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Killing Bone Golems in MegaMod v18.1.2


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#1 EvilMax

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Posted 14 April 2019 - 05:23 AM

Question: how to kill them?

 

Bone golems from DSotSC are immune to:

- fire 100%

- cold 100%

- frost 100%

- acid 100%

- magic damage 100%

- poison 100%

- normal weapons

- magical weapons with enchantment up to +3 (including that).

 

I have just one idea that I'll try to check. But question is following: somehow from DSocSC 2.3.0 were removed some items that (probably) claimed as owerpowered. For example, removed two stat manuals and Daystar +4. But it seems that this Daystar +4 was the only weapon able to scratch those Bone Golems.

 

Question: is there some +4 weapons (except one bard only sword - I have no bards in my group) in BG1 part of the MegaMod?

P.S.: my idea with arrows of slaying is failed. They cannot hit and cannot slay.


Edited by EvilMax, 14 April 2019 - 05:55 AM.


#2 The Imp

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Posted 14 April 2019 - 07:33 AM

Just:

CLUAConsole:CreateItem("sw1h28",1)

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#3 EvilMax

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Posted 14 April 2019 - 07:48 AM

Yes, it seems. And I think I'll gather all of this to patch my source mods for some next MegaMod walkthrough :-)

P.S.  I've found a legal way to scratch them ;)  Faldorn with his Adamantite Mace spell (Or Moon blade, that is also treated as +4). But avenger in leather armor is too fragile, so despite this is possible, it is still 'near impossible' to kill two golems legally. Bone Golem kills Faldorn in 2-3 hits (that he will likely to do in a row because of his -7 THAC0)



#4 Sergio

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Posted 16 April 2019 - 09:20 AM

I have installed this mod too. Where did you find these strong golem?


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#5 EvilMax

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Posted 20 April 2019 - 07:20 AM

Spoiler


Edited by EvilMax, 20 April 2019 - 07:21 AM.


#6 Sergio

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Posted 24 April 2019 - 09:28 AM

k thanks.<3


Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#7 EvilMax

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Posted 19 January 2020 - 03:43 AM

One addition re issue with golems.

It looks like appropriate immunities (to +3 and lower weapons and elements) are given to golems by "Improved Shadows and Shadow Dragon (by Vlad)" component. It could be ok for SoA/ToB parts of the game where you can grab +4 and better weapons before you encounter bone golems (for example, before Tanner quest) , but in BG1/ToSC such enemy type is owerpowered (unbeatable without cheats?).

If we recall that BG1 part suggested to have party at ~11 lvl at the end of the ToSC (maybe a couple of levels higher according to DSotSC, NTotSC, BH and other mods) and rebalanced items, this is definitely the conflict of the mods  content .

 

To sum up, DSotSC is made not aware of NEJ/VC. VC Bdash component "Improved Shadows and Shadow Dragon (by Vlad)"  isn't aware of DSotSC and all of it results in having owerpowered enemies. So, couple of DSotSC quests are (almost) unbeatable due to enemies that couldn't be honestle beaten by PC. The only way to beat those quests honestly - slip by those golems under invisibility.

 

Re workarounds. Sergio in his wonderful reviews suggested that it won't be very lore friendly and interesting to install DSotSC, so we are all waiting his impressions of NEJ and other large content mods (BoneHill, SoS, CtB, RoT and of course NEJ, even if I think, this is good mod).  :)  Maybe it would be Ok to choose one: VC+NEJ or DSotSC. Maybe it also would be Ok to add warnings re DSotSC+VC or just not install "Improved Shadows and Shadow Dragon (by Vlad)" component of VC if DSotSC is detected.


Edited by EvilMax, 19 January 2020 - 03:55 AM.


#8 The Imp

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Posted 19 January 2020 - 03:55 AM

So you could just update DSotSC with the same original creature, but with a different .cre name or what have you and make sure the VC doesn't then update that file and solve this easily. Time to report it in the original mod !

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#9 jastey

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Posted 19 January 2020 - 05:47 AM

Thank you for finding this EvilMax! Next version will provide custom bone golem cre files.



#10 The Imp

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Posted 19 January 2020 - 06:41 AM

Well done Max.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 Sergio

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Posted 20 January 2020 - 10:00 AM

Re workarounds. Sergio in his wonderful reviews suggested that it won't be very lore friendly and interesting to install DSotSC, so we are all waiting his impressions of NEJ and other large content mods (BoneHill, SoS, CtB, RoT and of course NEJ, even if I think, this is good mod).  :)  Maybe it would be Ok to choose one: VC+NEJ or DSotSC. Maybe it also would be Ok to add warnings re DSotSC+VC or just not install "Improved Shadows and Shadow Dragon (by Vlad)" component of VC if DSotSC is detected.

Hey, 
thanks for the kind words. I already reviewed Nej and Vlad compilation - check here: http://www.shsforums...e-5#entry607561

I also reviewed Check the bodies (if that little review I made can be called a review: http://www.shsforums...e-3#entry607109  ) and TDD, the darkest day (the components reviews start from here: http://www.shsforums...views/?p=607498 )

I doubt very much I’ll be reviewing the other mods you’ve mentioned. Every “big” mod (apart from Nej and Vlad) left me disappointed due to the flawed narrative (when technical aspect didn’t mess with it before). I could notice that when it comes to this type of mods, they sure have a lot of content, but the quality of it varies so greatly that it would take some big strong endorsement by the community plus an active mantainer to actually make me try them.

Is it all over? Nope, because according to what I said above, there is one big quest mod that seems to be endorsed in the community, has an actually awesome mantainer and other great people that cooperate with the mantainer. I’m referring to Northern Tales of the sword Coast. That’s the last "big" quest mod I’ll be trying in the future.

Happy playing!

 


Edited by Sergio, 20 January 2020 - 10:00 AM.

Low hung brow, dazed look on your face..... It appears that you are correct, my friend. You are indeed a complete imbecile.


#12 jastey

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Posted 20 January 2020 - 10:06 AM

Looking foreward to your review of NTotSC. And thanks for the kind words.

#13 EvilMax

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Posted 21 January 2020 - 12:29 AM

Just yesterday read Sergio's review of NEJ and VC Nice work and great mods. :) I'll look into the building NEJ-driven not Baldur's Gate, but BiG World. And I have an idea to polish a bit SpellPackB6 and make it compatible with Halruaa quest (but if it is not re spell overhauls but lays in detectable spells AI mods, it would be difficult).

 

I was asking re big mods because I had not very good experience with playing RoT in BWP (some elder version IIRC): I just lost myself in quests. So I never completed it: been in northern town and other town with demi-lich in the basement and that was the end of journey in RoT. Probably, Sergio is right and RoT difficulty lays in unclear in-game questline description.

 

Thank you for TDD link, Sergio! I've read CtB review but somehow missed TDD. Looking forward into your NTotSC review.