I'm in the Planar Prison to rescue Haer'Dalis, but I cannot damage the Master of Thralls. I manage to survive allright, when one of my characters gets the dying icon I cast a remove curse, I can defeat the air elementals easily, but nothing I do damages the Master of Thralls.
The weapons I tried it with are Lilacor +3, The Sleeper +2, non-magic excellent 2H-sword and normal mace (thinking he might be protected from magic weapons), spells I tried include Cloudkill, Magic Missile, summoned Spirit Bears, Jan Jansen used Spell Thrust and Remove Magic to see if it would remove protections but with all those things hitting, not a single hit point was lost by the Master of Thralls and he remained Uninjured.
My party constists of:
PC - 12th level Totemic Druid,
Minsc - 9th level Ranger,
Anomen - F7>C11,
Jan Jansen - F/Ill. 9/10
Nalia T4>M10
I got aTweaks installed with the PnP Fiends: v3.11
as well as SCS II, with the Improved fiends -> Fiends cast spells like normal wizards: v13
Would any of you know how to damage the Master of Thralls with this party and this mod setup? Could it be I need better protection-removing spells? I haven't got any in the mages' spellbooks beside Spell Thrust and Remove Magic.
If I would need better spells, I'm prepared to continue with an earlier save before rescueing Haer'Dalis from Mekrath and go to Nalia's Keep with my party (Nalia gets impatient and Breach can be found) and maybe some other quests to get some more xp and spells known before going to Mekrath's Tower.
Or would it be possible to have rescued Haer'Dalis from Mekrath and keep him in the party before having him captured again in the Planar Prison, without him leaving me for wanting to see his troupe?
Master of Thralls in Planar Prison
Débuté par
Son of Imoen
, janv. 10 2011 11:08
#1
Posté 10 janvier 2011 - 11:08
#2
Posté 10 janvier 2011 - 11:33
Are your weaons ineffective or do they simply deal no damage?
If it's his resistances that protect him you'll have to find out what (if anything) he's vulnerable to. (Shadowkeeper might help) If it's the enchantment level, then I guess you'd have to get your hands on a +4 weapon (or find out what kinds of spells he's vulnerable to, if his MR isn't too high anyways).
If it's his resistances that protect him you'll have to find out what (if anything) he's vulnerable to. (Shadowkeeper might help) If it's the enchantment level, then I guess you'd have to get your hands on a +4 weapon (or find out what kinds of spells he's vulnerable to, if his MR isn't too high anyways).
Modifié par Humanoid_Taifun, 10 janvier 2011 - 11:35 .
#3
Posté 10 janvier 2011 - 12:37
Well it seems like if you install atweaks before scs2 you get compability issues, if you install it the other way with scs2 improved demons you do not get the full benefit. However in no of these do the master of thralls gain extra immunities (that i can see at least), are you sure you are not just missing? Do you get weapon ineffective when hitting?
#4
Posté 10 janvier 2011 - 03:11
He's immune to electricity and fire and has 50% resistance to magic and cold. He doesn't have any physical resistances. Don't know what weapons are needed to hit him, but i have the same mods as you and +3 weapons work just fine on him.
His AC isn't really that great (-5), so with decent weapons you should be able to hit him. Either your install is screwed or you don't hit him at all for some reason. Do you have 'to hit rolls' enabled in the options menu? Check if you are actually hitting him.
I wouldn't count on bringing him down with magic, at your level. But a thorougly buffed Minsc + Anomen should be able to take him down. Some MM's by Jan and Nalia could help, even if he resists half of them, since he has only mediocre hitpoints.
His AC isn't really that great (-5), so with decent weapons you should be able to hit him. Either your install is screwed or you don't hit him at all for some reason. Do you have 'to hit rolls' enabled in the options menu? Check if you are actually hitting him.
I wouldn't count on bringing him down with magic, at your level. But a thorougly buffed Minsc + Anomen should be able to take him down. Some MM's by Jan and Nalia could help, even if he resists half of them, since he has only mediocre hitpoints.
#5
Posté 10 janvier 2011 - 05:48
Thanks for your replies. I did get the 'weapon ineffective', but I will redo the battle with to hit feedback and autopause turned on, to get a more detailed view at what's happening.
I looked at him using Shadowkeeper (didn't know it was possible, but as H_T said it was possible, I opened it and found out how to), but I can only see the same resistances Flamedance mentioned.
But as I said, I'll retry the battle with to hit rolls and autopause, and see what I can find out.
I looked at him using Shadowkeeper (didn't know it was possible, but as H_T said it was possible, I opened it and found out how to), but I can only see the same resistances Flamedance mentioned.
But as I said, I'll retry the battle with to hit rolls and autopause, and see what I can find out.
#6
Posté 10 janvier 2011 - 06:18
I don't know exactly what mod or tweak caused it, but it turns out it takes a +4 weapon to do damage. I cheated in a +4 2H-sword using the CLUA-Console and that worked. So I'll reload to a point before entering the Planar Prison and try to get my hands on +4 weapons for Minsc and Anomen before trying again.
#7
Posté 10 janvier 2011 - 07:38
What other mods do you have?
#8
Posté 10 janvier 2011 - 08:02
BG2 Fixpack,
FairyDragon (CG familiar)
1PP,
NPCKit,
BG2Tweaks,
Rogue Rebalancing
the aforementioned aTweaks
and SCSII,
finally the widescreen mod
and the bagbonus as an afterthought.
(installed in that order)
but it seems strange to me if any of those other mods would effect the MoT.
FairyDragon (CG familiar)
1PP,
NPCKit,
BG2Tweaks,
Rogue Rebalancing
the aforementioned aTweaks
and SCSII,
finally the widescreen mod
and the bagbonus as an afterthought.
(installed in that order)
but it seems strange to me if any of those other mods would effect the MoT.
Modifié par Son of Imoen, 10 janvier 2011 - 08:06 .
#9
Posté 11 janvier 2011 - 02:16
If aTweaks is installed before SCSII, this kind of incompatability can result.Son of Imoen wrote...
I got aTweaks installed with the PnP Fiends: v3.11
as well as SCS II, with the Improved fiends -> Fiends cast spells like normal wizards: v13
The problem is that SCSII gives demons an item which makes them immune to damage while gating in, and aTweaks give Nabassus (etc.) a different script - the SCSII demons will correctly lose their item, but unless aTweaks was installed after SCSII, the aTweaks demons will keep it (which p. much makes them immune to magic and weapons less than +4).
#10
Posté 11 janvier 2011 - 11:44
Thanks for clarifying, polytope. I always install SCS (II in this case) last for the ease of de-installing components if I find a particular improvement too hard to deal with, but maybe I should install aTweaks last for my next installment. Or would aTweaks last give rise to other incompatibilities that you know of?
#11
Posté 11 janvier 2011 - 12:43
aTweaks specifically states that it should be installed after SCS2
#12
Posté 12 janvier 2011 - 03:11
There was actually a discussion of this on the aTweaks forum today, here.Son of Imoen wrote...
Thanks for clarifying, polytope. I always install SCS (II in this case) last for the ease of de-installing components if I find a particular improvement too hard to deal with, but maybe I should install aTweaks last for my next installment. Or would aTweaks last give rise to other incompatibilities that you know of?
Apparently a new version of SCS (and maybe aTweaks) will be released shortly, which might have better compatability between the overlapping components.
If you have NI or another editor you can still salvage your current game (since SCS takes a long time to reinstall)... Only Glabrezus, Nabassus and Pit Fiends should be effected by this bug. Try adding the following lines to the top of the scripts (.bcs files) for these demons (RR#HNABA, RR#SNABA, RR#HGLAB, RR#SGLAB, RR#HPITF, RR#SPITF):
IF
HasItem("dw#sumfi",Myself)
THEN
RESPONSE #100
DestroyItem("dw#sumfi")
Continue()
END
Modifié par polytope, 12 janvier 2011 - 03:12 .
#13
Posté 12 janvier 2011 - 10:22
Thanks for giving me that script addition that fixes the bug. I will download Near Infinity and see if I can teach myself how to work with it and fix the bug.
#14
Posté 12 janvier 2011 - 10:13
It worked! Thanks to polytope the Master of Thralls is slain - if there's an afterlife for Pit Fiends, he will bear a grudge to you! It's a joy to have such knowledgeable people around here on this forum.





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