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#126
corey_russell

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Corthief VIII would really like the haste boots in Planar Prison - but he is very uncertain how to deal with the Master of Thralls since he sees through invisibility. Does anyone have suggestions how a pure thief might defeat him?



#127
Blackraven

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Corthief VIII would really like the haste boots in Planar Prison - but he is very uncertain how to deal with the Master of Thralls since he sees through invisibility. Does anyone have suggestions how a pure thief might defeat him?

 

Snares come to mind, and item summons (Ras, Efreeti, Kitthix, Berserk Warrior).

Maybe stealthy Corthief VIII could lure the fiend away from its minions toward his traps and summons?



#128
corey_russell

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Sounds like a plan. Unfortunately, all of the summons requires spending gold I don't have to get - so this means I will have to do without haste boots for quite some time if this is the only plan I can do.



#129
GrimJim

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Perth the Adept used the Abjuration incantation when casting Symbol spells (Symbol: Fear and Symbol: Death). Has anyone else observed this, or anything similar?  Is there a way to fix this?

I think that the casting sounds are tied to the casting animation, so you could check in NearInfinity if the Symbol spells have the Abjuration casting animation.

 

As a side note, I wonder if it would be possible to make a mod to display the spell school in the combat log. Something like

 

Perth the Adept - is casting a Conjuration spell

...

Perth the Adept - Casts Symbol: Fear


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#130
Grimwald the Wise

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Another bug.

 

Have finished the Underdark and returned to Amn.

 

I was asked to deal with the thieves before Bhodi.

 

Above ground was fine.

 

I got the key and tried to go to the rest of the stronghold.

 

Problem!

 

Baldr159.png

 

Is this a game-breaking problem, or can I just switch to fighting Bhodi and forget the thieves' stronghold?



#131
corey_russell

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Your terminology is confusing me Wise - the Thieve's Stronghold is Maevar's guild, why are you fighting Aran's thieves if you didn't join Bodhi? And you don't fight Aran Linvail's thieves in Chapter 6, as far as I recall.



#132
Grimwald the Wise

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Your terminology is confusing me Wise - the Thieve's Stronghold is Maevar's guild, why are you fighting Aran's thieves if you didn't join Bodhi? And you don't fight Aran Linvail's thieves in Chapter 6, as far as I recall.

 

After completing spellhold and returning to Amn, Chief Inspector Brega asked me to fight the thieves as they would become too powerful for the city, once Bhodi was dead.

 

Baldr160.jpg

 

It may come from a mod. The problem is probably a mod conflict.



#133
Alesia_BH

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I think that the casting sounds are tied to the casting animation, so you could check in NearInfinity if the Symbol spells have the Abjuration casting animation.

 

In combat I noticed the Abjuration animation.

 

Checking the file now...

 

Ok. Yes: I see it. I see the casting animation field and it is set to Abjuration. 

 

Thanks!

 


As a side note, I wonder if it would be possible to make a mod to display the spell school in the combat log. Something like

 

Perth the Adept - is casting a Conjuration spell

...

Perth the Adept - Casts Symbol: Fear

 

 

That's a great idea. I'd definitely use that!

 

Best,

 

A.



#134
corey_russell

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After completing spellhold and returning to Amn, Chief Inspector Brega asked me to fight the thieves as they would become too powerful for the city, once Bhodi was dead.

 

Baldr160.jpg

 

It may come from a mod. The problem is probably a mod conflict.

Is this is a forced conflict? Or can you just defeat Bodhi, go to Elhan and Suldanesslar, etc. and just continue the main quest?



#135
Grimwald the Wise

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It is not forced, so I have defeated Bhodi, and when I tried to leave Amn, I was ambushed but managed to persuade the ambushers to leave me alone.

 

Phew!

 

I will see later if the taking over of the thieves' guild is important.

 

If I get "FORCED" to go to that area, there could be a major problem.



#136
ussnorway

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For my upcoming BG2 I'm considering

 

Fixpack

Ascension (ToB)

SCS (30)

ATweaks (any balancing issues?... I'll take the innates and most of it but I need to double check for scs conflicts)

 

Does anyone play Atweaks, have any warnings?

 

p.s. This run will be gog version bg2 standard... run on my Windows 10 laptop



#137
Blackraven

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aTweaks (to be installed last) and SCS are very compatible. I've never experienced any conflicts in terms of bugs or CTDs. Some aTweaks components do override SCS scripts but whether that results in balancing issues is up to the individual player.  
Alesia prefers SCS Demons over aTweaks Demons whereas I've played for more than a year with aTweaks Demons without experiencing balancing issues. I hardly know any better. (But went with SCS Demons this time to see the difference.) aTweaks does some interesting things with Elementals and Woodland Beings. Since you're running a Fighter/Druid you might want to check that out in the readme.


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#138
Alesia_BH

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Hey USSNorway. I'm looking forward to seeing Puk in Amn! 

 

ATweaks and SCS play nice together.

 

Earlier in the tread I made some comments on the ATweaks creature components. I've updated them slightly based on recent experience. See below.

 

PnP Fiends

  • Briliant translation of PnP content to the BG world, though not without problems
  • Read the documentation thoroughly or you will probably die
  • Some creature abilities are exceedingly dangerous in no reload play, such as the balor vorpal (no save allowed)
  • If the PnP stats are used (options 1 without SCS Improved Fiends, or option 2 with SCS Improved Fiends), your fiends will lack the statistical heft to stand and fight. Almost all demons will be vulnerable to Death Blow or Greater Death Blow
  • The SCS/ATweaks hybrid fiends (SCS Improved Fiends plus, subsequently, ATweaks PnP Fiends option 3) are probably the most suitably balanced, although you'll encounter some oddities
  • Be wary of enabling Fiendish Gating: it can be fun, but deadly- especially if the SCS/ATweaks hybrid fiends are used
  • There is some great content here, but I can't unreservedly recommend this component at this time. Balance is an issue. Further, irrespective of whether this component is installed you will see SCS/Ascension demons at the Throne, if you've installed Ascension. As a consequence, using ATWeaks fiends injures continuity: your fiends will have different abilities at different stages of the adventure
  • Until further notice, you should consider me to be in the SCS Fiends camp (ie- I prefer SCS Fiends).

PnP Elemental

  • Gives elementals a much needed spruce up. There is a lot to like here. 
  • Great scripting
  • Interesting abilities
  • Summons may be overpowered, disturbing balance
  • Elemental Princes are less formidable than the SCS Improved Enclave versions
  • Noble Salamanders have a problematic fire resistance lowering ability (no save offered)
  • There is some great content here, but I can't unreservedly recommend this component at this time. I'm concerned that ATweaks may overpower elemental summons, including aerial servants. Further, I was displeased with the effect this component had on both the Improved Fire Giant Temple and the Sendai Improved Enclave.

PnP Mephits

  • Makes mephits far more interesting and far more dangerous
  • Very well executed
  • I really like this component, but not everyone will. Polytope once said that "In the end, it's a mod that makes mephits even more annoying." Some may sympathize with his view.

PnP Undead

  • Interesting, but underwhelming
  • Be wary of spell like abilities from ATweaks Undead
  • Read the documentation or you will probably die
  • There appears to be at least one EE compatibility issue

PnP Fey

  • Interesting, but flawed.
  • If you install the PnP fey, you will summon PnP fey creatures even if you have not installed the revised Call Woodland Being component.
  • The nymphs -which the player can summon- have a special defense called Blinding Beauty. It is continuously active. It blinds all non-allied humanoid creatures within a 30 foot radius (save v death to avoid). The blindness effect lasts for 24 hours.
  • Installing Revised Call Woodland Being will delay access to the nymphs, but the other Call Woodland Being creatures are problematic as well. The dryads and hamadrayds charm too much, and too well. The constant use on Entangle (party friendly) is overpowered and annoying
  • I enjoyed fighting the ATweaks Fey, but I did not enjoy summoning them. I'd consider using it in non-druidic play-throughs. 

 

I hope that helps! 

 

Best,

 

A.

 

Btw. Why no Fixpack?


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#139
GrimJim

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As a side note, I wonder if it would be possible to make a mod to display the spell school in the combat log. 

I think I've gotten this to work but I want to do a bit more testing before I post it. 

 

I also wrote a component that checks all of the vanilla spells to make sure their casting animation matches their spell school. It appears there are a few vanilla bugs with this that the Fixpack doesn't fix. For example, the priest version of Farsight has the Evocation casting animation and Conjure Animals is flagged as an Enchantment spell. I guess those errors aren't really relevant in vanilla but they would be with my mod telling you all of the spell schools.


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#140
Serg BlackStrider

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I think I've gotten this to work but I want to do a bit more testing before I post it. 

 

I also wrote a component that checks all of the vanilla spells to make sure their casting animation matches their spell school. It appears there are a few vanilla bugs with this that the Fixpack doesn't fix. For example, the priest version of Farsight has the Evocation casting animation and Conjure Animals is flagged as an Enchantment spell. I guess those errors aren't really relevant in vanilla but they would be with my mod telling you all of the spell schools.

Great! As I'm playing sans-sound mostly I'm definitely looking forward for your mod.


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#141
ussnorway

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Thanks guys, I've gone for what I hope to be a good mix of scs and Atweaks... fiends wouldn't install but I have the mephits.

 

p.s. I've never been a fixpack person... I only ever have it when playing EE because its forced on me and I'm waiting for the new Sharman class before I play ee again unless they (Beamdog that is) ask me to playtest of course.


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#142
Grond0

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In my just-ended latest monks run they were trying to kill liches using sunray.  That works well in vanilla, but seems to have no effect in this installation on the liches themselves (it does affect their simulacra).  I saw that on a couple of occasions in the run itself and then loaded a save to test it on a number of further occasions.  The buffs taken by the liches were quite varied, but I never saw anything that would be expected to protect them - but in every case the liches still took no damage.  Here's a screenshot of one lot of buffs:

Lich%20buffs_zpsp6ghhyun.jpg

 

The only common factor in the buffs list was spell shield.  Given there have been changes to that in SCS v30 that seems to be a possible cause of the liches' immunity.  Other possible reasons might be a deliberate decision to give liches immunity to sunray or buffs taken but not included in the listed text.  Anyone got any ideas on this?


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#143
Serg BlackStrider

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Damage type of Sunray is Magic (64). Simulacra aren't pre-buffed (so Sunray do work on them) while Pro Magic Damage pre-buff is pretty common for SCS mages and especially Liches. May be that's the reason?



#144
Grond0

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Damage type of Sunray is Magic (64). Simulacra aren't pre-buffed (so Sunray do work on them) while Pro Magic Damage pre-buff is pretty common for SCS mages and especially Liches. May be that's the reason?

It could be Protection from Magic Energy, but that wasn't in any of the initial buffs shown as either cast or pre-cast by the liches in my testing - do you think that's being given to them as a standard protection without being disclosed then?



#145
Serg BlackStrider

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It could be Protection from Magic Energy

Yes, of course I meant ProME (my bad... :blush: ). And after some digging through their class script in NearInfinity I think Liches are always pre-buff with ProME. Speaking of *incompleteness* of buffs/pre-buffs battle logs I do experienced some of that in my runs (particularly if pre-buffs are fired when out of sight).


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#146
Blackraven

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Sorry Grond0 to hear your latest Monks run has just ended. I can't remember having to deal with undisclosed enemy buffs in SCS v21 but will keep an eye out for it in my current SCS v30 run.


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#147
Alesia_BH

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Speaking of *incompleteness* of buffs/pre-buffs battle logs I do experienced some of that in my runs (particularly if pre-buffs are fired when out of sight).

 

I saw evidence of incomplete disclosure in my classic SCS v30 run, although Mirror Image was a frequent confound since I had been unable to apply the mirror image AoE fix on account of a Mac specific ToBex bug. I did not test to confirm incomplete disclosure. 

 

I've never noticed incomplete disclosure in SCS v15.

 

 

Best,

 

A.


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#148
GrimJim

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I agree that an undisclosed Protection from Magical Energy is the most likely explanation. I don't think I've ever not seen the full prebuff list, though, so I don't know what's up with that.

 

I think I've gotten this to work but I want to do a bit more testing before I post it. 

After a couple of dead ends, I'm pretty sure it's working. I also decided to write a mod that adds a countdown timer to buffs so you don't have to manually keep track of them. I still want to test them in an actual game before I post them, but it looks promising so far.

Spoiler

(P.S. Should I start another topic for this or is it alright if I keep posting about it here?)


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#149
Serg BlackStrider

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@GrimJim: countdown timer to buffs is awesome! No need to start another topic, IMO.



#150
GrimJim

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Thanks, Serg.

 

I don't think I've ever not seen the full prebuff list, though, so I don't know what's up with that.

After playing with this a little I think I've got it figured out. As Serg indicated, this can happen if the caster in question can't see the player character when their scripting starts. It can also happen if the caster is initially non-hostile. In either case, certain pre-buffs, including Protection from Magical Energy, may be fired silently (specifically, they are cast using ApplySpellRES rather than ReallyForceSpellRES). So I know what needs to happen to tweak this, I'm just not sure how to do it in an easy way.


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