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#51
Amnasty

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Humanoid_Taifun.. thx so much this really does help a lot.
I managed to have Mazzy with 1 prof. only and she's unbelievable with short bows. 25 to 30 Damage a hit with just 15 STR :blink: and not even counting the Critical hits. So cool!!!..Mages are dead meat.

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Modifié par Amnasty, 15 septembre 2012 - 05:34 .


#52
Matuse

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Bow damage is not modified by strength, so bows make good weapons for weaker characters.

The boost you get from high strength is the ability to use composite longbows, and they have built-in damage bonuses to simulate strength. However, longbows in BG2 are generally pretty poor compared to the offerings available for shortbows. You can get what is probably the best bow in the game almost right out of Chez Jon in the form of the Tuigan bow.

That said, I usually either use the level 1 NPC mod, or shadowkeeper to adjust weapon proficiencies. About the only character that I don't tweak is Korgan, as axes are one of the strongest categories available (terrible in BG1 though).

#53
Humanoid_Taifun

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I would love to know how you get 30 points of damage out of a bow with a fighter. You said you aren't using any mods?

#54
Amnasty

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Humanoid_Taifun wrote...

I would love to know how you get 30 points of damage out of a bow with a fighter. You said you aren't using any mods?


On the Hit Rolls Screen The Arvoreen attack comes in two forms, namely as follows:

Mazzy did 18 Damage to Troll
Mazzy did 7 Damage to Troll

Thus making a decent damage in total. For all other Bows only one damage per hit is shown.

I can only assume the Bow of Arvoreen granting a  +2 bonus to hit rolls for the former while Equipping Tuigan damage falls to 11-15 Damage a hit.

I wrongly associated STR for Bows as Matuse correctly said. Also, after few retries it seems Mazzy by default comes with a minimum proficiency in short swords. There is no way to recruit her with no proficiency in short swords. (if any one managed would love to know the approach)

Modifié par Amnasty, 17 septembre 2012 - 06:06 .


#55
silenceall

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Amnasty wrote...
On the Hit Rolls Screen The Arvoreen attack comes in two forms, namely as follows:

Mazzy did 18 Damage to Troll
Mazzy did 7 Damage to Troll

Thus making a decent damage in total. For all other Bows only one damage per hit is shown.

I can only assume the Bow of Arvoreen granting a  +2 bonus to hit rolls for the former while Equipping Tuigan damage falls to 11-15 Damage a hit.


That still doesn't sound like proper behaviour for any bow.  Unmodded, arrows do a base of only 1-6 damage.  Are you sure you aren't confusing the "to hit" roll as a "damage" roll?

I wrongly associated STR for Bows as Matuse correctly said. Also, after few retries it seems Mazzy by default comes with a minimum proficiency in short swords. There is no way to recruit her with no proficiency in short swords. (if any one managed would love to know the approach)


Nope.  However, as previously suggested, it is a simple matter to change proficeincies in ShadowKeeper or with the Level1NPC mod.

#56
Amnasty

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silenceall wrote...
That still doesn't sound like proper behaviour for any bow.  Unmodded, arrows do a base of only 1-6 damage.  Are you sure you aren't confusing the "to hit" roll as a "damage" roll?
.....
it is a simple matter to change proficeincies in ShadowKeeper or with the Level1NPC mod.


Frankly no clue just reporting how it looked on screen clearly showing "Damage" figure to be precise. I am sure about the total but the reason ..unsure! :unsure:

Both Shadowkeeper and Level 1 NPC mod look great.
Which one should I install? Shadowkeeper displays v2.1.4 last updated 2001 whicle Level 1 NPC much latest.

1. There is an optional fix in Bg2fixpack called "Super Happy Fun Lucky Modder Pack". This component is designed to add changes to make life easier for modders. I have not installed it.
Should I install it prior to Shadowkeeper/Level1NPC mod?

2. For Level 1 NPC Mod. There are many optional components and don't want to mess up with the clutter of tweaks.
- List party-joinable NPCs + Tweak weapon proficiencies for some classes + Mod an NPC

With the above options,
- Can I remove Mazzy's short sword proficiency and/or add pips to any other NPC too?
- Can I increase Mazzy's STR or other NPC attributes? and,
- How to implement on "Starting a new game" rather editing any save games?
- Any other component required?
Thanks .. :wizard:

Modifié par Amnasty, 18 septembre 2012 - 05:50 .


#57
Amnasty

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-- repost..urghhh. ..deleted

Modifié par Amnasty, 18 septembre 2012 - 05:48 .


#58
Amnasty

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... deleted

#59
Humanoid_Taifun

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Amnasty wrote...
Both Shadowkeeper and Level 1 NPC mod look great.
Which one should I install? Shadowkeeper displays v2.1.4 last updated 2001 whicle Level 1 NPC much latest.

Shadowkeeper isn't for installation. It's a savegame editor. Both have their independent uses. Lvl1NPCs is better for changing  classes/kits, while SK is useful for everything else (and more powerful and easier to handle than the CLUAConsole).

1. There is an optional fix in Bg2fixpack called "Super Happy Fun Lucky Modder Pack". This component is designed to add changes to make life easier for modders. I have not installed it.

Do not install this. Seriously. They once were speaking of putting a warning into the description warning players to not touch it unless they were modders (=creators of new mods), but apparently they still haven't done it.

- Can I remove Mazzy's short sword proficiency and/or add pips to any other NPC too?
- Can I increase Mazzy's STR or other NPC attributes?

You change her into a new level 1 character, you can pick every single proficiency for her. And yes, you can change her attributes too.

- How to implement on "Starting a new game" rather editing any save games?

The Mazzy in your party is a separate Mazzy from the game files from which she was created. Lvl1NPCs creates a new game file from which the game will load Mazzy into your game, but the game will of course ignore this file if she is already in your party.
You can change a character with Level1NPCs midgame and reap the benefits - so long as you haven't recruited them yet.

- Any other component required?

Read the manual, it should explain everything you need to know.

#60
Matuse

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I don't generally tweak stats, although I will give everyone with less than 14 strength a 14 strength. It's below the threshold for giving combat bonuses, but the increase in weight allowance is a major reduction in headache for me.

I've played vanilla many times, so now I tweak stuff a lot. I don't like a lot of the changes the G3 fixpack makes, so I don't install it. But I do plug in a few odd bits from Tactics (never Improved Illych...I endured that once, NEVER AGAIN) and Unfinished Business, but nothing really huge.

I tried a full and total Tactics install once. It was misery, and totally unbalanced. I beat up a few of the improved street encounters, and got so much gold and free healing potions that it just sucked all the fun out of it. The last straw was the utter stupidity of the Sahuagin city. I didn't even bother seeing what that mod does to the underdark.

#61
ussnorway

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Mazzy:

1. She can ‘Heal’, ‘Haste’ and set ‘Str to 18/00’ as fast casting innate abilities... People often overlook these things but it does allow her to do some cool stuff like using that certain cloak to shift into a spider then cast her buffs.

2. She gets upset if your rep gets below 8... She won’t leave yet but you could find she refuses to re-join if she gets kicked from a spell effect like ‘Flesh to Stone’.

3. Mazzy flirts a little with Korgan (mostly his doing) and will have an implied relationship with Valygar... in game terms this means that if Valygar takes a big hit then she will go berko against whoever did it... sometimes this can be useful but unlike Minsc she won’t become chaotic and start killing her own side.

p.s. I typically don’t give her any weapon pips until level 18 because the first 3 go into two weapon fighting... Fighters don’t suffer the drastic penalty for non-proficient weapons that the other classes do. :wub:

#62
Amnasty

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Any one has played Keldorn and Edwin upto TOB as a team or in a good party.
There is a breakdown point between two at some options in dialog that  results in both cutting throats and disband!

I want Edwin but any tips to avoid his fight with Keldorn later.  Of course without mods or any other tweaking whatsoever.
Making Keldorn leader instead myself can prevent this?

Lastly, after recruting Valygar from Umar Hills I need to postpone Planar Sphere Quest and build up some levels to survive the challenges involved.
Is it possible? Can I enter planar sphere later with Valygar untill he is buffed up well?
The same goes for Unseeing Eye quest, after having Keldorn in party want to complete the quest after sometime, if it's not a time sensitive quest (including planar sphere too).

thanks.

Modifié par Amnasty, 20 septembre 2012 - 04:57 .


#63
Matuse

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There are only 2 ways to guarantee that two NPCs don't fight with one another:

1) A mod, like the happy patch.
2) Get to ToB. Once you are in ToB, nobody leaves.

The alternative is to just save often, and go back to an archive save once the instigating conversation happens. Once they start to bicker, it sets off a timer for more conversations and the eventual party revolt. But if you don't let that first conversation happen, then there won't be any problems.

Alignment issues can be fixed with shadowkeeper or the in-game console (using the CLUAConsole to whip up a helm of opposite alignment works for everyone but Edwin), but party bickering can't. You can only cheat it out, metagame it out, or pray it just doesn't happen.

#64
ussnorway

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Amnasty wrote...

Lastly, after recruting Valygar from Umar Hills I need to postpone Planar Sphere Quest and build up some levels to survive the challenges involved.
Is it possible? Can I enter planar sphere later with Valygar untill he is buffed up well?
The same goes for Unseeing Eye quest, after having Keldorn in party want to complete the quest after sometime, if it's not a time sensitive quest (including planar sphere too).

thanks.



Once you have him open the front door then you can take your time before doing the Planar Sphere and the eye quest has no time limit but don't try to remove the rod (into the daylight) before using it... that would be very bad for your health! :wub:

#65
Amnasty

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125x125http://i.imgur.com/OvIur.png?1[/img] 125x125http://i.imgur.com/ZT4Ya.png?1[/img] 125x125http://i.imgur.com/xJyMh.png?1[/img] 125x125http://i.imgur.com/JGMm8.png?1[/img] 125x125http://i.imgur.com/WPtzi.png?1[/img] 125x125http://i.imgur.com/pjgYn.png?1[/img]

Fighter(17)/Illusionist(16), Race-Gnome.
CHAPTER 3
HLA gained Whirlwind, 2 Greater whirlwinds, Hardiness, 1 Extra 6,7 & 8th spell slot.

1. Casting spells while equipping shield and helmets has no effect on spell book like armors but do they impose any penalty on spells ( esp. damage done or saving throws penalties reduced)??
I can't see any difference but, in any case, just for surety casting spells using shields or helmets has any adverse effects on spells since it gives major boost to AC!!..(like Helm of balduran/Harmony shield, not usable by Mages except multi-class)

2. I will definitely hit XP cap issues :( (Fighter/Mage 24/20) by the end of CH5 and want to install 'Change Experience Point Cap'. Is this possible for Multi-class or only single/dual class can level up without restrictions.

3. "Wand of Spell Striking" allows Pierce Magic to lower magic resistance by % per level of the caster or it is also affected by default wand caps issues (like Fireball or cloudkill) assuming the caster as Level 10??

4. Is there any way for Mages to protect against Beholder rays without shield exploit? :(
Those pesky rays are too powerful for Spell Turning to last and affect them, in fact, there is no way to protect against their powerful "Spell Ineffective" magic and a lots of other damage. Any tips on how can mages survive these rays would be cool..

5.  Sumons which require Protec from Evil for the caster like Summon Fiend, Cacofiends, etc. actually not only destroy enemies but also eat the respective XP's too. I may be wrong but the XP's of fallen opponents never register when these summons take them down. Also, Summon Planetor is a summon of the same kind or it can be controlled and have the XP points of fallen opponents added to the caster ?


thanks.. :wizard:

Modifié par Amnasty, 01 octobre 2012 - 05:56 .


#66
Grimwald the Wise

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There is a cloak that reflects electrical damage and there are spells that reflect some of their attacks also. Look in the shops and read the spell descriptions for further info. It's a good idea to have improved invisibility also plus as many shield protections as you can get.

The worst spell is imprisonment!!!

#67
Amnasty

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Grimwald the Wise wrote...

There is a cloak that reflects electrical damage and there are spells that reflect some of their attacks also. Look in the shops and read the spell descriptions for further info. It's a good idea to have improved invisibility also plus as many shield protections as you can get.


Well in Chapter 3 those goodies are nowhere to be found except ever popular shield. Yes, these tricks are used and so have survived this long soloing and goofing around mages. But, Beholders come in groups (singles are easy) and they are united against offense and can't be fooled even with summons (amazing AI).
Spell Turning is limited to transfer specific dangerous spells which shield does it and as mage, say a sorcerer with limited arsenal even at higher levels have no chance against them. I can lower resistance of those brute golems and chop them into pieces as a mage but those Beholders are pain in the ass :pinched:

requests ..:innocent:

#68
ussnorway

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Amnasty wrote...

1. Casting spells while equipping shield and helmets has no effect on spell book like armors but do they impose any penalty on spells ( esp. damage done or saving throws penalties reduced)??
I can't see any difference but, in any case, just for surety casting spells using shields or helmets has any adverse effects on spells since it gives major boost to AC!!..(like Helm of balduran/Harmony shield, not usable by Mages except multi-class)

2. I will definitely hit XP cap issues :( (Fighter/Mage 24/20) by the end of CH5 and want to install 'Change Experience Point Cap'. Is this possible for Multi-class or only single/dual class can level up without restrictions.

3. "Wand of Spell Striking" allows Pierce Magic to lower magic resistance by % per level of the caster or it is also affected by default wand caps issues (like Fireball or cloudkill) assuming the caster as Level 10??

4. Is there any way for Mages to protect against Beholder rays without shield exploit? :(
Those pesky rays are too powerful for Spell Turning to last and affect them, in fact, there is no way to protect against their powerful "Spell Ineffective" magic and a lots of other damage. Any tips on how can mages survive these rays would be cool..

5.  Sumons which require Protec from Evil for the caster like Summon Fiend, Cacofiends, etc. actually not only destroy enemies but also eat the respective XP's too. I may be wrong but the XP's of fallen opponents never register when these summons take them down. Also, Summon Planetor is a summon of the same kind or it can be controlled and have the XP points of fallen opponents added to the caster ?


thanks.. :wizard:


1.    Unless the item description says otherwise then helmets & shields have no effect on your spells.
2.    Yes you can but be warned... The cap is there for a good reason.
3.    It is a wand and uses the rules for wands (for better or worse).
4.    Tip: Need a summon that can tank the eyes for you without getting flayed alive by the rays? What if the rays actually healed your tank instead of hurting it? What is the level 7 spell ‘Summon Hakeashar’ good for?

AFAIA none of the normal eyes use the ‘Death Spell’ so just send one of these bad boys in to get their attention then flood the area with your AOE spell of choice... the humble “Wand of CloudKill” will work fine but obviously you shouldn’t drop a ‘Death Fog’.

5A.    Makes sense to me... You aren’t really in control of those types so it’s not that surprising.
5B.    Planets/ Deva are a special case and don’t follow the standard summon rules e.g. ‘Death Fog’ Will NOT dispel them (it just makes them angry with you).

Welcome :wub:

Modifié par ussnorway, 01 octobre 2012 - 06:55 .


#69
Amnasty

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I now get the idea behind why the game warns the mages to use summons for desperate times!!...Cool.. will keep testing these nifty secrets and tips...again thx guys, u rock! :D

#70
Amnasty

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What are the best Mods for BG2 SOA-TOB? (mainly decent improvements in the areas - AI & Fights)

1. I am aware of SCS2 and also tried playing but the TOBex engine slows down the game and so only "spell tweaks" of SCS 2 are installed. Smarter Mages and Priests are good but in-game scripts slow down machine and occasional crashes.

2. Components of Tactics Mod is also same as SCS2

3. Item Randomizer is installed and so have played.

4. Spell Revisions mod 3.1 still have some bugs and so uninstalled. A better version 4 is soon to be released.

Apart from the above is there any interesting mod to be recommended. I require mods tweaking Mages and Fighters AI making them more realistic and let them use the spells they should rather behave stupid.

I am not interested in Mods tweaking Kits (Kits revisions) or NPC's, Portrait mods or similar miscellany stuff that just adds eye candy flavors.

thanks..

Modifié par Amnasty, 05 octobre 2012 - 05:14 .


#71
ussnorway

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1. I’d take SCS “Smarter general AI”... drop whatever you need to make room for it. IME Smarter Mages and Priests only get buggy with the pre-buff component installed.
2. Its older and not designed for new players... I’m not a fan.
3. I suspect this is where most of your slow downs are coming from (especially when entering new areas).
4. Spell Revisions does not play well with others because its a major rewrite of the magic system.
5. The bonus disc http://www.baldurdas...CDMerchants.zip is an official patch.

p.s. Did you try to up the cache file (3000) a bit? :wub:

Modifié par ussnorway, 05 octobre 2012 - 07:19 .


#72
Matuse

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Tactics can be incredibly sadistic in its changes. Install ANYTHING from that pack with care. Also a lot of the "new" and "upgraded" game areas come with some really ludicrously overpowered items as a reward for them. I did a full tactics install once, and I was aghast at the power of the weapon that improved TorGal drops when you kill him.

So, I'm super selective about Tactics. I do little stuff like "max difficulty encounters", or the Lich in the Docks (cloak of balduran is not ludicrous OP).

Whatever you do, do NOT install Improved I'llych, unless you are a serious masochist. Also stay away from the improved Sahuagin City...the propensity for Tactics to give its monsters uber-cheaty abilities is extremely prevalent there. From the Sahuagin archers who are all 20th level Archers making nonstop called shots against you, to the Sekolah avatar who uses Imprisonment as a melee attack...there are many areas where Tactics just sucks.

#73
Amnasty

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ussnorway wrote...
The bonus disc http://www.baldurdas...CDMerchants.zip is an official patch.
Did you try to up the cache file (3000) a bit? {smilie}


I always install one mod at a time, complete entire game with it.
SCS2 is cool but the TOBex engine is the cause of all the slow downs and many other minor alterations.
Currently Smarter general AI and spell tweaks are working 100% fine but the more complex tweaks you install the slower machine runs the game. I have made this request to the creator of the mod and hopefully more compatibility will be made in future releases.

The bonus disc patch is actually pre-installed in GOG version of BG2.

The cache file size is 500MB.

Matuse wrote...

Tactics can be incredibly sadistic in its changes. Install ANYTHING from that pack with care. Also a lot of the "new" and "upgraded" game areas come with some really ludicrously overpowered items as a reward for them. I did a full tactics install once, and I was aghast at the power of the weapon that improved TorGal drops when you kill him.


Same here. My interest is only towards general AI and better executions to what the game has programmed the NPC's. Currently, many mages and fighters do not execute even the programmed scripts properly and/or utilize their full potential. Example, djinnis are capable more than casting fireball spells but for some odd reason they don't.

I am completely noob in game scripts and moding stuff otherwise all the tweaks just require an infinity engine mod and some scripting knowledge! after that you don;t need any other mod..:D

If you guys are aware of any such player friendly mods than please do report .. thanks :wizard:

Modifié par Amnasty, 06 octobre 2012 - 05:28 .


#74
ussnorway

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Amnasty wrote...

The bonus disc patch is actually pre-installed in GOG version of BG2.


Afraid not m8 but I’ll agree that should have added it... if you want Joluv then you will need to add that patch. :wub:

#75
Amnasty

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250x250http://i.imgur.com/Dva6V.png?1[/img]

Fighter/Thief, Half-ling TRUE NEUTRAL

again guys need words from the genius on these requested doubts regarding Carsomyr and so on..

1. "Use Any Item"  allows True Neutral or other than Lawful Good Protagnists' to equip Carsomyr? Basically negating any restriction whatsoever on any damn item in the game is possible with "Use Any Item"?


2. Carsomyr sets Magic Resistance to 50% (just like HLA for fighters sets MR to 50%).  If I equip all MR boosting items can it go past 50?? I mean for fighters the HLA actually lowers MR and sets it to 50% for the time the ability is active...

3. 50% MR means what?  ... protection from Magic fires and every magic on the realms including Maze or timestops and any magic for upto 50% damage resistance from them...or it works like Belt of Inertial Barrier...

4. Carsomyr each hit dispels magic on opponents. This "Hit" is a Save vs. Spell one or a "No Save" dispel magic meaning it 100% dispels it or there may be a chance just like spell "Dispel Magic"...Also, as a Fighter/Thief casting "Dispel magic" from Carsomyr ability has 100% chances of dispelling too??
that's it..Thanks a dozen :wizard: