Humanoid_Taifun wrote...
Bhryaen wrote...
As I recall I soloed BG2 also and only took on NPCs for their stronghold quests.
Then you missed much.
Not to sound trite, but what did I miss? The dialogue? I just finished a BG1 game with Imoen creating her own personal magic items and making me an endearing necklace. Is that the type of thing I missed? In fact I pretty much soloed every single game in BG1 after my first. Even this game I used 3 of my own chars... a bit like IWD. I have a lot of trouble recruiting the much more vulnerable NPCs with their more average stats and tendencies to flee or start talking just as combat erupts.
As an update, numerous more bugs, but I finished the game after a measely 222 game days. (Lots of loot haul travel...) Is there a mod that allows you to leave the Bhaal temple after the end movie?
Most bugs were either broken DH stuff or minor things like Degreenifier not degreenifying the pools outside Durlag's. The IA/ 1PP avatar/ paperdoll modding was good even though the gnome avatar was still identical with a dwarf despite the change to a paperdoll that resembled a human child. (Gnomes are the most ignored race by modders!) I periodically let ambient sounds back on until the bogging would arise again. The game would CTD intermittently too- and repeatedly during the Aec'Letec battle for some reason- but I was saving often enough that it wasn't too unbearable, and it would be ok after running the same place again, so it's possibly not even an area-specific issue. I noticed that some mod made the random travel encounters a lot more bearable and realistic too- i.e., no more gibberling-bandit-bear ambushes where I must defend myself against completely disparate foes that by all rights should be attacking each other. Even the wyvern-spider ambush was substituted for one or the other. Which mod does that? I never selected anything explicitly mentioning it.
Although I prefer SCS's "call for help," it trades the unrealistic tendency of complacency about band members being attacked for the equally unrealistic tendency for enemies to know that my party is outside or far off simply because I'm scouting in the vicinity. Actually that helps though in a metagame sort of way because I can set up summons ambushes outside knowing full well they'll leave when my scout reenters, pinning them in, unable to fan out and make me scramble away from their melee and assassins. SCS's smarter IA ("kill the mages!") is cruel... but realistic. Definitely my favorite mod next to Widescreen & Item Randomizer.
I liked the idea behind Hard Times, but I think they neuter too much (Algernon cloak, Necklace of Missiles, etc. with only 3 charges, Monster Summoning/ Fire Wands with only 1 charge initially (and upgradable by resale only to 3 charges), etc.) If it would just stick with higher tendencies for metal items to break (which admittedly becomes irrelevant to the party once we've got enough magic) and higher prices until the iron industry is restored, I'd be glad of it. The mod description states openly that it's just about making the initial stages of the game- mostly before Baldur's Gate- harder due to economic hardship. Why would economic hardship make magic items less powerful- or even less available in stores since at that point there would be far fewer people buying them up? My biggest gripe is really that I think it ends up potentially conflicting with other item mods that way, particularly Item Randomizer which tries to swap out items in shops that have been Hard-Timed. If it were a separate component I'd simply leave the item revs out.
The other mod that seriously neutered the gameworld was Spell Revisions. I'm coming back after nearly a decade to BG1, but I definitely remember Charm and other spells lasting a lot longer. Still, it was par for the course and not a bug, so I'm sticking with it. Curiously it makes Lightning a useful spell by making the blast stop at the target rather than bounce around like having sprung a lightning trap. (Even when Silke would kill my entire party with that spell it would inevitably kill her too.) Other mods were more on the cheesy side like Potions or whichever mod installed item forging creators. (The one in FAI was the most notable.) Fortunately/ unfortunately most of the new merchants were "broken" somehow early on and wouldn't dialog any more. This didn't prevent me from buying excessive potions from the potion vendor... I also used some tweaks (successfully) like unrestricted arcane spellcasting in armor or protection item stacking, but won't be using in my next install because of the irresistibility of abuse... The Ashes of Embers option of leaving all weapons available will remain open because it really doesn't give any great advantages. A cleric with bastard sword is now less able to bash skeletons and still can only get one proficiency point in it, and a mage can wield a two-handed sword, but with 9 STR and 2 AC at best, Imoen wasn't going to be my tank even if she had the strength to wield it..
Item Rand seemed buggy, like you said, igneous.sponge, but I probably need to use it without Hard Times and in a clean, new install before I point blame at it. As it was I ended up without ever seeing the Tome of STR (*grumble*), any Ring of Wizardry, the +1 composite longbow, the Gauntlets of Ogre Power, or the Durlag flame sword (to mention the hardest losses) (EDIT: or the free ankheg armor), but I'm still not sure if I simply overlooked or missed them during my otherwise thorough searching, perhaps in a quest I didn't get. Actually I found extra belts of piercing and bluntness, so definitely issues. It may be indicative also that more than a few of the drop points were entirely empty rather than having something different (Candlekeep crypt and Durlag altar, for ex.,) or had the usual gems plus a broken weapon (Nashkell farm, I think). The mod gives the option of not tampering with items that other mods seem to be tampering with, and I selected that, but it doesn't list which items it deems in a tampered state, so I'm not sure if it accounts for all or what then happens to the randomizing process.
The larger quest mods have been largely a disappointment. DSotSC obviously was for me, and DH simply didn't work, though what I saw wasn't particularly interesting dialogue-wise. The Candlekeep "giant rat," as Grond0 called it, has the same dialogue as a Vanilla merc. Why not something new? I love all the different merc threats of Vanilla BG, but they all come across authentically- even endearingly- somehow. ("Stupid, stupid, STUPID! Now you die!") Grey Clan worked well and seemed very promising despite the odd voices (A for effort)- all up until the FAI "rework," when it took on DSotSC's tendency toward overbearing, uninteresting, and arbitrary gameworld changes, albeit on the overpowering rather than DSotSC cheesy side. I'd never recruited Khalid and Jaheira- not even spoke to them- so they were still in there... I guess... I just figure if you're going to change an existing area there should be certain standards, leaving alone as much as possible. The writing wasn't there, and the story didn't make the slightest sense at that point. Why... bother... to put a teleportation door at the FAI entrance? And if you're that powerful, why bother with the FAI? And why is the key golem outside? And how did the folks inside the temple avoid being attacked? Nevermind... Tweaks are one thing. Story additions/ changes are different. Call of the Sirenes was also surprisingly overpowering (uberpirates???), but I managed it and was ok with the dull dialogue. Vanilla dialogue is sooo much better than nearly anything I've seen modded other than UB1...
Hm, now that I think about it I have no idea what the Stone of Askavar was. hehehe I missed it somehow (ah, because I would have absolutely no reason in Chapt 5 to venture through the area north of Nashkell)- as also the NPC changes other than Imoen...
OK, enough opining on my limited mod experiences... On to the new mod order!
Modifié par Bhryaen, 19 janvier 2011 - 03:22 .