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Vault v7 Released


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#101 -Fraladu-

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Posted 11 July 2012 - 10:32 AM

Hi, i found a pretty major oversight regarding an item, and im not 100% sure but it looks like it's from this mod. The item in question is called Valiant, and it is a 2 handed sword. The problem with it is that it doesnt simply increase maximum HP, but also current HP. In other words it's an instant spammable heal (by equipping-unequip-equip-...), so characters abusing can't die unless they get 1 shot.

I decided to do the right thing when i realized what it was, so my main (a level 4-4-4 F-M-C) took the sword, all my party potions and scrolls and best gear, dumped the party, and went and soloed durlag with no deaths.

I'm gonna put it down somewhere for now but really this should be fixed sometime it's absurd.

#102 -Fraladu-

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Posted 12 July 2012 - 05:41 AM

Hi, just want to note that both 2 handed swords (valiant and havok) have the same issue with increasing HP and are also categorized as big swords rather than 2 handed swords, so they don't get bonus attacks from specalization.

Also... the difficulty in this mod is really something else... haven't completely finished it but it looks like it's gonna have been higher than durlag's with scs... might wanna put a word about it in the description/readme.

#103 -Fraladu-

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Posted 12 July 2012 - 05:01 PM

So i've played more tonight and spent some time looking at the weapons from this mod, and i think all of them are on the BG1 proficiencies rather than the BGT proficiencies, meaning none of them get the extra attacks and thac0 and all that. Didn't check them all since i'm not done with the mod but it really cuts in their effectiveness something fierce.

Also for reference for anyone trying this mod, the ogre quest activates 5 days + 1 hour after having killed the jar ogre in the east side of the firewine map. There are around 120 ogres that spawn at various times, both before and after the boss die. I strongly recommend clearing the village first to have a safe place to rest and to abuse web and grease to take down the groups. I found the armor the boss drops to be extra helpful for the rest of the mod since combined with a protection from magic potion it meant that the demons couldnt fear my tank. It looks like those fears from the vestibule demons bypass some of the fear protections but not the one from 100% magic protection and neither the one from the potion of clarity.

That armor and the 2 healing swords make the rest of BG1 pretty trivial but they kinda seem fair for the stuff this mod throws at the player.

Also to do the bonus vampire sword quest, you must not return the ancient armor in the firewine dungeon but keep it. Otherwise there is supposed to be a second copy of that item in another mod, or else the only way to do that quest is to cheat in a second ancient armor.

#104 -Fraladu-

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Posted 13 July 2012 - 12:21 PM

Soooooo, i'm mostly done now, and this mod has so much potential but would really need just a bit of work to become really good. Too many of the fights suffer from starting in awful positions (vestibule demon, mines, vampire room), unremovable traps (vampire room, mines), or bullshit (no cooldown on vestibule demon fear, too many hasted ogres and way too many 8h blinds, some parts of the mines fights). Also just wow at the gold at the end of the Vault quest...

The ideas are really good, but i hope someone works over it a bit to smooth it out because it just tries too hard for now, at least to fix the weapon bugs (bad proficiencies and bugged healing swords).

Anyway, there's one thing i havent resolved, and i feel it must be silly but i cant figure it out for now. Can anyone help with the little matter described in the spoiler?
Spoiler


Oh, and 1 more thing, the upgrades in beregost that this mod enables that i've found are all worse than the original items as changed by item revisions.

#105 Lollorian

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Posted 13 July 2012 - 08:20 PM

There's been a slew of item fixes and some creature fixes in this thread (check this post for items and this one for creatures - including that stationary wolfwere in Ulcaster's) :cheers: If anyone wants to use them, just extract them over Vault's original files BEFORE installing the mod (the folder structures are preserved so you only need to extract it over the main Vault folder :P)

Thank you for reporting the freakiness as you came across them btw :D

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#106 -Fraladu-

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Posted 14 July 2012 - 08:39 AM

Thanks for updating stuff, it's modders like you that keep this game fun all those years later!

Anyway, for me it's a little late for the fixes, i've used dltc to extract the weapons and fix the proficiencies and the buggy healing 2h swords (to fix it you need to add a "minus current HP" equal to the "plus maximum HP") and manually replaced the bad thac0 file. As for the wolfwere it definitly wasnt stationary for me and it was invincible to all the weapons i had at that point, however it was vulnerable to being webbed and to fireballs and magic missiles so i wanded it down while he was stuck in a pile of webs.

To make the Vault quests more accessible i'd propose removing the need for the Ancient Armor but make the book necessary for the ghost to give the sword. I'd also propose replacing the cheaty demon from the vestibule with an easy one and make that quest available from the start. And i'd remove the 5 days timer after killing the firewine ogre and have him say something about his bro in gullikin. This way those 3 quests wouldnt be missed by everyone who doesnt dig into the details of the mod. Also the chase after getting the book stolen sucks and i hated every second of it, i would propose the guy just straight out magic steals the book with no dialogue and then taunts the player to find him in the mine.

For the detail i asked in the spoiler i still havent figured out how to activate it making the final bonus reward pointless since i have to walk to the cave to use it. I'd propose cutting in half the final vault reward and removing that bonus thing if it cant be made to respect current player progression. Also the armor with 60% magic resist + the hammer with 20% magic resist are just dumb. Having a magic immune tank in BG1 breaks it completely, even with scs it`s almost completely unchallenging. I'm gonna have a hard time not trying one of the tricks to import them into BG2 when i get there since there's a sick kind of fun in plowing though tactic content effortlessly.

Like i said earlier, I really almost like this mod. I hope you or some other modder fix some of the more blatant balance issues (magic immune items, hasted piles of blinding ogres, unremovable auto-reset traps, the vestibule fight that can only be completed in a couple not fun ways to save the priests, the vault sentry throwing fireballs at the player for talking to him, the position of the enemies in the ambush when entering the vault for the first time, the absurdity of some parts of the drow fights, the really large amounts of xp the ogres are worth over 100k xp getting the sword from the ghost is 6k xp talking to the blacksmith with the sword is 3k xp and so on...).

Thanks for your time and effort!

#107 -Fraladu-

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Posted 14 July 2012 - 09:11 AM

Uhhh, the fixes you linked are definitly superior to those i did ( im not a real modder :/ ). To integrate them in my current install, i just need to copy them over in my override folder and use dltc to change the description fields to the same ID as they were, right?

#108 Beleg33

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Posted 14 July 2012 - 12:49 PM

I've been working on a version update for this mod, it should be ready in a week tops after some playtesting and documentation update.

Am I allowed to post it here as it seems abandoned? If so I hope it can then be added to Download Manager. :)
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#109 Graoumf

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Posted 14 July 2012 - 12:52 PM

If you're working on an update, we'll take care about the french update (there are some typos we want to fix). Feel free to send me the new .tra files. :)

Edited by Graoumf, 14 July 2012 - 12:53 PM.


#110 Beleg33

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Posted 14 July 2012 - 01:39 PM

Sure, and I've already added the line that was missing for Ulcaster ghost in 3 out of 4 available languages (missing spanish line for ~...revenge... is... the key... to... the vault...~ )

Besides typos there won't be much work, just proficiencies and minor stuff in setup.tra

Edited by Beleg33, 14 July 2012 - 01:40 PM.

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#111 Lollorian

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Posted 14 July 2012 - 08:53 PM

To integrate them in my current install, i just need to copy them over in my override folder and use dltc to change the description fields to the same ID as they were, right?

Right on :D

im not a real modder

Me neither :cheers:

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

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#112 Graoumf

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Posted 15 July 2012 - 01:43 AM

Sure, and I've already added the line that was missing for Ulcaster ghost in 3 out of 4 available languages (missing spanish line for ~...revenge... is... the key... to... the vault...~ )

Besides typos there won't be much work, just proficiencies and minor stuff in setup.tra

For spanish, you can ask by mp Lisandro or Immortality.

Edited by Graoumf, 15 July 2012 - 01:43 AM.


#113 Beleg33

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Posted 15 July 2012 - 09:55 AM

Fraladu : You can't do anything else with the vampire's revenge because it uses the bg2 resref, overwrites it, and then it is modified by Item Revisions. I'm changing that in update.
For the helms forged by Taerom I might ask IR guys if I can borrow their revised helms to put them in The Vault by default and enhance from there the result of Taerom forging. Otherwise he just enhances the vanilla helms with +1 AC for 3k gold... Could also just deprecate that part~

I think I've catched everything that was reported in this thread, even toned down some items. I just need more details from 10th about the Blane dialog and DSotSC area checks I didn't quite understand

Edited by Beleg33, 15 July 2012 - 09:58 AM.

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#114 -Fraladu-

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Posted 15 July 2012 - 11:51 AM

Thanks for your efforts, it is much appreciated!

For the beregost upgrades you should probably just cut them out. They wouldn't be worth it one way or the other.The worst one is the armor he makes from a wyvern head since that dialog option takes precedence over otherdialog options, and when say no to it, it skips over other dialogs he should have (both the dialog for the vampire sword and th dialog for thenashkel tainted ore). The only way to get to those dialog options whilein possesson of a wyven head is to drop the head before talking to him. Also the armor he makes is shit and costs 9k gold.

If you manage to fix the bonus thing to work and respect player progression (try it while in chapter 3-5, it allows you to skip over large portions of the game), i would suggest you remove most gems and at least half of the gold from the Vault and make the bonus thing cost 500g and no option for gems. As it is optimal play dictates that i should carry hundreds of the cheap gems around for it (boring and inconvenient) and use the 20k+ gold to break the game. Also replacing the wand of summoning with a wand of paralysis or some other piece of loot might be an idea since that item is so super duper abusable depending on mods installed. Unless of course there's a way to make the wand impossible to recharge in a shop.

And plleeeaaaasseeee make sure to remove all the auto-reset unremovable traps, those add nothing but frustration.

On the fun side of things, that the vampire sword is cursed means it sucks a little to use, but combined with 20 constitution or a regen item to offset the hp loss while out of combat it turns out to be both really really effective and fun! I think i even managed to heal my dude by draining some undead with it! Basically the wielder can sustain him/herself indefinitely outside of major fights, meaning it's possible to explore significantly longer without resting!

Thanks again, i'll look up this thread again later this week!

#115 Beleg33

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Posted 15 July 2012 - 01:31 PM

Thanks for the heads up on Taerom dialog, I'll have a look into it. I'll try to keep the mod true to the original though and I'll probably resort to IR helms if I get their approval.

I'll see about it toning down xp gains, since the original ones were for BG1 with an xp cap easily attainable they didn't really matter but within BGT it can break progression and challenge. I don't think the riches actually matter as you lose everything on BG2 transition. Wand of summoning can't be abused so much with BG2 engine unless you remove the summoning cap, so it's the user problem.

Unremovable traps I've been looking into, and I'm thinking the "trap removal difficulty" at 100% just makes them unremoveable.

Lastly, that sword you're toying with is quite cool I know, but it's from IR, and The Vault's vampire sword has more drastic effects and no upside except summoning the Vault Sentry ^^


I'm no real modder either, I just thought I'd do it for the hell of it after fixing all the broken items for the BWP fixpack. After reading this whole thread I saw all the issues and no real update provided (though many proposed to do so. If an experienced modder comes around and wants to double check my work / give advice or help, shoot me a PM. :cheers:
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#116 -Fraladu-

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Posted 16 July 2012 - 05:19 AM

Hummmm, well i guess we'll have to disagree onthe wands of summoning. If i was modding i would completely remove them from the game since there are many ways to abuse them: use them to draw out all the big mage spells and detonation arrows, trigger some of the traps, off tank and distract large number of foes. It's the one item i'm able to keep myself from using since it made some of my previous runs rather unfun. Although maybe just raising the price immensely so they cant be recharged easily could be enough (or make them unrechargable!!). But anyway, this should be a discussion for somewhere else so i'll drop it.

About the large amount of money, i think it certainly does matter since it has a major impact on whatever is left of BG1, and ihavent tried it (yet) but i heard the mule can be used to transfer items from BG1 to BG2, so bringing the good items and piles of gems would certainly have an effect if thats true.

For the helmets, one of them conflicts with one of the upgrades from the Thalantyr upgrade mod (the helmet with a name, not the infravision one). For the other items from what i've seen its just the excess of magic resist that seemed wrong (and the healing swords). Wait wait no, also the paralyze on the 2hand sword havoc happens too much and is way too long, it's an almost guaranteed death sentence when it triggers.

One last little change to propose is on entry to the Vault, there are golems that surround the party. While this ambush has the chance to kill a squishy in round 1, i think it would be much preferable if the golems were closer to the vampire and his escorts since the distance between them means that calls for help dont reach between the 2 groups. In other words, hugging the left wall during the golem fight means the other dudes dont come, so 2 easy fights (with a chance to lose a caster during the first) rather than 1 hard fight.

Oh and also, if you speak to the item revisions guys, you may wanna mention to them that the potion revisions may be fine or BG2, but they are quite overpowered for BG1. They probably shouldnt appear at all in BG1 shops.

Again thanks for your efforts!

#117 Beleg33

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Posted 16 July 2012 - 06:12 AM

I don't think their store revisions change any BG1 store, yet, but it's planned IIRC. It's the vault that adds potions to store. Might be a good idea to lower the supply but I suppose they're needed with some of the BG2-like encounters the mod throws at the the player.

Can't stop people from cheating if they want to, there's always a workaround or the CLUAConsole, it's all up to the player. Not touching wands either, maybe the number of charges of those provided by the mod.

Lowered Havoc paralyze proc/Bala's leather magic resist already. Item upgrades mod are a tough one because of mods that modify item stats (like IR you have installed).

I'll see about the golems positionning in the vault~

Thanks for your feedback!
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#118 Graoumf

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Posted 16 July 2012 - 01:00 PM

If you revamp The Vault, are you aware of the Gullykin's bug? It's an issue between BGT and The Vault as you can see here.
You have more details in french here.

#119 Beleg33

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Posted 16 July 2012 - 03:41 PM

Everything said here in this thread has been read and is being fixed / tweaked
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#120 Graoumf

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Posted 25 July 2012 - 11:13 AM

Here is the french update for the v7.2. :)

(files removed)

Edited by Graoumf, 19 August 2012 - 02:37 AM.