Motb makeover edition... Too hard for no reason?
#1
Posté 13 juin 2013 - 06:05
I installed the makeover edition. I'm inside Okku's vault and my imaskari golem died. I would like to know how I can resurrect it. I've got no coin of life (I don't understand when I'm supposed to use them, though).
Thank you for help.
#2
Posté 13 juin 2013 - 06:21
But there isn't. Instead, naked , I've got the following stats:
Strenght: 11 (+0)
Dex:27 (+8)
Con:17 (+3)
Intell:14 (+2)
Wis:12 (+1 )
Cha: 6 (-2)
Modifié par sergio1992, 13 juin 2013 - 06:53 .
#3
Posté 13 juin 2013 - 11:07
As for the second question, that's how attributes work. Each 2 points above 10 give you a +1 in everything that attribute governs, and each 2 points below 10 give you a -1.
So taking your case as an example, 27 DEX means that you get a +8 bonus to armour class (all well as other things). If you had 20, you'd only get +5, and so on. 6 CHA means that you get -2 to Diplomacy, for example.
#4
Posté 13 juin 2013 - 11:18
1)The readme says:"When the campaign begins the initial player will be provided the recipe books and a few coins of life. "
That's true, but only in real beginning of the campaign, when you gotta advance from level 1 to level 18 (?). Is this normal behaviour?
2) I was fighting in the veil the red wizard with his gnoll pals, when Safiya died. I'm playing in hard difficulty. When Safiya dies, am I not supposed to resurrect her? Why did she resurrect alone as soon as Magda spoke?
3) I'm inside Okku's vault and my imaskari golem died. I would like to know how I can resurrect it. I've got no coin of life (I don't understand when I'm supposed to use them, also). Why am I forced to reload?
Thank you for help
#5
Posté 13 juin 2013 - 04:00
As for the Coins of Life - yes, I would think you should get some at the start; I don't know why you didn't. You could give yourself a couple with the console:
`
debugmode 1
giveitem nx2_misc_lifecoin 2
debugmode 0
`
The 2 there is optional - any number from 2-99 should work, but 1 or no number will result in 99 coins (I think).
#6
Posté 13 juin 2013 - 07:20
When to use Coins of Life -- basically, any time you have a dead party member, no cleric capable of casting the Raise Dead or Resurrection spells (or scrolls for them), and you don't want to go to a temple. (Not sure if they makeover adds resurrection services to the temples or not, but that's how it usually works when the dead stay dead.)
#7
Posté 13 juin 2013 - 07:25
1- How do I get more than 3 companions in vanilla MOTB?
2- Should I go for greatsword, falchion or something else??
3- Is falchion a two handed weapon?
#8
Posté 13 juin 2013 - 07:54
2 - Looking at your stats, my guess is that you have Weapon Finesse (if you don't, do yourself a favour and take it), so you should be on the look for light/small weapons. Don't use a rapier with the off-hand.
In the case of STR-based characters, scimitars have the best stats and can be used with one or two hands. But of course, it depends on what's available in the module. If for example, the available longswords have better enchantments, use a longsword.
#9
Posté 13 juin 2013 - 09:48
sergio1992 wrote...
Thank you: some more questions:
1- How do I get more than 3 companions in vanilla MOTB?
You need the infamous rooster-cheat: http://mods.jo-ge.net/nwn2/
#10
Posté 13 juin 2013 - 11:53
#11
Posté 13 juin 2013 - 11:54
Arkalezth wrote...
In the case of STR-based characters, scimitars have the best stats and can be used with one or two hands. But of course, it depends on what's available in the module. If for example, the available longswords have better enchantments, use a longsword.
Scimitars certainly have good critical hit stats - but considering how many critical-immune beasties there are in MotB, I'd be focusing on something that does a bit more base damage for a strength-based build.
There are a couple of weapons in MotB that allow critical hits against certain creature types that are usually immune. There is a rapier that allows criticals against elementals (Elemental's Ruin property), and a falchion that allows criticals against spirits (Spirit's Ruin property). There are probably others as well, considering there are also Death's Ruin and Nature's Ruin item properties (allowing critical hits against undead and plants respectively). I think there's also an item property that allows critical hits against constructs.
#12
Posté 14 juin 2013 - 12:28
As for weapon base damage... please, not this again. At low levels, a higher base damage can be noticeable. Once you start hitting for big numbers, the base damage of the weapon is totally irrelevant. I would say that this has been discussed a million times before, but that'd be an understatement.
#13
Posté 14 juin 2013 - 02:12
Even STR-based builds will benefit from two-handed weapons though, if only for the 1.5x strength bonus damage. The urge to equip a shield with a one-handed weapon can be hard to resist. Unless you take Monkey Grip, two-handers pretty much force you to forego shields.
#14
Posté 14 juin 2013 - 09:14
#15
Posté 14 juin 2013 - 06:48
The Makeover increases the party limit for companions from 5 to 8. Additional cohorts you create or import using the party editor do not count against this limit.
The initial provisioning should have provided you the coins of life, campaigner's guide, and crafting books. However if you created a new character instead of importing from the OC then perhaps that provisioning was skipped. I'd need to look into it. If you really want them you can add in the books and coins using the console.
As stated in the "Known Limitations" section: "Companions may pop back to life or stand when dead if they are involved in cutscenes. This may also affect player created characters. Save often." This happens because there are functions used by cutscenes that I chose not to modify. This was necessary to reduce the risk of introducing game-breaking bugs involving the companions.
I did not modify temple conversations to allow resurrection. You would need to use Raise Dead, Resurrection, or the Coins of Life.
I don't have an answer for you on this golem. However, if you do not like the death behavior it is easily customizable as documented in the "Customizing the Makeover features" section.
Regards
#16
Posté 14 juin 2013 - 07:25
Kaldor Silverwand wrote...
Let's see.
The Makeover increases the party limit for companions from 5 to 8. Additional cohorts you create or import using the party editor do not count against this limit.
The initial provisioning should have provided you the coins of life, campaigner's guide, and crafting books. However if you created a new character instead of importing from the OC then perhaps that provisioning was skipped. I'd need to look into it. If you really want them you can add in the books and coins using the console.
As stated in the "Known Limitations" section: "Companions may pop back to life or stand when dead if they are involved in cutscenes. This may also affect player created characters. Save often." This happens because there are functions used by cutscenes that I chose not to modify. This was necessary to reduce the risk of introducing game-breaking bugs involving the companions.
I did not modify temple conversations to allow resurrection. You would need to use Raise Dead, Resurrection, or the Coins of Life.
I don't have an answer for you on this golem. However, if you do not like the death behavior it is easily customizable as documented in the "Customizing the Makeover features" section.
Regards
thank you sir. You are right. I created my character from the beginning.
#17
Posté 16 juin 2013 - 12:06
#18
Posté 18 juin 2013 - 10:36
Kaldor Silverwand wrote...
I've tested starting the campaign with importing both low and high level characters as well as creating a new character and in all of my tests the books and coins of life were correctly added to the inventory. Usually when there is a problem I cannot reproduce it has been because there is something installed in the override folder that is interfering. Is your override folder empty?
I didn't have any mod in the override folder. I will try once again your mod as fast as I can , not before reinstalling the whole game again
Anyway, If I have an Italian game and I install your mod, will the installation mess up neverwinter nights 2 itself???
#19
Posté 18 juin 2013 - 11:13
No... Well, it depends on what you consider "mess up". I don't know if this particular mod can affect this, but I think the worst that can happen is that you end up with English text and Italian voice acting.sergio1992 wrote...
Anyway, If I have an Italian game and I install your mod, will the installation mess up neverwinter nights 2 itself???
#20
Posté 19 juin 2013 - 12:09
Regards
#21
Posté 13 octobre 2013 - 11:45
MotB meant to strip off all of the gears except for equipped items (excluding the weapon) . And MotB makeover meant to give recipe books and some coins of life. But from time to time some of the items are left in the inventory. It also happens that some worn gear is gone. Starting the campaign again with the same character may or may not solve the problem, in my experience.





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