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The Black Wyrm's Lair Terms of Use |
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#1
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![]() Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary ![]() |
I think on TS, and I have some Ideas, that are maybe useful
Adventure,NPC-s The NPC quests startings (Jaheira,Cernd,Mazzy,Jan, etc...) could be NOT starting at the main quest Some Tougher Guardian for Blade of Night (could be at by Masaki's Personal Guard (very! High level Assassin)) Some Tougher Guardian for Edion's Ring of Wizardry (could beat by Masaki's personal Mage (High level Mage) Sime romance: the female path could be the same as the male, and the shorter could be for Halflings, and Gnomes for Dyna some banters, because while I played with her 4 times, there wasn't any, except the starting Coran accesable before Brynnlaw Items from Comp bow of Defender +4 take out the 4 attack/round. The +2 AC is well enough for the bow. from Blade of Night can be taked out the saving throw against additional elemental damage Wu Haltai and Wu-jen baldes perhaps could be upgraded with +1-+1 enchantment to +4 Wu-Haltai and +3 Wu-jen The older items (Mithran Cloak, boots of the Fox etc.) can be taked in the mod There could be a possibility to upgrade TS items Maybe a Kara-Turian weaponsmith in Brynnlaw, or in Trademeet. (In that possibility. Aino can give Yoshi a token, or some signet ring etc, to "activate" the Trademeet smith) The Union of Hashimoto, and Nakanishi Hojo War Ring of Nakanishi Hashimoto Signet Ring (or the token, what Aino gives) Scroll of Fire Resistance (Blue) Scroll of Fire Resistance (Green) Yoshimo's Katana, or Kachiko's Wakizashi (If the item a weapon), or Laeral Tear Necklace (If the item is an amulet), or Fire Opal Ring (If the item is a Ring) 20000 GP The Union of Hashimoto, and Nakanishi +2 Katana, or +3 Wakizashi, or Ring, or Necklace 75% Fire Resistance, +2 AC,+2 CON Usable by Kachiko or Yoshimo God's Legacy Ring of Holiness I Ring of Holiness II Boots of Forgotten ones 30000GP God's Legacy +2 Spell lvl 1-4 +1 Spell lvl 5-7 faster movement like Boots of Speed Usable by Clerics and Druids Some Crossmodic content with IA (If you and Sikret both agreed. Thet will be very-very good, and not only for me, for many.) True Daikatana Katana +3 Wu Haltai Katana +2 Wu Jen Celestial Fury Malakar Hindo's Doom +3 Blade of Night Permanency Scroll Manual of Elaboration 4 Scroll of Greater Malision 2 Scroll of Globe of invulnerability 2 Green Scroll of Prot. from Magic 2 Scroll of prot from mag. Energy 200000-250000 GP True Daikatana +6 +1 AC / +3 vs. Slashing +1 STR,DEX,CON 2 HP regeneration/Round Additional +2 Fire/Cold/Acid/Electricial damage 20 % Stun (save vs spell for none) 5% additional +20 electricial damage Negative Plain protection Immunity to harmful Spells lvl. 1-5 With every succesful Hit, lowers the opponent's every resistances by 10% 2 Lesser, or 1 Greater Restoration / day 1 Blind / day 1 Lightning Strike / day Usable by Kensai (SINGLE CLASS!!!!), Monk, and Samurai (SINGLE CLASS) With Lawful non-Evil Allignment, and ONLY WITH Single Weapon Style God's Legacy Ring of Holiness I Ring of Holiness II Boots of Forgotten ones Scroll of Memory Boosting 60000GP God's Legacy +3 Spell lvl 1-4 +2 Spell lvl 5-7 faster movement like Boots of Speed Usable by Clerics and Druids The Archmage Ring Ring of Wizardry I Ring of Wizardry II Ring of Acuity Edion's Ring of Wizardry Ulcaster Academy Ring 2 Scroll of Memory Boosting Limak's Brain 100-150 k Gold The Archmage Ring +4 Spell/ lvl Usable by Single class Mages, Specialized Mages, and Sorcerers This post has been edited by trufa: Sep 28 2007, 09:17 AM |
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#2
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![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
Trufa, thanks a lot for your ideas.
1. Yes, there is no problem to introduce all the item changes you listed. Also item upgrade/downgrade can be easily done. 2. Preventing messengers from appearing on the island or NPCs leaving the island is a necessary fix, so it will be implemented in the next version. 3. To make the guardian tougher is possible, but better, in my opinion, is to make them corresponding to the level of the group since after completing NeJ2 quests the TS main quest becomes really easy to complete. By the way, for NeJ2 players, I consider changing the sum of the gold necessary to collect in Chapter 2 from 10,000 to 100,000, and it's not too much after completing all the NeJ2 quests, by the way. 4. Sime. I have some additional material for Sime, which Domi wrote several years ago, but I have had no time to add it until now. So, it could be done for the next release. With respect to introducing changes into the female romance, I can do this only if Domi does not mind. 5. I would gladly add any dialogues/banters/interjections for Dyna and Coran if someone writes this. 6. Coran will be again accessible in Chapter 2 in the next version. Additionally, all the areas, items, character animations will be adapted to NeJ2. It means there will be no more duplicated items, areas and animations between two mods. I consider making a couple of new areas instead of existing ones. This post has been edited by Vlad: Sep 28 2007, 01:17 PM |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
Some Crossmodic content with IA (If you and Sikret both agreed. Thet will be very-very good, and not only for me, for many.) We have yet to verify that these mods are fully compatible with each other before making crossmod content for them. So far, no player has reported any conflict, but it doesn't mean that no conflict existed. Sometimes the player simply fails to notice an incompatibility because it doesn't have game-breaking effects. Complete conceptual compatibility between big mods is usually somewhat hard to attain. What makes the compatibility even harder to acheive in this case is that according to Vlad, both TS and NEJ2 require to be installed after IA; while some of the changes IA applies to the game are so important and crucial that they should not be overridden by other mods. My suggestion is that you (trufa) play IA v5 with TS or NEJ2 (or both) and send us your reports. Even if you notice something vaguely odd during the game, don't think that it's not important. You can check your progress with Vlad and me through PMs and we will see if any conflict exists and will try to solve the possible problems. In general, I agree that compatibility between these big and complex mods is a very desirable goal. Each of these mods alone adds so much new content to the game. If we can have them together on a single installation, it will result in the maximum possible modded content for BG2. This post has been edited by Sikret: Oct 15 2007, 12:29 PM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#4
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![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
Agreed. But let's concentrate on compatibility of TS with IA separately from NeJ2 at the moment. I shall try myself the game of TS + IA v5 in the nearest future and see how it goes.
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#5
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![]() Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary ![]() |
QUOTE Agreed. But let's concentrate on compatibility of TS with IA separately from NeJ2 at the moment. I shall try myself the game of TS + IA v5 in the nearest future and see how it goes. Sikret Posted Yesterday, 12:55 PM QUOTE(trufa @ Sep 28 2007, 01:27 PM) * Some Crossmodic content with IA (If you and Sikret both agreed. Thet will be very-very good, and not only for me, for many.) We have yet to verify that these mods are fully compatible with each other before making crossmod content for them. So far, no player has reported any conflict, but it doesn't mean that no conflict existed. Sometimes the player simply fails to notice an incompatibility because it doesn't have game-breaking effects. Complete conceptual compatibility between big mods is usually somewhat hard to attain. What makes the compatibility even harder to acheive in this case is that according to Vlad, both TS and NEJ2 require to be installed after IA; while some of the changes IA applies to the game are so important and crucial that they should not be overridden by other mods. My suggestion is that you (trufa) play IA v5 with TS or NEJ2 (or both) and send us your reports. Even if you notice something vaguely odd during the game, don't think that it's not important. You can check your progress with Vlad and me through PMs and we will see if any conflict exists and will try to solve the possible problems. In general, I agree that compatibility between these big and complex mods is a very desirable goal. Each of these mods alone adds so much new content to the game. If we can have them together on a single installation, it will result in the maximum possible modded content for BG2. Vlad Posted Sep 28 2007, 03:05 PM Ia 5.0 is released??? ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I will then begin a new game, TS+IA, and possibly Divine Remix for Battleguard of Tempus. If that Component is incompatible, than not Tempus priest. |
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#6
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
Ia 5.0 is released??? ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Not yet, sorry! It will be released soon. QUOTE I will then begin a new game, TS+IA, and possibly Divine Remix for Battleguard of Tempus. If that Component is incompatible, than not Tempus priest. Yes, Divine Remix is incompatible with IA. PS: Sorry, Vlad! Feel free to move the last two posts to IA's forum if you want. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#7
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![]() Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary ![]() |
Charged Battle Axe would be also useful to take out from Joluv. Maybe it should be given to Maferan or Olaf Rasmussen (The Minotaur, or the Orog guy at the Guarded Compound, who has normally Battle Axe +2
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#8
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
@trufa
I'm not sure if your latest post (containing the suggestion) was directed at Vlad or at me. Please send your suggestions to me to IA's forum (in this case, send them to the pinned progress report topic). -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#9
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![]() Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary ![]() |
Sikret!
My last post her (charged axe) goes to Vlad, and for this topic, because in my latest small TS tried Charged Axe, and found a little powerful for the price and accessability |
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#10
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![]() Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary ![]() |
It would be very good to optimalize Yoshimo
At lest his ThS-s, because he doesn't need the 80% Move Silently, and the 40% Hide, and his Set traps is 15. This is very-very bad. But the best would it, that you "remake" Yoshi, to Dualclassed fighter-thief, because he wouldn't be so dead, as the original one. The Rpg background is also there, because we hadn' experienced, that Yoshi would have to be a BOunty Hunter all the time, rather he was a Kara-Turian fighter, not neccesserally kensai, then he must flee, for the known reasons, and when he fought for live, he became a thief. |
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#11
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![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
Trufa, I've removed both items (the axe and composite bow + 4) from Joluv. With respect to dualing Yoshi to a fighter, in fact this is what I always do in my game. But this is really a choice of the player as it should be.
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#12
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![]() The Tactician ![]() Distinguished Developer Posts: 7793 Joined: 1-December 05 ![]() |
I guess trufa was actually suggesting the opposite for Yoshimo: Starting as a fighter and then dualling to a thief (all before he joins the party). The problem with the suggestion is that Yoshimo joins the party a tad too soon, which doesn't allow a modder to change him to a 9th level fighter dualled to thief (for the lots of xp needed for this change). He can at best be changed to a 7th level fighter dualled to thief, which is not a very considerable improvement.
This post has been edited by Sikret: Dec 1 2007, 12:51 AM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#13
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![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
Well, I'm definitely against modifying Yoshimo by a mod. Let players choose what they like.
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#14
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![]() Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary ![]() |
What I forgot very long time:
Sime romanceable to Neutral Characters too, because druids, whose interest is very similar to a ranger-cleric can't romance Sime (I tried with fem Kensai-Druid,mal kensai-druid, and avenger druid too) |
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