I will get that far, of course).
 As usually, I will play solo, vanilla BG1+TotSC, maximum difficulty.

V

#3434
Gate70

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Vaclavc wrote...
 As usually, I will play solo, vanilla BG1+TotSC, maximum difficulty.
V

Blindfolded :lol: anyway good luck.

#3435
Serg BlackStrider

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Best of luck, V!

#3436
AnonymousHero

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Vaclavc wrote...
I would expect that solo kensai will be extremely difficult to play in BG1, but axe throwing kensai seems like great idea and fun character to play.

It's not as bad as you might think. The Shield Amulet grants decent AC and there are potions (Defense/Invuln.) for the tough fights.

The criticals can be unnerving, but once you get a little HP under your belt it's not that bad.

#3437
After5CST

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i liked axes when I used them a couple of attempts ago, but now I'm addicted to darts over axes. They stack more nicely, weigh a *lot* less, and get more attacks per round. Yes, I'm power gaming... but until I can actually finish one of these Challenges, I feel absolutely no guilt whatsoever.

The throwing axe +2 sounds really nice, but so do darts of wounding, albeit more expensively.

#3438
Grond0

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AnonymousHero wrote...

Vaclavc wrote...
I would expect that solo kensai will be extremely difficult to play in BG1, but axe throwing kensai seems like great idea and fun character to play.

It's not as bad as you might think. The Shield Amulet grants decent AC and there are potions (Defense/Invuln.) for the tough fights.

The criticals can be unnerving, but once you get a little HP under your belt it's not that bad.

You pinched my linesPosted Image.   Amulet gives good AC particularly against missiles and XP is easy to get to provide you with some breathing space against criticals.  The first time Livia allowed anything to engage in melee was in the Nashkel mines - by which time she was level 5.

Kensai is a lot easier than wizard slayer because of the availability of potions and magic items.  I haven't bothered getting the ring of free action and green amulet for Livia yet, but will probably do that before going on to the Cloakwood - they protect against the majority of spell type effects.

After5CST wrote...

i liked axes when I used them a couple of attempts ago, but now I'm addicted to darts over axes. They stack more nicely, weigh a *lot* less, and get more attacks per round. Yes, I'm power gaming... but until I can actually finish one of these Challenges, I feel absolutely no guilt whatsoever.

The throwing axe +2 sounds really nice, but so do darts of wounding, albeit more expensively.

For me the biggest disadvantage for darts is their shorter range.  In practice that makes it very difficult to throw more than one before having to move away from an opponent, which means their higher rate of fire is not much of an advantage.  The fact that axes do vastly more damage helps with inventory management quite a bit, but I agree this is still a bit of a hassle.

Modifié par Grond0, 02 novembre 2011 - 10:03 .


#3439
Gate70

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Mervus, LG human male Cavalier.

After Garrick fences my loot don't need the cash but I like to identify at least some of my inventory I prepare for what lies ahead not sure oil of speed is of value as the free action may prevent it but nothing to lose by trying.
Posted Image

Duke Eltan sends me back to Candlekeep. I rest outside, and learn to invoke DUHM. Once inside I detect Koveras as being resistant to magic. I head straight to Tethtoril, only to find myself accused of murder. For once I am innocent but I am still arrested.

Tethtoril rescues me and I escape into the catacombs. Potions of absorbtion, cloud giant strength and regeneration allow me to grab various items including a ring fire resistance, two tomes wisdom, strength, a scroll of protection from magic and a cloak protection +2.

Doppelgangers force me to heal and to use a second potion of regeneration. Then I add potions of fire resistance and invulnerability to deal with Prat and co, although I'm already carrying substantial wounds.
Posted Image

Sakul is next.
Posted Image

Bor.
Posted Image

Tam, 36/98hp left.
Posted Image

A pair of spiders are next, then using a potion of mirrored eyes I hack up two greater basilisks and scare off Diarmid. I confirm oils of speed are useless so make some room in my backpack.

Slythe and Kristin. I attack with PfE active and almost kill Slythe with three hits before Kristin casts dispel magic. I retreat and hit him a fourth time.
Posted Image

I re-cast PfE, glug a potion of absorbtion and move in on Kristin. She only gets to cast cloudkill to which I am immune paladin resistance perhaps so the potion is wasted.

Cythandria next the potion will help against her ogres though, result. I cast PfE and DUHM as a precaution.
Posted Image

Coronation time.
Posted Image

It starts well, one hit and one enemy down.
Posted Image

No 2.
Posted Image

3 down, both dukes still alive, I'm the target and still barely scratched.
Posted Image

I'm tearing into number four, only for a mercenary to notch up a kill. I switch to number five and this time Liia scares it with her dagger. On to number six which Belt has softened up. I strike a heavy blow but Liia kills it. We chase number five around and eventually it stays too close to me.
Posted Image

I just have time to grab a dropped potion of mind focusing handy, glugged one for this battle before Sarevok turns nasty. He hits me three times lowest roll was 12+6 even with my buffs so I need the golden girdle and cloak of Balduran and some bright ideas. Not sure how to nullify Semaj at the same time either so will have to think of something.

#3440
Grond0

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Update for Livia.

Nashkel mines were easy - axes for the kobolds on the way down, then a single fireball took care of the kobold shaman.  Another fireball was enough to have Mulahey crying for mercy; refusing made his buffs fire again, but they didn't help him against the bite of a critical axe blade.  The main problem was having to return to Nashkel twice from the mine to load up on axes.

Nimbul took a bit of patience to exhaust his spells and then work through his stoneskins.  However, having done that, a single hit had him running and a drain life finished him off.

Before continuing on the main quest path Livia decided to do a bit of wandering.  Sendai, Rufie and Zal & Vax accounted for one load of axes.  A nymph and a dead cat provided level 6, though unfortunately minimum HP for that drags her back just below average.  By conserving ranged weapons she also went to get the tome of charisma and boots of the north before heading back to Nashkel.

Setting out again the amazon ambushers pounced in Drizzt's area.  With no protection against hold person Livia was forced to run for it.  On arriving back at another point in the area she was able to kill one of the clerics before she cast a spell.  In getting the second one quickly she stayed still a bit too long and was hit by an unholy blight at almost the same time as a skeleton landed a critical taking her low on HP for the first time.  However, with only the two thieves to deal with she was able to pick them off without further problems, though she needed to make sure they stayed in visual range to stop them hiding.

Modifié par Grond0, 02 novembre 2011 - 11:25 .


#3441
Gate70

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Nice run Grond0. Session now open, password on pm.

#3442
After5CST

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Grond0 wrote...

For me the biggest disadvantage for darts is their shorter range.  In practice that makes it very difficult to throw more than one before having to move away from an opponent, which means their higher rate of fire is not much of an advantage.  The fact that axes do vastly more damage helps with inventory management quite a bit, but I agree this is still a bit of a hassle.

It seems from my limited experience that the higher rate of fire still matters with the darts: there seems to be less of a lag between giving the order to attack and when the attack actually happens with darts (as opposed to other ranged weapons).  As a result, it feels like I'm getting an extra step on fleeing when I need to hit-and-run vs. when I was using throwing axes.

But I normally field a tank in front, and use the stock enemy AI, so more often than not I get to park my ranged attacker behind my tank and go to work: and dart range is sufficient for that.

On my axe-throwing berserker, I ended up creating a non-magical returning throwing axe, and "sold" it to my character in exchange for a good +1 weapon (bastard sword IIRC) after some consideration.  Before then, it was a pain to keep axes in inventory and the BoH (for weight) and then pulling them out every battle or two for restocking.

With darts / bolts / arrows I've just elected to avoid inventory management by allowing the non-magical forms to stack up to 9999, so there's not much management for the non-magical ammo for me.

#3443
Grond0

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Yes you're quite right. I was thinking of it from the perspective of a solo character, but in a party the rate of fire will certainly be an issue.

Having said that I have the true grandmastery tweak installed and a 7th level fighter with GM has 3 attacks per round with a throwing axe. Without that tweak a 1st level fighter would have 7/2 attacks with darts against 3/2 with axes and that could be favourable for darts (though this would depend on what bonuses you had to attacks). At 5 attacks for darts vs 3 for axes I think the axe will have a clear damage advantage for a strong character - though you might still prefer darts for their greater tactical options (or if you are a wizard slayer suppressing magic with ranged attacks!).

#3444
The Fred

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Arzamraphel got a brief run today.

I decided to head over and deal with Brage; I'd have to go through that area anyway to deal with the Gnoll Stronghold eventually. Again, I chose to fight him, so as to get more XP. Because of his heavier armour, and with a little help from Entangle, Web, and blinding Chromatic Orbs, taking him down wasn't too hard. However, I found I couldn't actually carry his body. For this reason I'd made sure I killed him on the edge of the map, and was able to hobble (somehow) halfway back home.

However, I was waylaid by ghouls, so had to drop the body to fight them. Unfortunately, even dropping everything else I was carrying didn't let me lift Brage, so he's just going to have to stay there, and the bounty remain unclaimed.

With over 10k XP, Arzamraphel is close to L5. The next challenge will be to get to the FAI without running into those Vampiric Wolves or whatever it was I hit last time. I'm thinking of trying Neira out with a Web, but after last time I'm being wary.

#3445
Grimwald the Wise

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Serg BlackStrider wrote...

@After5CST and Grimwald the Wise

From readme:

//Contact Information
~~~~~~~~~~~~~~~~~~~~~~~

The best way to contact me with questions, help requests and suggestions regarding
the reroller is to send a private message to me (user name: frabjous) at the Bioware
forums.

http://forums.bioware.com/

G. Legal
Copyright 2008, KCK.

This is free software. You may distribute it, use it or modify it for any purpose, so
long as it is not redistributed in altered form without permission. It is distributed
in the hope that it will be useful, but WITHOUT ANY WARRANTY or even the implied
warranty of merchantability or fitness for a particular purpose.


So, as old forums are completely inaccessible now and with permission to free distribution I may PM that re-roller if someone is interesting.


@Grond0


Nice char and impressive setup:happy: Best of luck!
Are you planning solo run or with a group?


Forgive my crass ignorance, but what does PM stand for other than post meridian.

Diary of Holy Avenger Continued


Day 72
Gavin joined me at the temple of the Morninglord and soon afterwards we were summoned to see the Morninglord. He asked us to deal with the problem of Mutamin which we did. I felt that we didn’t need Xzar and Montaron at the moment, so asked them to leave the party. They went off in a huff, and I doubt if I will see them again. I can’t say that I’m surprised as our motives were totally different. Gavin was a lot more understanding when I asked him to leave. I have decided to try and solve the problems in the mine on my own.
Day 81
The mine turned out to be quite an easy task, far easier than dealing with Mutamin. The only real problem was the traps and I have a strong enough constitution to withstand the injury they caused.
Day 88
I helped the Ulcaster School kwith their problems and then paid a visit to the Firewine Ruins. Whilst there I was challenged to a duel by someone who thought that he was a great swordsman. He soon proved himself to be quite a fighter and I had to run. When I returned I was a bit better prepared and though we had both healed ourselves, this time I defeated him. With the help of the gauntlets he was carrying, I was then able to defeat the mighty Khark. I then headed to Gullykin where I was able to sort out their kobold problem. I came across a nice girl called Alora there, and if I ever need a thief, I know where to find one.
Day 95
I headed to the area where I exited the mines and visited a few caves etc. and then headed south where I met Samuel. I took him to the Friendly Arms Inn and then re-visited the mines to pick up Xan as I want to do his quests next.


#3446
Grond0

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Private message in this context (at least I think it's that and not post-mortem!).

#3447
Grimwald the Wise

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It would be good if one of the modding groups hosted it. It can't be that difficult and that would make it easy to find. I certainly like it as you get actual dice rolls, and it stops you getting rolls that are ridiculously high. Except for the roll in my current game, and there is always the statistical chance that you could roll six eighteens. Rare but possible.

Modifié par Grimwald the Wise, 03 novembre 2011 - 07:04 .


#3448
Grond0

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Update for Livia.

She recovered an idol from an archaeological site, then got a lift with Brage to avoid an avenging spirit and did some baby sitting in Nashkel.

Used Algernon's cloak for the first time to persuade a cleric to part with his scroll of magic protection.  While in the vicinity used throwing axes to persuade Meilum to part with his bracers, though unfortunately Livia can't use these!

Reported some good news to Bjornin and completed the slime quest (forgot I now had this available when in Beregost earlier).  Then out to the coast to scare away some worgs (permanently).  Tried to deal with the sirenes there by charming a small army, but they started fighting among themselves and the sirenes made short work of them - Livia will leave them alone until she gets the green amulet.

Heading north dropped a ring off with Joia and chastised some fishermen before clearing an ankheg nest for a farmer.  By keeping them at range Livia normally only allowed them a couple of attacks and they needed a critical to hit.  Only one did so, but it managed it twice in succession.  Livia saved against the acid the second time and had also taken the precaution of quaffing a potion so still had a few HPs in hand.

With reputation now at 20 Livia pushed on north, just stopping briefly to returna bowl to a priestess and slice up a stray ankheg (the latter giving her level 7), before arriving in Ulgoth's Beard.  She had enough funds to get cloak of displacement, green amulet and ring of invisibility, as well as restocking her healing potions after being depleted by that ankheg.  Then persuaded Dushai to part with his ring of free action - he just managed to get a stoneskin up, but no more spells.

Off again to take on the sirenes.  I realised at this point the reason why the charmed creatures were so ineffective earlier is that I've now got a new atweaks component that beefs sirenes up.  They've got a number of new abilities such as a blinding fog, poisonous vapours and a polymorph ability and now also have a decent melee attack, so Livia quickly learned to be cautious - she was also limited by not having bothered yet to get a magic axe, so was resorting to Greywolf's sword.  However, the sirenes still seemed to have nothing that could get through the green amulet and the first group eventually got chopped down.  After purchasing a magic axe Livia returned and had no problem with Sil and her cronies - going on to get the tome.

Checked in at High Hedge and found Livia still needed a bit more gold to get the Claw of Kazgoroth - so just re-stocked her with axes, dealt with Tranzig and set off for the bandit camp.  On the way she was ambushed at the Friendly Arm, but only Molkar and Drakar spawned and they were no threat.  With their equipment Livia got the Claw after all, before heading back to the bandit camp.

#3449
Serg BlackStrider

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Forgive my crass ignorance, but what does PM stand for other than post meridian.

Private message in this context (at least I think it's that and not post-mortem!).

You are right, Grond0:)

And I apologize for the ambiguity, Wise...:blush: (English isn't my native language...and according to recent linguist's researches world (in our perception) are more or less rigid conditioned by the one's native language and structure of the language affects thinking...)

[/end offtop]

#3450
Grond0

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Livia is getting towards the end of her run now, having just arrived in Baldurs Gate.

The bandit camp was pretty easy.  Livia attacked straight away and then waited for the bad guys to arrive.  On first contact with Venkt she tried the necklace of missiles, but it didn't do much damage and she was forced to run away.  On returning at another point on the map Venkt arrived slightly before the bandits and gave her a window of opportunity to kill him - though she was blinded in the process and ran away again.  On returning, the bandits, without spell support, were outclasssed and run and shoot tactics finished them off for the cost of a few healing potions - Taugouz was saved for last.  She didn't bother looting the camp as she'll have more money than she can usefully spend anyway, but still had enough cash to buy the Horn of Kazgoroth and a few green scrolls from High Hedge.

Livia arrived in the Cloakwood and progressed to the second area before realising she hadn't stocked up on axes.  After a detour she got back again and ran through to the mines (with ring of free action there's no need to get Spiders Bane).

Eventually managed to get Drasus' boots, although had to use up a potion of magic blocking when both mages joined in the fray at one point.  A few tasloi and a Black Talon then worked the mages over for a while and I thought they might have extracted all the attack spells - however, Kysus still managed to get a flame arrow off with his dying breath.  Meanwhile Rezdan lost out in his struggle with the Talon.

Genthore was briefly recruited to help with some guards, but then attacked under kai while being left with a missile weapon - a 50 HP critical resulting.  On into the mines and an encounter with Hareishan's guards.  Normally I leave her alone, but after slaughtering her guards she was no real threat on her own so I thought Livia might as well take her potion of explosion.  She also got her final level here and a die roll of 7 got her to a total of 89 HPs - a whole 1/2 HP above averagePosted Image.

Decided to take the easy option against Daveorn and used a scroll of protection from magic.  Once the battle horrors had been lured upstairs that left Daveorn helpless and begging for a quick death.