Masterdisorder's BigWorld Tactical installation
#81
Posted 16 October 2010 - 06:53 PM
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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#82
Posted 18 October 2010 - 01:26 AM
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
Posted 18 October 2010 - 02:57 AM
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
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
Posted 18 October 2010 - 11:14 PM
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...Why?(...since I might install some of the merchant mods, so that there're more people in Athkatla, but don't buy anything...).
Deactivated account. The user today is known as The Imp.
#86
Posted 18 October 2010 - 11:31 PM
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 ...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...Why?(...since I might install some of the merchant mods, so that there're more people in Athkatla, but don't buy anything...).
Then if it is really so, glad he ...
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
Posted 19 October 2010 - 02:04 AM
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
Posted 19 October 2010 - 08:48 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
#89
Posted 19 October 2010 - 09:05 AM
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.)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
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#90
Posted 19 October 2010 - 09:42 AM
Ehm, of course I meant all the merchant-mod ... except AuroraEh... 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.)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
Miloch I swear I'll install Aurora in my next installation! (see here)
#91
Posted 19 October 2010 - 11:14 AM
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.Ehm, of course I meant all the merchant-mod ... except Aurora
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).
Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle
#92
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
#93
Posted 26 October 2010 - 12:43 PM
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
Posted 26 October 2010 - 01:36 PM
~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.
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#95
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
Posted 26 October 2010 - 03:43 PM
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#97
Posted 27 October 2010 - 01:13 AM
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...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.
Deactivated account. The user today is known as The Imp.
#98
Posted 27 October 2010 - 04:12 PM
We did discuss giving a +1 bonus to daggers, but ultimately discarded it. The component works as it is described in the readme.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...
#99
Posted 29 October 2010 - 01:16 AM
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
Posted 29 October 2010 - 05:09 AM
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])) ENDwhich fires Cromwell's "enjoy your imba itemz" dialogue (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 ENDNo, 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 (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
"I am the smiley addict, yellow and round, this is my grin when I'm usually around .
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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