SparrowJacek
Dec 5 2024, 04:54 PM
QUOTE
I think they've update the description for the opcode in IESDP. I distinctly remember it saying the 5% thing in the past. I guess it should be amended as well.
Well even the official 2.6 description from the game states that there's always 1% chance to succeeed, which contradicts what's on IESDP currently.
critto
Dec 5 2024, 09:08 PM
Well, I still think that a very low chance for critical success on dispel exists even if the caster has a much lower level than the target.
DequNew
Dec 6 2024, 02:14 PM
One question came to mind, I could test it but will ask instead. Is missile weapon enchament level based on missile or weapon? Got idea of how to use my useless char vs coin golems, chars which don´t have good enough weapon (no +3) to melee.
SparrowJacek
Dec 6 2024, 02:56 PM
I'm not sure how it works for weapons with their own ammo, but for standard bows/crossbows/slings only the missile's enchantment is taken into account. So you can be successful when using a normal bow and an arrow of piercing +4 vs Coin Golems for example.
pekkae
Dec 6 2024, 07:08 PM
Hey SparrowJacek!
How is it going with the Cleric (Thief) rebalancing version?
I'm not trying to push or anything, just thought I'd ask.
DequNew
Dec 7 2024, 02:05 AM
Do I remember correct that Thieves Detection ability goes through Spell immunity Divination + Improved Invisibility? I remember using that tactic very long time ago, but it might have been some other mod. If that works, then it hard counter a lot of mages in game. If not work, might be worth to add it to buff sneaks useability (based on skill % like every 2% Detection skill would be 1% chance to reveal each individual target/round)
SparrowJacek
Dec 7 2024, 02:46 AM
That's true for vanilla games. IA blocks this completely, as no Thief should be able to break through such powerful magical illusions if no Mage can do that. That inability to break through SI:Div+II is a large portion of early game difficulty, where you mostly have to occupy the Mage and survive.
DequNew
Dec 7 2024, 02:33 PM
I noticed that there are no potions of free action in shops. Is it due to they are too strong because can be used while silenced? EDIT: Actually found out there are 2 Potion of Freedom in Gorch shop (MaeVar guild)
pekkae
Dec 7 2024, 07:09 PM
QUOTE(DequNew @ Dec 7 2024, 02:33 PM)

I noticed that there are no potions of free action in shops. Is it due to they are too strong because can be used while silenced? EDIT: Actually found out there are 2 Potion of Freedom in Gorch shop (MaeVar guild)
SPOILER!
Ribald should have some as well and the temple @ slums (if I remember right). There's also a few you get from Hendak as a reward.
DequNew
Dec 7 2024, 08:44 PM
Question about pickpocket. Is there any high valuable targets to pickpockets as in some old IA version (I remember some very easy permanency scroll). If there is anything good I could make a list of anything that is valuable/location. Have not checked many targers so far, but found cloak of protection +1, wand of fear, extra healing potions.
lappen
Dec 7 2024, 10:04 PM
i nearly pickpocked thewhole town in athkatla.
they have no special good items but consumables and money. i think its worth it
DequNew
Dec 8 2024, 01:15 AM
Do you guys use any discord groups etc.? Me spamming mundane questions here feels bit stupid

(I know no one mind it). Having discord group even small one would feel much more agile and connected, could theorycraft, share tactics/discussions more easily.
critto
Dec 8 2024, 04:49 PM
There aren't any to my knowledge (not in English, at least), the player base is too small to merit any, to be honest. Feel free to post away here, always nice to have some discussion going.
DequNew
Dec 8 2024, 06:28 PM
I think there is error in description or error in kit for Riskbearers:
"- Gains "Improved Haste" at levels 11, 16 and 21."
I got Improved Haste at lvl 10 on my riskbearers.
SparrowJacek
Dec 8 2024, 11:42 PM
QUOTE
Question about pickpocket. Is there any high valuable targets to pickpockets as in some old IA version (I remember some very easy permanency scroll). If there is anything good I could make a list of anything that is valuable/location. Have not checked many targers so far, but found cloak of protection +1, wand of fear, extra healing potions.
Earlier versions of IA had some pretty good things you could pickpocket, at least that what I heard. Currently there aren't any major things that you can get that way and I was planning to change that somewhat, but there's a huge problem with that. You can just hire a Thief, put all his points into pickpocket, steal from everyone and dismiss the character. I don't really like that and if we increase the rewards, then such course of action might become almost a necessity for a Thiefless party, or even a party with a Thief that doesn't want to invest in PP. Because of that I'm hesitant to change anything here, all ways to block such behavior would be forced, artificial and would only annoy players and without them you can get most stuff at the start of the game.
QUOTE
I think there is error in description or error in kit for Riskbearers:
"- Gains "Improved Haste" at levels 11, 16 and 21."
I got Improved Haste at lvl 10 on my riskbearers.
V7.0 lowered the level at which RBs get IH. In my game I see that the in-game description is correct. Or are you talking about the readme?
DequNew
Dec 9 2024, 12:14 AM
QUOTE(SparrowJacek @ Dec 8 2024, 11:42 PM)

QUOTE
Question about pickpocket. Is there any high valuable targets to pickpockets as in some old IA version (I remember some very easy permanency scroll). If there is anything good I could make a list of anything that is valuable/location. Have not checked many targers so far, but found cloak of protection +1, wand of fear, extra healing potions.
Earlier versions of IA had some pretty good things you could pickpocket, at least that what I heard. Currently there aren't any major things that you can get that way and I was planning to change that somewhat, but there's a huge problem with that. You can just hire a Thief, put all his points into pickpocket, steal from everyone and dismiss the character. I don't really like that and if we increase the rewards, then such course of action might become almost a necessity for a Thiefless party, or even a party with a Thief that doesn't want to invest in PP. Because of that I'm hesitant to change anything here, all ways to block such behavior would be forced, artificial and would only annoy players and without them you can get most stuff at the start of the game.
QUOTE
I think there is error in description or error in kit for Riskbearers:
"- Gains "Improved Haste" at levels 11, 16 and 21."
I got Improved Haste at lvl 10 on my riskbearers.
V7.0 lowered the level at which RBs get IH. In my game I see that the in-game description is correct. Or are you talking about the readme?
This readme on mod main page:
http://www.blackwyrmlair.net/Mods/Readme/ia/kits.htmlYe I feel like pickpocketing issue should just remove any valuable if find anything, so there wont´t be "need" to spend time on pickpocketing anything, mod is about tactical fights and not pickpocket simulation. There is one cloak of protection in Thieves guild, some thief left side of Renal have it I think. Can check video which one if need.
DequNew
Dec 9 2024, 08:50 PM
Did pickpocketing test, all the npcs in towns (early game and left out quest items):
Pickpockets
Slums:
-Waylane: 1 Potion of Invisibility
-Salvanas: 1 Potion of Invisibility
-Alredrian: 1 Potion of Extra Healing, 1 Potion of Invisibility
Waukeen:
-Lord Ophal: 5 Potions of Extra Healing
Docks:
-Shadow Thief (front of house): 1 Potion of Extra Healing
-Shadow Thief (below of house): 1 Potion of Extra Healing
-Shadow Thief (below of house facing shore): 1 Potion of Extra Healing
-Aran: 4 Wooden stakes, Light Crossbow +2, 10 Bolt of Biting, 20 Bolt +1
-Shadow Thief (Left from Renal): Cloak of Protection +1, 10 Bolt of Biting, 20 Bolt +1
-Renal Bloodscalp: 3 Potion of Extra Healing, 2 Potion of Invisibility, 1 Potion of Speed, 1 Fire Opel Ring
-Berinvar (Harper): 2 Potion of Extra Healing, 1 Potion of Healing
-Meronia (Harper): 2 Potion of Extra Healing, 1 Potion of Speed, Wand of Fear (2 charges)
-Pace (Harper): 1 Potion of Extra Healing, 1 Potion of Invisibility
Bridge:
-Guardian Vottnal:1 Cure Critical Wounds Scroll
-Samuel Thunderburp: 2 Potion of Extra Healing, 1 Potion of Fire Giant Strength
-H'rothgar Firehammer: 2 Potion of Extra Healing
Government:
-Chief Inspector Brega: 2 Potion of Extra Healing
Watchers Keep:
-Sigil Knight: 2 Potion of Extra Healing
Trademeet:
-Barl: 2 Potion of Extra Healing
SparrowJacek
Dec 10 2024, 12:38 AM
Thank you for that info

In general some loot that you can steal is randomized, but all options are usually mediocre, like an antidote or 10gold or a small potion of healing and that's vanilla randomization, nothing from IA.
DequNew
Dec 10 2024, 12:56 AM
QUOTE(SparrowJacek @ Dec 10 2024, 12:38 AM)

Thank you for that info

In general some loot that you can steal is randomized, but all options are usually mediocre, like an antidote or 10gold or a small potion of healing and that's vanilla randomization, nothing from IA.
Those above seems to be fixed and always the same. IA have removed that random loots earlier in some version (minor npcs/guards etc.). There might be few more to find (did not checked any npcs that party encounter which leaves after talk, but pickpocketing those I feel like is scammy business).
Total of 27 Potion of Extra healing. I feel like all of those in the list should be removed from pickpocketed targets. But Potions are really useful at least on my current playthrougth with 3 riskbearers they are consuming so much potions, that wihtout these, I would have had much more problems. I will add some suggestion related to these on suggestion channel.
critto
Dec 10 2024, 06:23 AM
Personally, I don't see any reason to remove these potions. If someone finds them to be a useful resource, worth the time investment of going around and stealing, then it is absolutely fine. They game is beatable without them, otherwise it would have become meta a long time ago.
bulian
Dec 10 2024, 10:50 AM
Agree with Critto. If you're not selling stacks of potions in Ch 6/7, I'd be curious to hear about your party. Once you get some mid/late game healing (GR, regeneration, risk decrement, CBS, etc.), potion utilization will plummet.
DequNew
Dec 11 2024, 05:25 PM
Necklace for the Rich is it only for selling purpose?
SparrowJacek
Dec 11 2024, 05:43 PM
Yes, you can sell all of them safely.
DequNew
Dec 22 2024, 02:38 AM
Did anyone had any item gone missing? I had Boots of Jogging and Dodging on my riskbearer and I just realised I don´t have those anymore. Checked shop, chars, bags nothing. Most like explanation is that I just forgot to pick it after my char died. (fixed issue by spawning it back).
critto
Dec 22 2024, 09:04 AM
There isn't anything in the mod that makes them disappear, so they were probably misplaced somewhere.
DequNew
Dec 22 2024, 05:54 PM
Got 2 Questions:
How to get "Challenge Master" Verthan Druid leadership challenge dialog? I never had it even on druid protagonist, tested even with multiple levels. And I have multiple stronholds installed.
Is there variable to trigger it?
Is Lord of the Underworld really worth it to craft? Comparing to amulet of Hades, it only provide little bit more (not even casting speed increase) and I don´t think I will need so much physical resistances on necromancer, I have stonekins. I have fighter heave party and Hesperus +5 seems more appealing. Any tips here?
Sikret
Dec 22 2024, 06:04 PM
QUOTE(DequNew @ Dec 22 2024, 10:24 PM)

How to get "Challenge Master" Verthan leadership challenge dialog? I never had it even on druid protagonist, tested even with multiple levels. And I have multiple stronholds installed.
Is there variable to trigger it?
Hi DequNew!
Nice to see a new player around.
The "challenge Master" option does not exist any more with the new stronghold,
especially if you have a druid protagonist. I'm not sure if it still exists if you have a non-druid P1.
DequNew
Dec 24 2024, 01:40 AM
What is this encounter exactly which is listed in readme?"Brynnlaw A new encounter in the island's main area"
Was it that air elemental or spawn of noble trolls?
Sikret
Dec 24 2024, 03:33 PM
QUOTE(DequNew @ Dec 24 2024, 06:10 AM)

What is this encounter exactly which is listed in readme?"Brynnlaw A new encounter in the island's main area"
Was it that air elemental or spawn of noble trolls?
It must be referring to the crazy dwarf who has the stonefire axe.
DequNew
Dec 24 2024, 04:51 PM
QUOTE(Sikret @ Dec 24 2024, 03:33 PM)

QUOTE(DequNew @ Dec 24 2024, 06:10 AM)

What is this encounter exactly which is listed in readme?"Brynnlaw A new encounter in the island's main area"
Was it that air elemental or spawn of noble trolls?
It must be referring to the crazy dwarf who has the stonefire axe.
Ah well ye I mixed things up, I remembered it was part of vanilla. but yeah, that is it.
DequNew
Dec 25 2024, 01:47 PM
Looks like simplefied economy tweak turns drow gear into gold. Will see if find any lootable, wonder how to get adamantine dust then (if not, need to spawn it)
critto
Dec 25 2024, 05:30 PM
QUOTE
Looks like simplefied economy tweak turns drow gear into gold. Will see if find any lootable, wonder how to get adamantine dust then (if not, need to spawn it)
This is already accounted for. The last area of Underdark (the one with the exit to the surface) has some reserved specifically for that purpose.
DequNew
Dec 29 2024, 05:43 PM
Where to find Bottle of Old Wine (Morid Quest)?
Only few things left to do in SOA and have not found.
EDIT: Found it (Time Machine Quest)
DequNew
Jan 1 2025, 06:33 PM
edit remove
Alva
Jan 2 2025, 09:06 AM
Is modifying the PC classes and proficiencies triggers the anti-cheat scripts ? I don't like using custom PC. I've changed Mink to a wizard slayer to test the new class and reorder the PC proficiencies, as if I designed them from lvl 1.
critto
Jan 2 2025, 11:48 AM
QUOTE
Is modifying the PC classes and proficiencies triggers the anti-cheat scripts ? I don't like using custom PC. I've changed Mink to a wizard slayer to test the new class and reorder the PC proficiencies, as if I designed them from lvl 1.
No, not really. Back in the day, it was suggested not to do it because the tech at the moment (stuff like Shadow Keeper) was very buggy and could corrupt the save file. Modern Near Infinity is very stable and safe to use. My only suggestion is to make the changes to the original CRE file before you enter the area with the NPC for the first time. This way, the engine will spawn it with all your modifications already in place and correctly process and apply kit-related data upon joining. If you are editing an NPC that is already in your party and changing something fundamental (like its kit) you would either need to carefully reproduce everything the kit has or wait for the next level up in-game so that the engine can do this automatically for you.
There are also various common presets available in IA Tweaks mod, you can browse through those as well.
PS: I am assuming you're not talking about the protagonist. If you're changing the main character's class/kit mid-playthrough then yes, things might get weird.
Alva
Jan 2 2025, 01:03 PM
QUOTE
PS: I am assuming you're not talking about the protagonist. If you're changing the main character's class/kit mid-playthrough then yes, things might get weird.
Yes

Thx for your answer. I've modified Mink post recruitment, so he is kind of semi barbarian - semi wizard slayer, I need check what effect a wizard slayer does in the file to reproduce it.
I though about the anti-cheat because, I did not get the staff of Arundel for killing Chaos (last druid stronghold quest). In my first run, I got this item.
critto
Jan 2 2025, 01:12 PM
QUOTE
I've modified Mink post recruitment, so he is kind of semi barbarian - semi wizard slayer, I need check what effect a wizard slayer does in the file to reproduce it.
Wizard Slayer is a tricky class, it gets something almost every level starting at level 10, if I remember correctly. The safest bet is to let the engine handle it during a level up.
QUOTE
I though about the anti-cheat because, I did not get the staff of Arundel for killing Chaos (last druid stronghold quest). In my first run, I got this item.
There aren't any anti-cheats like that. Staff of Arundel is randomised. Chaos is only one of the three possible locations.
Alva
Jan 2 2025, 05:01 PM
I'll wait for the lvl 10,for the engine to go from barbarian to WS. Thanks for your answer Critto.
Ah yes, I forgot item are randomized
critto
Jan 3 2025, 01:49 AM
QUOTE
I'll wait for the lvl 10,for the engine to go from barbarian to WS. Thanks for your answer Critto.
No problem. Is it your intention to have a dual or you just want to make Minsc a WS? If it's the latter, I've recently prepared a new component for IA Tweaks that does just that, I can push it into the mod. But it would require a new game, unfortunately.
Alva
Jan 5 2025, 12:25 AM
QUOTE(critto @ Jan 3 2025, 02:49 AM)

No problem. Is it your intention to have a dual or you just want to make Minsc a WS? If it's the latter, I've recently prepared a new component for IA Tweaks that does just that, I can push it into the mod. But it would require a new game, unfortunately.
My intention was to have a full WS Minsk but it is good as it is. I think it is a nice update for IA Tweaks.
Shadan
Jan 15 2025, 06:10 PM
Do you think there is a valid reason to put skill points into weapon styles?
Yes, I know there are cases when it it must or at least worth it.
Like 2weapon style worth it and probably a must.
But 2handed style and shield style is a bit lame.
With warriors, who can put only ** to any weapon, you will have enough skill points soon, when 2-3 selected weapon has ** and it is pointless to max. out other weapons.
But with a figher, or some kits, who can put ***** in a weapon, you don't have anough points. Let see my kensai for example.
Lvl 17 2Hsword ***** qstaff ****
or
qstaff only ** and 2Hweapons **
1st option seems much better for me.
And even at lvl 30 I woul put 5th* into qstaff and 4* into halberd than 2* into 2handed style.
I think speed factor from 2Hweapons or AC vs. missiles are very weak and not comparable to max. out 2nd or 3rd 5* weapon.
What do you think?
critto
Jan 15 2025, 07:34 PM
Shield style is useless (except for that one fight in WK5 where AC vs. missiles actually matters). Dual-wielding decreases thac0 penalty, so I think it's a must. With two-handed, at least the first star is non-negotiable (it improves the critical range from 20 to 19-20 and gives a slight bonus to damage). As for the second star, speed factor is a very subtle variable. Theoretically, lowering the speed factor should improve your character's chances to swing first within the scope of a round, so it's kind of like initiative when it comes to melee attacks. I don't know enough about it, but there's an argument that it is more useful in the beginning of the game when a character's APR is low. With high enough APR the attacks are spaced anyway to fit within the scope of a round properly.
DequNew
Jan 15 2025, 10:50 PM
Speed factory matter most in cases which you initiate rounds with low apr, so if you kill target, "aura is cleanced "for attacks. So more weaker the enemies and able to one shot them on early timing of attack rounds starts a new rounds of attacks. So mostly usefull on vanilla game and early game before improved haste. In improved anvil where enemies last a lot of hits and attack per rounds are high, there is very mininal gain by speed factor. Might play a role for precise kiting tactics or tricks to reset attack round manually by swapping weapons (not sure if it even works on EE version).
DequNew
Jan 15 2025, 10:58 PM
Does anyone knows about internal time cycles of Contingency spells? I have theory, but did not bother to check engine code/scripts and have not seen anything talking about it. Timing of triggering seems to be inaccurate, for example sometimes triple ADHW (<50% HP) does not trigger before character dies. So I think there is internal timing ticking which have check that if condition is met, only then trigger. I suspect (no confirmation or test) that being under slow (increases time between ticks) and haste (decrease timing between ticks). If that is the case, might find some usease of it if not have acccess for spells like PfME early on.
SparrowJacek
Jan 15 2025, 11:20 PM
QUOTE
Does anyone knows about internal time cycles of Contingency spells? I have theory, but did not bother to check engine code/scripts and have not seen anything talking about it. Timing of triggering seems to be inaccurate, for example sometimes triple ADHW (<50% HP) does not trigger before character dies. So I think there is internal timing ticking which have check that if condition is met, only then trigger. I suspect (no confirmation or test) that being under slow (increases time between ticks) and haste (decrease timing between ticks). If that is the case, might find some usease of it if not have acccess for spells like PfME early on.
These are all conditions for Contingency-type spells (players have access to limited number of them)
QUOTE
Known values for Condition are:
0 ⟶ HitBy([ANYONE]) — Checked every time
1 ⟶ See([EVILCUTOFF]) — Checked once per round
Since object specifiers are not relative to the creature, this works as expected only from the Player's perspective.
2 ⟶ HPPercentLT(Myself,50) — Checked once per round
3 ⟶ HPPercentLT(Myself,25) — Checked once per round
4 ⟶ HPPercentLT(Myself,10) — Checked once per round
5 ⟶ StateCheck(Myself,STATE_HELPLESS) f.i. unconscious — Checked once per round
6 ⟶ StateCheck(Myself,STATE_POISONED) — Checked once per round
7 ⟶ AttackedBy([ANYONE]) — Checked every time
8 ⟶ PersonalSpaceDistance([ANYONE],4) — Checked once per round
9 ⟶ PersonalSpaceDistance([ANYONE],10) — Checked once per round
10 ⟶ Delay(Extra) — Checked once per round
This condition is pretty unreliable because two events need to line up for it to fire: the Delay() trigger needs to return true at the same time the contingency is checked.
11 ⟶ TookDamage() — Checked every time
12 ⟶ Killed([ANYONE]) — Checked every time
13 ⟶ TimeOfDay(Extra) — Checked once per round
For this particular Condition, the Target parameter must be 0.
14 ⟶ PersonalSpaceDistance([ANYONE],Extra) — Checked once per round
15 ⟶ StateCheck([ANYONE],Extra) — Checked once per round
16 ⟶ Die()
17 ⟶ Died([ANYONE]) — Checked every time
18 ⟶ TurnedBy([ANYONE]) — Checked every time
19 ⟶ HPLT(Myself,Extra) — Checked once per round
20 ⟶ HPPercentLT(Myself,Extra) — Checked once per round
21 ⟶ CheckSpellState(Myself,Extra) — Checked once per round
Yes, Haste and Slow affect those conditions that are checked once per round to my knowledge making them occur every 3 or 12 seconds respectively.
But for enemies IA has a vastly different approach, their Contingencies are built into their scripts, which allows for much more control over the conditions required for triggering such Contingency. So in general enemies should check their conditions a few times per second (not sure how often), but there are some things affecting that. For example at least some enemies won't trigger their Contingencies if they're casting a spell and there are reports stating that if an enemy is hit my many characters constantly, his script might not trigger properly.
Oh and there's an old entry on our todo list stating: "contigency “hit points at 50%” doesn’t work (it doesn’t work in vanilla game either)", I didn't test that, so I can't say how true it is.
kristos234
Feb 9 2025, 01:48 AM
Hello, where can I find the Silent Hunt staff?
SparrowJacek
Feb 9 2025, 02:05 AM
Hi! From what I remember it's a reward for protecting Trademeet in v7's extended Druid Stronghold quest (doable in chapter 3).
kristos234
Feb 9 2025, 03:48 AM
I assume my protagonist has to be a druid? I killed chaos in chapter 3 (I'm curently in chapter 6) and I didn't get any additional quests.
critto
Feb 9 2025, 08:29 AM
Yes, it's a part of the new expanded druid stronghold quest (available for single class druids and shamans).
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