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Sven1982

Member Since 24 Jul 2005
Offline Last Active Apr 14 2009 10:51 AM

Topics I've Started

How to change a kit for a Joinable NPC

13 September 2005 - 12:19 PM

I know it can be done (TS does it for Imoen (making her a charming rogue)), but the painful part is I'm running BGT-weidu, and guess what, no TS version (at least none availiable) is compatible with that, thus I miss out on that quite nice part of TS (I played TS on BP, and I quite loved that part of the mod).

My question is thus closely related with that problem... My main goal is to make Imoen a charming rogue again (without the TS mod). However due to curious nature, I might as well broaden it up a bit to other NPC's (Minsc pops into my mind). I have found tutorials how to introduce new NPCs, but I really haven't found one (and I searching for 2 days on IE-related forums) on how to change kits on an already existing one...

Does anyone has an idea on this subject.

I'm also aware I'll need to at least get that kit I need (ie at first Charming Rogue) installed before I can change the kits, but I hope (cross fingers) that I'll find a good tutorial on that part of the problem...

I'm very new to modding, and only ask this question to solve a problem, however one can never have too much knowledge on these things :). So if this is for very experienced modders only I might as well sit this one out, and hope that there will come a compatible TS mod with bgt-weidu :P

Anyways, thanks in advance for any useful information I may, or my not, obtain :)

Difference

09 September 2005 - 12:52 PM

At the risk of sounding the biggest noob that walked the planet :P

What is the difference between SoS-WeiDUv1021.rar and SoS-WeiDUv102.rar?

(except that I don't seem to find an setup in 1.02)

Thus I take it that I should install 1.021, but then I have some questions about which patches to implement...
I have:
SOSweidu1to2patch_fixed.zip
SOS-BGT.rar
sospatch02.zip

From the time stamps on those patches it seems the best way to go (and the most recent one too) would be to implement SOSweidu1to2patch_fixed.zip right after install of SOS and SOS-BGT.rar thereafter... However I doubt wether SOS-BGT.rar should be installed directly behind SOSweidu1to2patch_fixed.zip, or after the whole BGT-weidu install (with TTD included)

Anyone an idea?

Some thoughts / remarks concerning DSotSC

15 August 2005 - 07:58 AM

1/ Quite a good job, taking the mod as a whole it was very entertaining.

2/ There are some minor bugs though:
a/ DSC002, but I've already mentioned this in another thread
b/ Conchobhair's equipment:
* His sword doesn't give a AC bonus (as stated), while his helmet does give an AC bonus (not stated)
* It's stated his sword can only be used by Conchobhair, while I can equip it (Paladin / Dragonslayer)
c/ Dh'arlo'me Robe: Eventhough it's stated in the item description that it's a Mage Robe, all classes can wear it, I find that strange.
d/ The dog from that shadow elf (please don't ask me to type his name :P) remains on the maps when you leave them... So at this moment I have this dog on the campfire map, in beregost, in the smithy of beregost, in the beregost temple map... you get the picture ;)

3/ I enjoyed all of the extra quests (eventhough some of the NPC that join you in those quests are quite overpowered (esp that shadowelf... I equipped him with his own scimitar and Belm and I can assure you he took out entire maps on his own... and that is without his dog... which is even more overpowered than the shadow elf himself :P))
There is however 1 BIG exception... and that is the last one... I mean, come on... I had to plow through dozen maps (without any added value...) The first time you come against a Duergar fighter and it tells me my corpse will rot in the mines I'm like 'bring it on sucker...' But after the 65th time, I'm about to bash my mouse straight through my head from frustration. Also I'm kinda disappointed in the sloppy programming (all the Nashkel mine and Cloakwood mine maps have the guard at the beginning of the map saying: "so you're the bunch of troublemakers...") I have no real problem with the recurring areas, but the fact that there are only 5 kinds of enemies (Duergar Miner, Duergar Fighter, Duergar Mage, Duergar Priest, ?Black Talon Elite? (very few, but guess it's to show that there is drow involvement in the problems of the Sword Coast) and some occasional Drow Warrior) on a dozen of maps, without any advancement to the storyline makes me kinda sad... Why not just cut 3/4th of those useless dungeon dwelling, kill everything you see, maps? It would save the player a load of frustration and would make the package to download smaller...
Another problem that would be solved by decreasing the number of useless dungeons would be the huge amount of gc you make in this quest... If you actually stockpile all equipment you find and then sell it, you make half a million gold coins :P
I would suggest 1 or 2 dungeons with duergar fighters/miners/clerics/mages before tagging up with the dwarf NPC, and then another 2 or 3 areas with drow before you come up to the final battle (which is quite awesome btw :))

4/ In your readme file are some mistakes:
a/ The Dark One: you just have to kill him, there are no 6 bottles on his corpse
b/ The citadel quest: The Morninglord of Lathander will not go to the temple east of the FAI, but in the temple east of Beregost.

My 2 cents :)

Where are the sewers

03 August 2005 - 03:26 AM

It's really strange, I have the note from the bandit north from Restenford. I go back to Pelltar, search the books, find the reference to the sewer west of town.
I go back to Pelltar, and he tells me to talk to Welcar... But once initiating the dialogue with Welcar I get only the option to say "Nothing".

My main problem is to find the sewers located "West of the town". I've searched every inch on the map, but I simply can't find the entrance...

And if I can't the entrance, I'm stuck on the island, disabling me to play BG any further...

So, anyone care to help me? I've noticed some strange area transitions (not located at the edge of the map (eg to the graveyard)), so I might have missed one of those, but I'm at the point (after 2d of playing and replaying this mod) where I don't even care about the possible spoiler, I just want to continu with the game...