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drake

Member Since 10 Dec 2008
Offline Last Active Feb 12 2009 02:11 AM

Posts I've Made

In Topic: Chloe can't use any items

05 February 2009 - 02:15 AM

Everything, rings, weapons, potions, they all turned red. Even her own items turned red.

Might have had something to do with reinstalling the Chloe mod midgame (i made a change to tactics mod, and it reinstalled chloe)

Anything I can do?


You can try and talk to her; I believe the self repair option is 'you look all strange'. It might help, but it's probably the only thing you can do. You can try to use shadowkeeper or another editing tool and check what is wrong with her - attributes, race, class. If they are off, correcting them may be enough.
But most likely you'll be stuck with starting over again or kicking her out of the party - you can try if kicking her out and accepting her again works, but I doubt it.

In Topic: Chloe Review

21 January 2009 - 04:07 PM

I didn't install the Thoughest Spawn part, since I used several other mods and one of them included a somewhat more reasonable increase in difficulty. The Proletariats/wizards are part of the Illyich component, though. And they make resting hell in the beginning. But once you get some decent equipment in the dungeon, they become manageable. I even have a mod installed that has wizards appear with Stoneskin and the like active. Still, I usually manage to get out of the fights healthier than going in (after casting the healing spells I recovered); and I even get additional healing potions, most of the time. Until you get Yoshimo and gain a level, you'll probably need to rest at a door and separate the two enemies and defeat them in detail. Tactics isn't about realistic fights but about using the engine the best way possible. Locking some enemies out be closing a door is part of that (and a recommended strategy in the readme files).

Illyich was actually easier to deal with that these spawns; it's the combination of both that makes the level so hard.

I was thinking more about a modest increase in difficulty; some more enemies of about the same power level as those already present. An Iron Golem in a place where you must go through, but where you can simply run past it, and it can't follow, and maybe a guard on the level of one of those Proletariats  guarding the imprisoned shapeshifter. Since I believe that Irenicus underestimates the main character a lot, I don't think he'd have roving patrols that could disrupt rest. Just my take though.

As for Chloe getting through, it might explain why they're on guard at the time; she managed to take them by surprise and they're now expecting more trouble. She still had two Shadow Thieves with her (they get killed by the golem in the first cut scene), so adding a few corpses along the way would explain that - so they could work together. But as I said, I don't think Irenicus would have something that dangerous in the dungeon he wants his prisoners to escape from - he can't plan for save/reloading your way through, after all. That's the balancing act Irenicus must make; weak enough to allow the Bhaalspawns to escape, but well enough guarded to bleed the Shadow Thieves.

I know it's not the duty of a NPC mod to make the story more believable, but since Chloe is part of the Shadow Thief attack force and has good contacts among them, this mod probably is the best way to introduce the necessary concepts (nerving of magical items on entering the complex, time distortion, ...).  That's why I thought I'd bring it up here. Maybe inspire the mod owner to get back to work, or something.

In Topic: Chloe Review

20 January 2009 - 12:15 AM

The mod author left in 2006 so any future work on Chloe will have to come from somewhere else, assuming that permission is/was granted.

I agree that Chloe's weapons are overpowered for the Irenicus dungeon. She can essentially carve through the whole thing herself. Excellent explanation and background on why Chloe's weapons would be weakend just for the dungeon and the gradually regain their power after the party leaves the dungeon.

As for improving the Irenicus dunegon, "Improved Illyich" and "Always Toughest Random Spawns in Dungeons" from Tactics make it a nightmare for beginning/intermediate players. The Darkest Day adds some extra creatures to the dungeon (bugbears, ettins, ogres, some extra otughys) that make things slightly more interesting than the vanilla game. The Iron Golem is a great idea, Irenicus could have several other magical experiments (like the cloned elf) that the party has to fight, or maybe he has hired/enslaved various elite mercenaries who protect his possessions/interests.
Anyway, enough going offtopic.


Well, I finally installed Improved Illyich and won; and what a fight that was. Notably, Chloe's weapons aren't overpowered at all, or at least not a lot. With Improved Illyich you get a better armor, three +2 and a +3 weapon, a cloak +1, and maybe more. Not to mention that it's hard to complete the dungeon without Immy summoning another +3 weapon. Chloe's weapons are far less exceptional in these circumstances. Still the upper edge, but not unreasonably so anymore. Besides, you are very likely to have finished most/all of the dungeon before you reach her, so balance in the dungeon is no longer an issue. Not to mention that she needs any advantage she can get to justify how she got past the guardians in the first place!
That said and as enjoyable as the challenge was, I have to note that it's not in the spirit of the game; Irenicus wants the player to escape (not experiences enough to be of use? At least that's the only thing that makes sense.), so harassing them that badly doesn't make sense (he does underestimate the player everywhere else). While I think some additional challenges would be a good thing, I think more powerful static defenders would fit better.

I'm not certain this is off topic, but thanks for the rec anyway.

In Topic: Chloe Review

07 January 2009 - 04:48 AM

Thanks for your excellent and informative review. Maybe someday over the rainbow Chloe can be expanded into having more banters, TOB content, etc. assuming the mod author left permission of course...


Well, I really do hope that there will be some more work on the mod. I'd volunteer for some work, but I haven't done more than adding a few items to a map so far.

I've read my post again, and wondered about how Chloe could be better balanced in the early part of the game. It's fairly easy to get a few +3 weapons quickly (Blade of Roses and Stonefire Axe come to mind; Flail of Ages and several others can be gained soon after), but at the start it is overpowered. At the same time the dungeon is underpowered, since it was designed as an introduction for new gamers.

To balance things out I came up with the following concept:
Irenicus is very powerful - almost demigod level at the beginning. I like to believe that he retained some powers from his last attempt to become a god, and has to surrender them for the next (which makes him far weaker when you meet him at the tree of life). So he can easily have other powers.
At the same time what is the dungeon supposed to be? Sewers? They wouldn't have just one exit, you know.
So if instead of sewers, Irenicus has a normal house there, and expanded it magically to greater size, things would make a bit more sense. Now if you add some kind of suppressing field (he apparently has not paid to use magic) and time dilation (would explain why the battle is still going strong after you took a day or more to get out), this could weaken magical weapons not adapted to the environment. (Giving the background on this could be done in two dialogs: When meeting Chloe she complains about how her blades are weaker than they should be, and before you leave Imoen or Jaheira talk about how unnatural things feel and how it just becomes obvious as they're leaving the area of effect)
Anyway, the net effect would be that Chloe's weapons would be suppressed to simple +1 blades each. After leaving the dungeon they regain some of their strength and become +2 blades, but it takes ~48 hours until they return to full power. Unless the player simply rests six times, they should have access to +3 weapons by then (and there's no way to balance against cheating). I'd add one or two more so suppressed weapons (+2 with a little extra) to make it less Chloe centric.

And while we're at it, I think adding a number of extra enemies (who could wield the new weapons), maybe including a cleric or mage, could make the dungeon more interesting for experienced players. As base of Irenicus it should have good defenses (if only to attrition the Shadow Thieves); so more enemies, and in general harder ones - maybe even an Iron Golem (with extra magic resistance - the idea is to have an invulnerable enemy) somewhere you need to pass through. Forcing the player to simply run by an enemy because they can't hurt it would fit the supposed mood of the dungeon better. An optional addition to make the dungeon very deadly would be a good incentive for people who use the Dungeon-be-gone mod to give this mod a try.

It may not be something directly related to Chloe, but I can't think of a decent way to introduce it without her.  And the party would need the extra fighter to get through the dungeon alive.

In Topic: SMM Auto-DL / Auto-Installer (GUI) / Manual Install / WalkThru

05 January 2009 - 05:27 AM

'llo, new problem,
with the imprisoned one, when you cast the ritual scroll, you just get 6xxx copies, rather than actually advancing the quest.
it says "imprisoned one - spell ineffective", so i guess it doesn't penetrate or something.
any solution?


I haven't seen any answer yet, so I'll answer this one (since I've just had the problem myself). Simply removing Spin592.spl and Spin593.spl from the overwrite directory did the trick for me; you might need to remove plot01a.itm and plot01q.itm as well, or you may not; for me at least it didn't cause any problems.