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Masterdisorder's BigWorld Tactical installation


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#81 Lollorian

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Posted 16 October 2010 - 06:53 PM

That's the german Haendlermod mod :lol: Here's what might have happened ...

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#82 masterdisorder

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Posted 18 October 2010 - 01:26 AM

Vendedor DLAN

I think I read somewhere that the installation "tactical" in BW was prepared to install mod with objects not absurdly unbalanced or powerful. Those mods were reserved to the "expert" installation. Now I do not know if I remember correctly, but the objects of Vendedor DLAN are not a bit exaggerated? There are items worth 1500000gp , objects with rows and rows of special features ...

I must therefore think that if they were placed in the "tactical" were considered powerful, but not unbalanced ...?

#83 Fennek

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Posted 18 October 2010 - 02:57 AM

Here's a place where you can tell us what mod should be where:

http://www.shsforums...d-installation/

(I personally have no idea, since I might install some of the merchant mods, so that there're more people in Athkatla, but don't buy anything...).

#84 masterdisorder

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Posted 18 October 2010 - 10:43 PM

(...since I might install some of the merchant mods, so that there're more people in Athkatla, but don't buy anything...).


Why?

#85 Jarno Mikkola

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Posted 18 October 2010 - 11:14 PM

(...since I might install some of the merchant mods, so that there're more people in Athkatla, but don't buy anything...).

Why?

Well, I wouldn't buy a Formula 1 car, even if I had the money for it... cause it's not really worth the investment, for me. So I suspect that...

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#86 masterdisorder

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Posted 18 October 2010 - 11:31 PM

(...since I might install some of the merchant mods, so that there're more people in Athkatla, but don't buy anything...).

Why?

Well, I wouldn't buy a Formula 1 car, even if I had the money for it... cause it's not really worth the investment, for me. So I suspect that...

Yes, but from what he writes seems that for Fennek,the only function of the merchant mods is to see some new faces around Athkatla ...
Then if it is really so, glad he ... :D


Just to keep track of all the problems I have posted
http://www.shsforums...post__p__499264

Edited by masterdisorder, 06 November 2010 - 05:53 PM.


#87 Fennek

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Posted 19 October 2010 - 02:04 AM

Well, there should be tenthousands of people in the city, I'd guess. This cannot be simulated (and I'm not sure if this should be simulated - Free Haven in MM6 was already a small horror for me... so many houses... well, maybe 40...), but there should be some more guys around (do you know for example that NPC-mod for Morrowind?). Since I want to use only balanced items (unlike Formula One cars...), the best thing (for me) is to install merchant mods, but to buy nothing...

But this doesn't mean that it wouldn't be nice to know which mods provide totally unbalanced items and which do not, because many people think that such mods would disturb the atmosphere a bit...

#88 masterdisorder

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Posted 19 October 2010 - 08:48 AM

Totally agree with you

As I said in another post, I think what most unbalance the game are the ultra-powerful magic items
I was thinking about it in the next installation to remove all the merchant-mod

#89 Miloch

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Posted 19 October 2010 - 09:05 AM

As I said in another post, I think what most unbalance the game are the ultra-powerful magic items
I was thinking about it in the next installation to remove all the merchant-mod

Eh... you do know that most of the overpowered items come from mods that add free loot (stuff you find off creatures or in chests) not stuff you have to pay for, right? (I said "most" - there are exceptions, but that's the general rule.)

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#90 masterdisorder

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Posted 19 October 2010 - 09:42 AM

As I said in another post, I think what most unbalance the game are the ultra-powerful magic items
I was thinking about it in the next installation to remove all the merchant-mod

Eh... you do know that most of the overpowered items come from mods that add free loot (stuff you find off creatures or in chests) not stuff you have to pay for, right? (I said "most" - there are exceptions, but that's the general rule.)

Ehm, of course I meant all the merchant-mod ... except Aurora :whistling:
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#91 Miloch

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Posted 19 October 2010 - 11:14 AM

Ehm, of course I meant all the merchant-mod ... except Aurora

Heh, I wasn't sticking up for Aurora, but it is true most of the really horrific overpowered items you won't find in any merchant's shop, but rather you'll find them on corpses, in containers and whatnot.

And what do you mean there are no mods in Italian? Surely there are... even Aurora will have an Italian translation in the next release. Thrown Hammers has one also (which incidentally has an option *not* to install the more powerful hammers, only normal and/or +1 ones if you want).

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#92 masterdisorder

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Posted 19 October 2010 - 11:54 AM

And what do you mean there are no mods in Italian? Surely there are... even Aurora will have an Italian translation in the next release. Thrown Hammers has one also (which incidentally has an option *not* to install the more powerful hammers, only normal and/or +1 ones if you want).


I meant "mod only in Italian" ...I thought that if by chance there were mod only in Italian (which of course I would have liked), choosing the option "Install only the mod in English", I would have removed them ...

In effect this option, at the beginning of the installation of BW, gave me some doubts, so I guess in the end not having choice and have installed everything


Aurora in Italian version? Good news :new_thumbs:

#93 masterdisorder

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Posted 26 October 2010 - 12:43 PM

I am a Fighter 10 / Thief 12. At the level up as a warrior, I read in the panel of acquisitions: increased multiplier backstab x4! I wonder why, I went up as a warrior...
By the way, i'm going to see the result of the level up: now I have the attack from behind multiplier X0 (zero)!
I'm really fearful now .....

What happened?


http://img87.imagesh...dibaldr005.jpg/

Edited by masterdisorder, 27 October 2010 - 05:38 AM.


#94 10th

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Posted 26 October 2010 - 01:36 PM

From your WeiDU.log:

~ITEM_REV/ITEM_REV TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v2 (Hotfix 20100602)


From the readme of item revisions:
Backstabbing Penalties for Inappropriate Weapons (Option 1) (*)
This component is conceptually incompatible with the Improved Backstabbing component from Ding0's Tweak Pack (d0tweak).

This component applies a penalty to backstabbing with certain weapon types as listed below. It does not enable backstabbing with weapons that single-class thieves cannot normally use - everything on the table at a -2 or worse modifier with the exception of quarterstaffs will remain unsuitable for backstabbing. This component was inspired by the similar component in Ding0's Tweak Pack. This component also modifies flaming swords to apply a -50% penalty to Hide in Shadows while equipped.

Weapons -> Backstab Penalty
Daggers, Short Swords, Wakizashis, Ninja-Tos, and Clubs -> No Penalty
Long Swords, Katanas, and Scimitars -> -1
Axes, Bastard Swords, Maces, Morning Stars, Quarterstaffs, and War Hammers -> -2
Flails, Halberds, Spears, and Two-Handed Swords -> -3

10th

Edited by 10th, 26 October 2010 - 01:39 PM.

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#95 masterdisorder

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Posted 26 October 2010 - 02:57 PM

From your WeiDU.log:

~ITEM_REV/ITEM_REV TP2~ #0 #18 // Backstabbing Penalties for Inappropriate Weapons -> Backstabbing Penalties Only: v2 (Hotfix 20100602)


From the readme of item revisions:
Backstabbing Penalties for Inappropriate Weapons (Option 1) (*)
This component is conceptually incompatible with the Improved Backstabbing component from Ding0's Tweak Pack (d0tweak).

This component applies a penalty to backstabbing with certain weapon types as listed below. It does not enable backstabbing with weapons that single-class thieves cannot normally use - everything on the table at a -2 or worse modifier with the exception of quarterstaffs will remain unsuitable for backstabbing. This component was inspired by the similar component in Ding0's Tweak Pack. This component also modifies flaming swords to apply a -50% penalty to Hide in Shadows while equipped.

Weapons -> Backstab Penalty
Daggers, Short Swords, Wakizashis, Ninja-Tos, and Clubs -> No Penalty
Long Swords, Katanas, and Scimitars -> -1
Axes, Bastard Swords, Maces, Morning Stars, Quarterstaffs, and War Hammers -> -2
Flails, Halberds, Spears, and Two-Handed Swords -> -3

10th


It 's true!
Thanks

But then I see now that if I crew a proper weapon (like a sword or dagger) I now have a multiplier X6! Is there a mistake? It is not a little too much.... I'm only a 12th Thief ...
Some mod again?

#96 10th

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Posted 26 October 2010 - 03:43 PM

A normal thief has x5 at 13th level, an assassin can get up to x7 at higher levels. If your character has items equipped which raise the backstab multiplier (short sword of backstabbing for example) it's possible to get x6 backstab multiplier at level 12.

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#97 Jarno Mikkola

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Posted 27 October 2010 - 01:13 AM

A normal thief has x5 at 13th level, an assassin can get up to x7 at higher levels. If your character has items equipped which raise the backstab multiplier (short sword of backstabbing for example) it's possible to get x6 backstab multiplier at level 12.

I believe that at one time, the Item Revision actually increased all the backstab multipliers by one so they could give an increase to the daggers(or that was the plan), and so the other weapons would then reduce the figure more than one...

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#98 Mike1072

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Posted 27 October 2010 - 04:12 PM

I believe that at one time, the Item Revision actually increased all the backstab multipliers by one so they could give an increase to the daggers(or that was the plan), and so the other weapons would then reduce the figure more than one...

We did discuss giving a +1 bonus to daggers, but ultimately discarded it. The component works as it is described in the readme.

#99 masterdisorder

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Posted 29 October 2010 - 01:16 AM

I'm at the blacksmith forge Cromwell
Among the many upgrades available, there is the recipe : 2 rings of protection +1 - a ring of protection +2
If I give the OK to create, Cromwell takes the +1 rings, you see the animation of the object creation .... and then nothing happens ...
Where is the resulting ring +2? I tried to pass a week's time ... nothing. If I ask Cronwell there is no indication that he should give me an object ....

I think the mod who changed this upgrade is Daulmakan's Item Pack mod for Baldur's Gate II v1.4...

#100 Lollorian

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Posted 29 October 2010 - 05:09 AM

Yup Daulmakan's Itempack does add that recipe and this is the block that does it ;) (from Item_Pack\Scripts\d1AR0334.baf)

IF
  Global("D1Items","AR0334",1)
  Global("ForgeStuff","GLOBAL",1)
THEN
  RESPONSE #100
    SetGlobal("D1Items","AR0334",0)
    SetGlobal("D1Craft","AR0334",1)
    GiveItemCreate("RING07",Player1,0,0,0) // Ring of Protection +2
    ActionOverride("wsmith01",StartDialogueNoSet([PC]))
END
which fires Cromwell's "enjoy your imba itemz" dialogue :P (from Item_Pack\Dialogues\d1CROM01.d)
IF WEIGHT #-1 ~GlobalGT("D1Craft","AR0334",0)~ THEN BEGIN D1Craft SAY #59797
    IF ~~ THEN DO ~SetGlobal("D1Craft","AR0334",0)~ EXIT
  END
No, I dunno why you have the problem but on another note, you'll notice that the GLOBAL "ForgeStuff" still remains set to 1 even after the recipe is done ... which simply put - is BAD :devil: (or exploitable ... depends on how you look at it ;))

Forgestuff is used by the vanilla upgrades as well as the ItemUpgrade mod as the variable that says that Crom has something ready to be forged. The second variable (in this case "D1Craft") decides exactly what he forges ;)

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