To be clear, you cannot play the module without KPack (i.e. it's not optional). I don't know if NPCs use the new feats and stuff, though.Hey folks -- quick question. I noticed that Kaedrin's stuff appears to be integrated into the first of these. Is this a case where you MAY use K's stuff while playing the module, or is it fully-integrated into NPCs, balancing, etcetera?
Baldur's Gate II: Shadows of Amn Reloaded
#276
Posté 06 janvier 2015 - 11:37
#277
Posté 06 janvier 2015 - 04:39
NWN2 rules are a small part of DnD 3.5 editions.
Kaedrin stuff is legit DnD 3.5 editions stuff and rules that weren 't implemented in NWN2.
Kaedrin's stuff also correct many bugs from Nwn2.
I get that you like it. BUT not sure if that means "yes fully integrated" or "supported but feel free to ignore." Pls advise.
#278
Posté 06 janvier 2015 - 04:47
Thanks, Arkalezth. K-pack isn't my cup of tea (like all longterm DMs I have my own preferences and prefer to balance down rather than up), but if it's merely a mandatory integration which I don't have to actually use or pay attention to, that's notably different than the campaign being balanced entirely around Kpack.
#279
Posté 06 janvier 2015 - 06:57
I'm curious: did you decide to make the Watcher's Keep part of the SOAR build, or ToB?
- BartjeD aime ceci
#280
Posté 06 janvier 2015 - 07:28
SOAR and TOB have been decided to be done in one build.
At the moment I am the one assigned to Watcher keep, and absolutly nothing has been done with it for now, I'll do it after I'll complete TOB campaign.
- BartjeD aime ceci
#281
Posté 06 janvier 2015 - 09:15
Oooooh, watchers keep, now there's a challenge ![]()
Not that I'm jealous, I get the Sahuagin city. That's going to be a lot of fun to build.
PJ
- ArtemisJ et drechner aiment ceci
#282
Posté 06 janvier 2015 - 09:26
The thing I remember about the final battle in Watcher's Keep was the time stop spell. Has anybody ever built a working time stop spell for NWN2?
#283
Posté 06 janvier 2015 - 09:45
The thing I remember about the final battle in Watcher's Keep was the time stop spell. Has anybody ever built a working time stop spell for NWN2?
It would be easy enough to freeze every creature in an area, and to turn off sound objects and the area's ambient sound, however you couldn't stop things like trees, grass, water or animated placeables from doing their thing. For outdoor areas you'd also have clouds continuing to move.
I suppose you could replace Time Stop with Mass Hold Person.
#284
Posté 06 janvier 2015 - 10:41
Kaedrin's pack would come integrated with SOAR as it was done in BGR, I believe.
The reason for that is the all the custom feats, spells etc they would implement which would conflict if they are not merged with Kaedrin's pack.
Also BGR characters wouldn't be compatible with SOAR if it was removed.
By the way, Shallina, what I asked is not to change K's pack. I asked that his latest version be used.
Because in BGR there are actually two versions installed which cause conflicts and some bugs.
#285
Posté 06 janvier 2015 - 11:25
I use the last version of KAedrin which I can. It 's the lastest version of Kaedrin with older script and different one for a few of them.
He got bugs and script which don 't compile. But he removed the source files, so it 's impossible to do better than what was done in last BGR patch unless a rewrite it all, which I won 't.
- Luminus aime ceci
#286
Posté 07 janvier 2015 - 01:02
Don't let me stop anyone from creating it, but I can think of some other spells and things in BG2 that are not available in NWN2. Making all of them work sounds like a lot more work than just adapting the combat to NWN2's rules.The thing I remember about the final battle in Watcher's Keep was the time stop spell. Has anybody ever built a working time stop spell for NWN2?
#287
Posté 07 janvier 2015 - 04:55
http://forum.bioware...-spell-in-nwn2/
Some had the same questions but I don't think he/she went far with it. I believe that a similar/close to spell can be achieved in NWN2. The scripters nowadays are making remarkable work, still expanding the game mechanics after all these years. Point is, who wants to get dirty on it
. But in any case, a fully identical spell is not possible I think. Not without causing lags and crashes at least.
#288
Posté 07 janvier 2015 - 09:39
Time stop will be in SOAR, but it won 't stop the grass, only the NPC, it was working in NWN and in NWN2 all NWN fnction exist.
The problem of timestop are mostly tied to multiplayer and persistant world. SOAR isn 't aimed in that direction, so it shouldn 't trouble the game engine.
I am currently thinking of doing "additional" spell for SOAR. implementing spell is actually really easy. The question is which spells ? they should fit SOAR, and not be overpowered so they won' t destroy the balance and challenge of the game.
- BartjeD, ArtemisJ et Luminus aiment ceci
#289
Posté 07 janvier 2015 - 09:46
#290
Posté 08 janvier 2015 - 01:38
Not that I'm complaining, mind you. It was a ridiculously cheesy spell that required the player to be even cheesier. Basically an "I win" button versus a "no, you don't" one. Which leads us to the fact that some of those "anti-imprisonment" abilities/spells are not in NWN2 either or work differently, so... what's your take on all this? Just make them use a variety of spells like a normal wizard?
#291
Posté 08 janvier 2015 - 03:31
While we're at it, how are you handling demiliches? They basically just spammed Imprisonment in BG2, and that spell isn't in NWN2 either.
Not that I'm complaining, mind you. It was a ridiculously cheesy spell that required the player to be even cheesier. Basically an "I win" button versus a "no, you don't" one. Which leads us to the fact that some of those "anti-imprisonment" abilities/spells are not in NWN2 either or work differently, so... what's your take on all this? Just make them use a variety of spells like a normal wizard?
I used to send Minsc in to deal with nasties that cast Imprisonment, since he was immune to mind-affecting spells when he went berserk. Although why immunity to mind-affecting spells would protect you from being sealed up in a bubble deep underground is anyone's guess. If an Imprisonment spell was created that matched the D&D rules faithfully, then anything that helps bolster or avoid will saves would protect you (like Mind Blank).
#292
Posté 08 janvier 2015 - 04:44
The whole "Imprisonment spam" from Demiliches was an ADnD 2E thing. I believe they couldn't cast any spells there.
The 3E version is just an epic spellcaster (21HD Wizard).http://www.d20srd.or...rs/demilich.htm
They can be given epic spells as well to make them more challenging and believable.
It's funny how no epic spellcaster NPC in 3E doesn't have Epic Spellcasting. I believe the reason for that is because the epic rules and spells are optional.
So really, the solution is to use the 3E version for any spellcasters (Irenicus, Amelyssan, Sendai, demiliches) and give them epic spells like the PCs.
Instead of Imprisonment, they can have Damnation, Vampiric Feast and Hellball.
Also the really high level casters (Irenicus, Amelyssan, Sendai) should have Automatic Quicken 1-9 (epic feats) to simulate Time Stop (even if it is implemented), Contingencies and other spells or abilities that sped up casting of spells (like Haste).
It's probably the closest way to implement the barrage of spells they liked to throw.
#293
Posté 08 janvier 2015 - 09:20
At the very least, Irenicus definitely has Auto-Quicken/Improved Alacrity in cutscenes.
Not sure if immunity to mind-affecting is enough (among other things, the normal berserker rage has immunity to Imprisonment specifically; not sure about Minsc's). Anyway, that's exactly my point. Immunity to cheesiness as a counter to cheese. Yawn.I used to send Minsc in to deal with nasties that cast Imprisonment, since he was immune to mind-affecting spells when he went berserk.
#294
Posté 08 janvier 2015 - 03:01
I used to send Minsc in to deal with nasties that cast Imprisonment, since he was immune to mind-affecting spells when he went berserk. Although why immunity to mind-affecting spells would protect you from being sealed up in a bubble deep underground is anyone's guess. If an Imprisonment spell was created that matched the D&D rules faithfully, then anything that helps bolster or avoid will saves would protect you (like Mind Blank).
I doubt you did sincebg imprisonment is permanent.
Do not confuse imprisonment with maze.
#295
Posté 08 janvier 2015 - 04:08
Also the really high level casters (Irenicus, Amelyssan, Sendai) should have Automatic Quicken 1-9 (epic feats) to simulate Time Stop (even if it is implemented), Contingencies and other spells or abilities that sped up casting of spells (like Haste).
It's probably the closest way to implement the barrage of spells they liked to throw.
Yes, the player doesn't necessarily need to experience the time stop, other than maybe a grey fade out/fade it or some screen-wide effect. They mainly need to see the outcome in the form of a barrage of non-interruptible spells and perhaps a position shift by the caster.
- BartjeD aime ceci
#296
Posté 08 janvier 2015 - 04:17
While Auto-Quicken is permanent, it doesn't freeze time. So it's balanced that way, you are not completely helpless but it simulates the barrage of spells during the battle.
Also Haste made casting of spells faster in BG, same with NwN1.
#297
Posté 08 janvier 2015 - 06:18
we arenot implementing 2.0 rules we are sticking to 3.5. Irenicus will be a tought wizard but within 3.5 rules.
#298
Posté 08 janvier 2015 - 09:46
I doubt you did since bg imprisonment is permanent.
Do not confuse imprisonment with maze.
There are all sorts of tips for dealing with Kangaxx here, one of which is to use Minsc in his berserk state. I always used him against Imprisonment-casting nasties in that way, and he was never imprisoned. Unless I just got extremely lucky?
Regardless, the Imprisonment spell allows a will save, so anything that provides complete immunity to mind effects would protect you from it (umberhulk equipment, for instance)
#299
Posté 12 janvier 2015 - 10:53
The Government district is now complete! It took a bit longer than I wanted, but there was a lot of new custom content that needed to be added. The biggest challenge here was to make it look nice and clean, but still interesting; it's a lot easier to add mesh density to "dirty" or run-down areas than neat, organized ones.










- BartjeD, ArtemisJ, PJ156 et 4 autres aiment ceci
#300
Posté 12 janvier 2015 - 11:10
It looks good to me; nice work!





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