Thieves below level 6 have been unable to set traps for quite some time now. This is because the set traps opcode's "minimum level" parameter is set to 6.
Thieves below level 6 have been unable to set traps for quite some time now. This is because the set traps opcode's "minimum level" parameter is set to 6.
Thieves below level 6 have been unable to set traps for quite some time now. This is because the set traps opcode's "minimum level" parameter is set to 6.
Is this specific to pure thieves? Because I just laid a trap at level 5 just fine, and it triggered no problem.
Did you know that the cursed potions of healing, which heal nothing and simply curse the imbiber with a drunken stupor, have a higher selling price than regular potions of healing that miraculously restore an average person of all their injuries?
People will pay anything to get their crunk on, apparently.
Did you know that the cursed potions of healing, which heal nothing and simply curse the imbiber with a drunken stupor, have a higher selling price than regular potions of healing that miraculously restore an average person of all their injuries?
People will pay anything to get their crunk on, apparently.
I always steal those and hock with the few vendors that have em (more with mods). Better than most gems we find.
Heh, at least it is realistic when compared to RL. Bath salts, gas, glue,frogs, just pick ya poison. Lawd. Frogs, thats what we need, good ol giant frogs near the swamps.
Thieves below level 6 have been unable to set traps for quite some time now. This is because the set traps opcode's "minimum level" parameter is set to 6.
Is this specific to pure thieves? Because I just laid a trap at level 5 just fine, and it triggered no problem.
This is specific to BG2EE (and by extension all EET setups). If you do it in BGEE or SoD outside of an EET setup it works perfectly fine.
Did you know we had a major interstate style pile up on the "Three word story maker" thread yesterday for Christmas? People were gettin rear ended, tboned, verring off into the ditch, gettin ninja'd left and right. it was a sight to see and fantastic , hehheh. Thanks
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
That ungrateful bastard.
Heh, I rob him blind first trip I take up to the Beard.
Did you know if you break sequence and kill the Demon Knight of Durlag's Tower then take Ike's tour, the game will not spawn another Demon Knight to kill the tourists. Unfortunately, the developers didn't actually account for this (the two encounters use the same Demon Knight) so Ike and the tourists still react as though it appears and stare in horror against... nothing. Very disappointing.
Bjornin (the paladin in the Jovial Juggler that gives you the quest to kill those half-ogres) has a line that presumably he was intended to say if he was attacked, but in reality will never say.
"I may be injured but, if you are evil enough to attack me then I am good enough to stand my ground. By the Luck of the Lady, draw steel."
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
I only just recently decided to ask for a reward for the Durlag's Tower quest, and he's promised me a magic war hammer. I have a sneaking suspicion I won't ever see it, though.
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
I only just recently decided to ask for a reward for the Durlag's Tower quest, and he's promised me a magic war hammer. I have a sneaking suspicion I won't ever see it, though.
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
I only just recently decided to ask for a reward for the Durlag's Tower quest, and he's promised me a magic war hammer. I have a sneaking suspicion I won't ever see it, though.
You will. It’s not that good though.
Since you can just pick pocket it, you can "see it" well beforehand, but if you do, the outcome will be your Chaotic Evil murder hobo saying "we need no reward for this virtuous deed" or somesuch nonsense.
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
I only just recently decided to ask for a reward for the Durlag's Tower quest, and he's promised me a magic war hammer. I have a sneaking suspicion I won't ever see it, though.
You will. It’s not that good though.
Since you can just pick pocket it, you can "see it" well beforehand, but if you do, the outcome will be your Chaotic Evil murder hobo saying "we need no reward for this virtuous deed" or somesuch nonsense.
Guess you'll have to make up for it by bonking him on the head with his own hammer.
I have just discovered how to keep NPCs in your party in SoD that are not included in the mod. Simply open the game in Shadowkeeper and make them exportable. Presumably they would also go with you into SoA.
I am also playing a game where I rolled up a party member similar to Tiax and copied Tiax's scripts from the one made by the devs. I should be able to keep him in the party into SoD, but haven't tested it yet.
It enables you to have the inter-party reactions without being restricted to having the exact stats, abilities as the one in the game. I like it. In my game he is a cleric/assassin which makes him more powerful due to poisoning ability, but to avoid being overpowered, he cannot summon ghasts.
Please provide further details here. I have made exportable and exported my band of villains prior to leaving Korzlasz' tomb, at which point, of course, they leave my party. I can find no way of retrieving them. EEKeeper does not appear to allow me to add characters to the party. When summoned by clua-console (C:CreateCreature('Xzar'), for instance, I get the vanilla, 1st level dude we met loafing around outside Candlekeep.
GOT IT!
HOW TO MAKE YOUR BGee PARTY AVAILABLE IN SOD
The point here is to make your BGee party available as it was when you left Korlazs' dungeon - without having to level them up, reassign items and re-learn spells, etc. If you want a NPC from BGee who was not in your party (if you never played Alora but now want her in SoD), you can just summon that CRE and update it with EEKeeper.
1) Make characters exportable in EEKeeper (under the Characteristics tab), save game, load this new edited save-game in SOD. 2) export characters in-game; 3) CLOSE THE GAME (or it won't update to know about the new files you're about to make); 4) open EEKeeper, edit character, save as CRE file (under Tools drop-down menu: save as CRE); 5) give the file a unique name (e.g. Xzara) to avoid messing up your next game (or you'll get a level 8 Xzar when next you meet outside Candlekeep); 6) start the game anew; 7) use the console to summon each critter - C:CreateCreature('Xzara'), for instance; 8) CTRL-Q to make them join your party; 9: ENJOY SOD WITH TIAX, XZAR, and the rest of your merry band of misfits!!!!!
Once I had the process down, it took me about four minutes to complete. Time well spent if it means getting to bring Xzar and Tiax on more adventures, methinks.
I'll play this game and report back if I find any bugs. (Tiax is about to meet himself in prison. Shouldn't faze someone of Tiax' magnificence and solid grasp of reality.)
That's how I did it. Sorry that you had to work it out for yourself. I didn't see your question. I'm pleased that you are going to report back on your game. Mine ended prematurely.
That's how I did it. Sorry that you had to work it out for yourself. I didn't see your question. I'm pleased that you are going to report back on your game. Mine ended prematurely.
Think nothing of it. Twas the work of but a moment. You hardly had time to respond.
In addition to doing things the way you have shown, which is the first part of my suggestion, you can also change the scripts to a created character at the beginning of the game.
Simply copy the scripts from the sheet as above into your created character and he/she will then have the same conversations etc that he/she would have had if you asked them to join your party.
Cool! So, I could play a charname called Minsc as my charname, with Minsc' script, and the game would be none the wiser? And, say, the BG1 NPCProject would fire off banters with everyone as if charname was Minsc?
And what about npc-specific quests? Would they launch as usual, too? Would Edwin-Charname launch his, ahem, transformative quest for the oh-so-aptly-named Nether Scrolls in BG2?
And what about npc-specific quests? Would they launch as usual, too? Would Edwin-Charname launch his, ahem, transformative quest for the oh-so-aptly-named Nether Scrolls in BG2?
Oooooooooooooooooh the possibilities!
I think not, and I think that the script would only work if the character was not the PC.
However it costs nothing to try it out.
My idea was purely and simply to get NPCs into SoD.
Cool! So, I could play a charname called Minsc as my charname, with Minsc' script, and the game would be none the wiser? And, say, the BG1 NPCProject would fire off banters with everyone as if charname was Minsc?
And what about npc-specific quests? Would they launch as usual, too? Would Edwin-Charname launch his, ahem, transformative quest for the oh-so-aptly-named Nether Scrolls in BG2?
Oooooooooooooooooh the possibilities!
I was more thinking like, would Edwin and Charname-Minsc, or Minsc and Charname-Edwin, leave the party and fight to the death? Would that count as a Game Over since Charname is no longer in the party? And of course if Charname-Edwin or Charname-Minsc comes out second best in the battle.
Comments
People will pay anything to get their crunk on, apparently.
Heh, at least it is realistic when compared to RL. Bath salts, gas, glue,frogs, just pick ya poison. Lawd.
Frogs, thats what we need, good ol giant frogs near the swamps.
Thanks
Hurgan Stoneblade, the dwarven fellow who sends you on a quest to Durlag's tower, makes a cameo appearance in SoA during Lord De Arnise's funeral. He has no comments about you or the whole Durlag quest.
"I may be injured but, if you are evil enough to attack me then I am good enough to stand my ground. By the Luck of the Lady, draw steel."
Please provide further details here. I have made exportable and exported my band of villains prior to leaving Korzlasz' tomb, at which point, of course, they leave my party. I can find no way of retrieving them. EEKeeper does not appear to allow me to add characters to the party. When summoned by clua-console (C:CreateCreature('Xzar'), for instance, I get the vanilla, 1st level dude we met loafing around outside Candlekeep.
GOT IT!
HOW TO MAKE YOUR BGee PARTY AVAILABLE IN SOD
The point here is to make your BGee party available as it was when you left Korlazs' dungeon - without having to level them up, reassign items and re-learn spells, etc. If you want a NPC from BGee who was not in your party (if you never played Alora but now want her in SoD), you can just summon that CRE and update it with EEKeeper.
1) Make characters exportable in EEKeeper (under the Characteristics tab), save game, load this new edited save-game in SOD.
2) export characters in-game;
3) CLOSE THE GAME (or it won't update to know about the new files you're about to make);
4) open EEKeeper, edit character, save as CRE file (under Tools drop-down menu: save as CRE);
5) give the file a unique name (e.g. Xzara) to avoid messing up your next game (or you'll get a level 8 Xzar when next you meet outside Candlekeep);
6) start the game anew;
7) use the console to summon each critter - C:CreateCreature('Xzara'), for instance;
8) CTRL-Q to make them join your party;
9: ENJOY SOD WITH TIAX, XZAR, and the rest of your merry band of misfits!!!!!
Once I had the process down, it took me about four minutes to complete. Time well spent if it means getting to bring Xzar and Tiax on more adventures, methinks.
I'll play this game and report back if I find any bugs.
(Tiax is about to meet himself in prison. Shouldn't faze someone of Tiax' magnificence and solid grasp of reality.)
Proof of concept:
I'm pleased that you are going to report back on your game. Mine ended prematurely.
In addition to doing things the way you have shown, which is the first part of my suggestion, you can also change the scripts to a created character at the beginning of the game.
Simply copy the scripts from the sheet as above into your created character and he/she will then have the same conversations etc that he/she would have had if you asked them to join your party.
Cool! So, I could play a charname called Minsc as my charname, with Minsc' script, and the game would be none the wiser? And, say, the BG1 NPCProject would fire off banters with everyone as if charname was Minsc?
And what about npc-specific quests? Would they launch as usual, too? Would Edwin-Charname launch his, ahem, transformative quest for the oh-so-aptly-named Nether Scrolls in BG2?
Oooooooooooooooooh the possibilities!
And what about npc-specific quests? Would they launch as usual, too? Would Edwin-Charname launch his, ahem, transformative quest for the oh-so-aptly-named Nether Scrolls in BG2?
Oooooooooooooooooh the possibilities!
I think not, and I think that the script would only work if the character was not the PC.
However it costs nothing to try it out.
My idea was purely and simply to get NPCs into SoD.