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[BG:EE]Dark Horizons Released

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Comments

  • Wise_GrimwaldWise_Grimwald Member Posts: 2,604
    I haven't found any broken areas. The broken items can easily be fixed with NI. The problem with them being overpowered can easily be solved by not using the overpowered items or by you editing them yourself in NI.

    StummvonBordwehr
  • AionZAionZ Member Posts: 3,028
    Maybe you don't consider it broken but the areas aren't converted properly to .pvrz so the seams between tiles are visible and there are often FPS and crash issues.

    If items are so badly made that you have to fix them yourself (and there are a LOT of stupid items included) then that says something about the mod to me.

  • Wise_GrimwaldWise_Grimwald Member Posts: 2,604
    I have wondered about fixing the items and making them available here but don't know if that would be legal. I do know that the way they were made was quite careless. The weapon type is often wrong and they aren't useable by the correct classes. However that is VERY easily remedied. I could remedy those and I'm no modder!

  • Wise_GrimwaldWise_Grimwald Member Posts: 2,604
    I went all the way up to Ulgoth's Beard just to recruit Thorin. He joined without error. But I did have to change his spawn global. You have to accept Hurgan's quest to go to Durlag's Tower for Thorin to appear.

    But before that I kept having my ass handed to me from the elf encounter at the Baldur's Gate bridge and I'm a level 4 party. I'll have to dumb them down.

    I don't know if the version that I have from EET is dumbed down, but it doesn't seem that difficult. Yes, I avoid them until I need to go to BG, but they just need decent tactics. You might have already dumbed down the version that is in EET.

  • HenaniganHenanigan Member Posts: 28
    I have wondered about fixing the items and making them available here but don't know if that would be legal. I do know that the way they were made was quite careless. The weapon type is often wrong and they aren't useable by the correct classes. However that is VERY easily remedied. I could remedy those and I'm no modder!

    Hello,
    Without sharing actual files, would you consider sharing information on what to search for in NearInfinity, what values to change and (not least importantly) what would be good replacement values, in order to fix items in this mod / make them less overpowered? I'm new to modding BGEE and wouldn't know where to start, but this may be a good way to learn.
    Thanks!

  • Wise_GrimwaldWise_Grimwald Member Posts: 2,604
    edited November 2019
    The major things that need changing are:
    1) Who can use the items. They are often unusable by the very people that they are designed for.
    2) What category the weapon is in. (Swords, flail etc.)
    3) If you want to make them less powerful you might just want to remove some of their extra abilities.
    e.g. There is a +3 short sword (CMSWQ08) which holds the victim if it doesn't save after it is wounded. The +3 might be better as +2. That is debatable. It might also be better if there was only a 50% chance of holding.
    These sort of things are not set in stone but the opinion of the player/modder. If you change such things, you also need to change the description otherwise there will be complaints.
    Making all +3 weapons into +2 weapons is a good idea, either that or making the item undropable.
    There are also +3 sorcerer's staves CMSTAF01 with 25% chance to petrify targets and +3 katanas (MA1SW02) that have a 10% chance of petrification. Not sure which mod that last one comes from as I think the items from this mod all start with CM.
    What you need to remember is that whatever you do, there will be those who disagree with your choices. To reduce the number of complaints you could give players a choice as to how to change items.
    Whilst the petrification makes an item very powerful, you need to remember that if a target is petrified, you lose the loot from the body, so it is not quite as good a weapon as it at first seems.
    If you reduce the power of the weapon remember that you are also reducing the ability of the foe who was wielding it. It is these interrelationships that make modding difficult. You will NEVER please everyone.

    StummvonBordwehr
  • HenaniganHenanigan Member Posts: 28
    Thanks for replying!
    I am in no hurry to actually release anything, so the only one complaining about my modding skills would be me. :) I've read here and elsewhere about issues with the mod, so I thought, why not try and fix them for myself? But there are many people out there who are more experienced than I am as to what would the best way to fix them. There are many things to consider. :) Thanks again!

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