To try and make Candlekeep a bit more interesting, I thought that I would make the assassins a bit more powerful. I have therefore added hide armour plus a helmet and a two handed axe from BG2 to Shank. I think the two handed axe is a bit overpowered and would like to make it a +1 weapon rather than a +3 weapon. Presumably I should also make the axe cheaper to avoid party getting too much gold by selling it.
How do you edit that in Near Infinity? In Shadowkeeper?
I saw tht there were no proficiency points for the assassins, so gave Shank ** in axes and two-handed weapons. However, upon doing that, the game crashed.
Do I take it that proficiency points of such characters are hard coded?
I had the staff of the magi added to Carbos. It made him much more effective, but that is also too overpowered. Any ideas about how to make them more dangerous without giving them overpowered weapons/armour?
Modifying Candlekeep
Débuté par
Grimwald the Wise
, oct. 01 2012 06:25
#1
Posté 01 octobre 2012 - 06:25
#2
Posté 01 octobre 2012 - 10:10
You could boost their DEX to 25, and perhaps bump STR & CON to 18. Perhaps a potion or two as well, although making them drink them's probably getting into area scripting. They are assassins, perhaps bump their levels until they get their first poison weapon ability.
You really can't give them any droppable loot worth having, unless you make them near unbeatable. You can do this, they are optional fights, so think improved ilyich here. Well except without the level 21 cleric summoning the deva and casting firestorm
When I first discovered shadowkeeper I gave my solo cleric/mage ** in staves, and the game crashed the first time I tried to hit something. Don't do illegal proficiencies, the engine can't cope with them.
You really can't give them any droppable loot worth having, unless you make them near unbeatable. You can do this, they are optional fights, so think improved ilyich here. Well except without the level 21 cleric summoning the deva and casting firestorm
When I first discovered shadowkeeper I gave my solo cleric/mage ** in staves, and the game crashed the first time I tried to hit something. Don't do illegal proficiencies, the engine can't cope with them.
#3
Posté 01 octobre 2012 - 11:36
Thanks for the answer.
I know what you mean.
I have a mod installed that allows any race to have any class. It usually works fine, but doesn't like Dwarven Cavaliers at all. Probably because the Cavalier is trying to give one immunity and the Dwarf is overwriting it or something similar.
Gnome Cavaliers however work fine.
Nobody has told me how to make the +3 axe into a +1 axe. I'm not quite sure how to do it in near infinity.
I think that perhaps if I had given 1* proficiency it might have worked. I can always try. They seem to cope with an axe that they can't wield however. (It needs 18 strength)
I know what you mean.
I have a mod installed that allows any race to have any class. It usually works fine, but doesn't like Dwarven Cavaliers at all. Probably because the Cavalier is trying to give one immunity and the Dwarf is overwriting it or something similar.
Gnome Cavaliers however work fine.
Nobody has told me how to make the +3 axe into a +1 axe. I'm not quite sure how to do it in near infinity.
I think that perhaps if I had given 1* proficiency it might have worked. I can always try. They seem to cope with an axe that they can't wield however. (It needs 18 strength)
#4
Posté 02 octobre 2012 - 04:01
Just the thing for a level 1 mage to go after....
Why not replace all the xvarts and diseased gibberlings with skeletal warriors from the thief maze?
Why not replace all the xvarts and diseased gibberlings with skeletal warriors from the thief maze?
#5
Posté 02 octobre 2012 - 07:38
I am just starting out modding. Changing just two or three characters is enough of a challenge at the moment! I am finding that making it a challenge, and keeping the rewards great enough but not too great enough of a challenge.
Most mods tend to make the rewards too great which is why I want that axe to be +1 and not +3.
I can beat them when it is +3, but then charname has too powerful an axe for the start of the game.
I also wanted to introduce a two handed axe as there aren't any in BG1.
Most mods tend to make the rewards too great which is why I want that axe to be +1 and not +3.
I can beat them when it is +3, but then charname has too powerful an axe for the start of the game.
I also wanted to introduce a two handed axe as there aren't any in BG1.
#6
Posté 04 octobre 2012 - 02:36
However you can legally increase proficiencies by making it an effect of wielding the weapon;
Add global Effect = mod proficiency weapon (in this case spears)
stars = 1-5
Target = self
Duration = while equipped
No dispel & probability 100% = always works and can’t be dispelled.
Example screenshot

Using this effect allows non standard things like Clerics with weapon specialization in longsword without breaking the game but I strongly recommend you make the item in question non-droppable to prevent it being pickpocketed/ looted by the protagonist.
Add global Effect = mod proficiency weapon (in this case spears)
stars = 1-5
Target = self
Duration = while equipped
No dispel & probability 100% = always works and can’t be dispelled.
Example screenshot

Using this effect allows non standard things like Clerics with weapon specialization in longsword without breaking the game but I strongly recommend you make the item in question non-droppable to prevent it being pickpocketed/ looted by the protagonist.
#7
Posté 04 octobre 2012 - 03:58
I am actually wanting the protagonist to be able to use it, but would rather it was +1 rather than +3.
+3 is OK for the assassin, but makes protagonist TOO powerful. However, there does need to be a slight reward for dealing with the assassin, and I would like to add a two-handed axe to BG1 anyway. Why only in BG2?
I would like a dwarven fighter to be able to have ***** in axes and ** in two handed weapons, and suchlike. Giving any further proficiencies to single weapon style.
PS Which of those proficiencies help with a throwing axe?
I haven't found a two handed axe +1 anywhere.
PPS Have just realised that I've posted this in the wrong forum.
Looks like nobody else noticed either!
+3 is OK for the assassin, but makes protagonist TOO powerful. However, there does need to be a slight reward for dealing with the assassin, and I would like to add a two-handed axe to BG1 anyway. Why only in BG2?
I would like a dwarven fighter to be able to have ***** in axes and ** in two handed weapons, and suchlike. Giving any further proficiencies to single weapon style.
PS Which of those proficiencies help with a throwing axe?
I haven't found a two handed axe +1 anywhere.
PPS Have just realised that I've posted this in the wrong forum.
Looks like nobody else noticed either!
Modifié par Grimwald the Wise, 04 octobre 2012 - 04:10 .
#8
Posté 04 octobre 2012 - 04:51
With TuTu and BGT, a lot of the time there isn't much difference between 1 and 2.
#9
Posté 04 octobre 2012 - 06:13
To clarify, personally I’d make one axe that the assassin uses and another that he will drop when killed & A two-handed axe would just be a halberd with slightly different stats.
p.s. Throwing axe uses the axe proficiency.
p.s. Throwing axe uses the axe proficiency.
#10
Posté 04 octobre 2012 - 06:50
But does the single weapon proficiency also apply or does it count as other ranged weapons? I.e. no bonuses or handicaps whether or not you have points in two-handed weapon style for bows etc.
#11
Posté 04 octobre 2012 - 12:18
I just whipped up a quick TuTu character with 2 stars in axes and single weapon, and consoled in the rifthome axe. Equipping it had no impact on AC. Then I went around massacring everything in Candlekeep until I rolled a 19, and it did not critically hit.
#12
Posté 04 octobre 2012 - 12:51
Weapon and Shield = works regardless.
One-handed Weapon = only works on melee weapons.
Two-handed Weapon = applies to any melee weapon that has a tick in the “Two-handed Weapon” box.
One-handed Weapon = only works on melee weapons.
Two-handed Weapon = applies to any melee weapon that has a tick in the “Two-handed Weapon” box.
#13
Posté 05 octobre 2012 - 03:02
Thanks. That clarifies things a lot. With my next axe wielding character I will therefore go for ***** in axes, ** in two handed weapon style and then any spare proficiencies can go into weapon and shield for those occasions when he/she is using throwing axes.
I will also follow uss norways advice about giving the assassins two weapons, one undroppable one which is designed for use by them, a powerful short-sword or suchlike, and the axe which anyone can pick up after their death.
One weapon that I have tried is the ugly stick found on a lich in BG2. It causes fear and reduces charisma. That brought about some amusing battles. Protagonist was running about like a headless chicken, but usually because of his speed didn't end up dead. Used a potion of healing when panic ended, and then killed assassin. On rare occasions the protagonist was killed, so that weapon seems appropriate. Powerful enough to be dangerous, but not so powerful that upon using it protagonist could beat everything in sight.
I will also follow uss norways advice about giving the assassins two weapons, one undroppable one which is designed for use by them, a powerful short-sword or suchlike, and the axe which anyone can pick up after their death.
One weapon that I have tried is the ugly stick found on a lich in BG2. It causes fear and reduces charisma. That brought about some amusing battles. Protagonist was running about like a headless chicken, but usually because of his speed didn't end up dead. Used a potion of healing when panic ended, and then killed assassin. On rare occasions the protagonist was killed, so that weapon seems appropriate. Powerful enough to be dangerous, but not so powerful that upon using it protagonist could beat everything in sight.
#14
Posté 05 octobre 2012 - 12:02
Without access to the ring of human influence, the ugly stick becomes really dangerous to use.
#15
Posté 08 octobre 2012 - 06:55
I am aware of that. Of course with BG1 NPC project installed, Lord Foreshadow gives you one if your charisma is low enough. That means that if you are a paladin you have to drop your charisma a bit before seeing him! You can then either just keep the ring equipped or use the exploit to raise charisma. Since I added the staff to BG1, I tend not to use that exploit until BG2 where the staff and ring are part of the vanilla game.





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