@toolarg I've looked at the advanced AI script, and it seems that "attack enemies" and "sing bard song" are a conflict of actions.
A bard with "sing bard song" active will sing his song if he is currently doing nothing and is in combat.
A bard with "attack enemies" active will only attack enemies if he is not singing his song.
Singing is higher up in the script, and thus it takes priority over attacking; a bard will *never* attack if "sing bard song" is active. I might be able to mod the script for you if you want; what is the behavior you are expecting from having both of these options selected?
@Bubb well, I expected the bard to sing his song constantly until a fight breaks out, then he starts attacking. The reason is that I expect the first haul of missile attacks to benefit from the bard (skald) song or until he gets into position in the formation, and later on in SOD it would be extra useful with the Bard Hat. EDIT: I also can't use the control script to achieve a similar effect because I use WASD to move the camera around and switching those keys is non negotiable
@toolarg Here's a quick edit to the advanced AI script that should make bards behave like you want them to. This script is for BGEE+SoD because you mentioned SoD; if you want me to also edit the BG2EE script, I'll be happy to.
Edit: Made it so if you manually start the bard song, the script won't stop singing automatically.
Wild Mage: casting NRD is an automatic (or near automatic success - 95% as if you cast it normally) w/ level 1 spells? Sort of like in PnP you can change many cleric spells to healing spells, it's the game's way of implementing the ability to change an NRD to a level one spell (without actually having to implement it).
I could be wrong, but I think NRD is automatically a success casting level 1 spells, meaning there is virtually no reason to prepare any other level 1 spells.
@Stormvessel: I don't think so. The chance of a successful casting on a wild surge is a percentile roll, with an extra +1 for every level the Wild Mage possesses. Landing a roll of 100 or higher means the spell casts normally. The spell level shouldn't have any impact on the chance of a successful casting; a level 1 and level 9 spell are equally difficult to cast during a wild surge.
Wild surges only trigger on 5% of spells, but Nahal's Reckless Dweomer forces a wild surge roll every time it is cast. That means a level 1 character will have a 2% chance of casting any spell via Nahal's Reckless Dweomer. A level 20 Wild Mage will have a 21% chance, and Chaos Shield can increase the chance further.
These percentages aren't exact. There are actually a few percentile rolls below 100 that also result in a successful casting, like the 1% chance of casting the spell and simultaneously regaining all expended spell slots. Also, a Wild Mage's caster level temporarily changes every time he or she casts a spell, increasing or decreasing by 1-5 levels until the next spell is cast. Thus, a level 1 Wild Mage will sometimes cast as if he or she is level 6, and a level 6 Wild Mage will sometimes cast as if he or she is level 1.
Long story short, the odds improve as you gain levels, but wild surges are always unpredictable, even at high levels and with Chaos Shield active. Nahal's Reckless Dweomer is no guarantee of a successful spell casting--in fact, until you reach very high levels, it's actually much more likely to fizzle than cast successfully.
I searched the wiki and the forums but Im getting contradicting results: if charname is a Fighter/Thief does he get +1 STR or +1 DEX from the deck of many things?
Can anyone tell me how the classes in "Usable by / Not usable by" are listed? Is it done in alphabetical order or is there some other pattern? This section is a part of item description string in vanilla, so the order really depends of the modder or translator, but in EE's it's handled by an engine. So, I wonder in what order the classes are listed in EE game.
@Cahir Alignment order changes depending on alingments restricted/allowed, but they are always listed first. Classes are listed second, alphabetically. Races are listed third, alphabetically. Kits are listed fourth. Opcode 319 is listed last.
Kits are listed based on how they are listed on the item file. There are 4 fields on the item file with 8 bits/flags each, to cover all 32 kit usability flags. The four fields are listed in reverse order, but their 8 kits are each listed in the same order. Field4: Berserker Wizard Slayer Kensai Cavalier Inquisitor Undead_Hunter Abjurer Conjurer Field3: Diviner Enchanter Illusionist Invoker Necromancer Transmuter Generalist Archer Field2: Stalker Beastmaster Assassin Bounty_Hunter Swashbuckler Blade Jester Skald Field1: Talos Helm Lathander Totemic Shapeshifter Avenger Barbarian Wild_mage
Does anyone know what the exact number in points is for the loss of strength in the 'caster is weakened' wild surge? It plays heavily into playing a weaker character in no-reload, I'm here to tell.
@Zaghoul From looking at SPWM118, (the 18th and 70th wild surges, which are the surges that apply the weakness effect), it looks like it is a -6 strength penalty.
How can I edit a image I would like to use it as portrait forcing it into the MEDIUM and SMALL formats? Must I draw a square with PAINT and shrink the borders? Is there a smarter way?
How can I edit a image I would like to use it as portrait forcing it into the MEDIUM and SMALL formats? Must I draw a square with PAINT and shrink the borders? Is there a smarter way?
My smarter way is to use PaintShop Pro and lock the crop tool to the correct aspect ratio.
Using a free solution like IrfanView or Paint, I would follow these steps. 1. Start with a picture larger than you need. 2. Crop the picture to where you want, paying attention to the vertical view and leaving extra in the horizontal. 3. Shrink the picture to the proper height. 4. Crop to the proper width.
BTW, as far as I know, the small format isn't used anymore.
If you have only one, the game will scale it, so you don't need anything else. I like having the large and medium, because I make the large a full body or waist-up picture, then make the medium a close-up of the face. As long as they're both named the same (like MFightL.bmp and MFightM.bmp), the game will use the large portrait for the character sheet and the medium for the sidebar.
Enhanced Edition Trilogy. It's the EE version of Baldur's Gate Trilogy (BGT). It combines BG1, SoA, and ToB (and SoD?) into a single game so you can play the saga all the way through.
EET also allows you to revisit BG1, SoD, and SoA areas in the subsequent games, with the exception of the city of Baldur's Gate itself. Thus, you can stop by Beregost midway through SoD, conquer Durlag's Tower to gather money for Gaelan Bayle, or stomp Morentherene right after slaying Firkraag (though you won't be able to access Balduran's Isle unless you already got the charts from Baldur's Gate). You can even smuggle BG1 and SoD items into BG2 by storing them in a chest right after fighting Belhifet in SoD, then returning to the chest when you get out of Chateau Irenicus.
EET also allows you to revisit BG1, SoD, and SoA areas in the subsequent games, with the exception of the city of Baldur's Gate itself. Thus, you can stop by Beregost midway through SoD, conquer Durlag's Tower to gather money for Gaelan Bayle, or stomp Morentherene right after slaying Firkraag (though you won't be able to access Balduran's Isle unless you already got the charts from Baldur's Gate). You can even smuggle BG1 and SoD items into BG2 by storing them in a chest right after fighting Belhifet in SoD, then returning to the chest when you get out of Chateau Irenicus.
EDIT: I got reputation 2 in order to be attacked by bounty-hunter because I read they have Arrows of Dispelling. But those one at Friendly Arm Inn hadn't got them on their corpse. And they turned guards against me and their death decreased again my reputation thereby neutral NPC left the party. Must I restart the game?
32,000 is enough experience for level 6 for every class save Ranger and Paladin. So the level 6 entries for Ajantis, Minsc, and Kivan might never be used.
Uhmm. Let's see. AI shouldn't turn banters off, as far as I know. Do you have an Autosave before you traveled to the Friendly Arm Inn? You should be able to donate money to temples to get your reputation up, and shouldn't have to restart if that's the case.
32,000 is enough experience for level 6 for every class save Ranger and Paladin. So the level 6 entries for Ajantis, Minsc, and Kivan might never be used.
I think EE doesn't use the old system of characters joining the party at level X. I think EE just puts everyone at level 1 or 2, then gives them additional XP based on the party's average XP. Thus, if you had a Charname with 32,000 XP, then recruited Neera, she would be a level 1 character with 32,000 XP, enough to get her to level 5 but not 6.
Baeloth is at least one exception, though. If you have enough XP (I think 32,000), you can find him in Peldvale or maybe the Larswood by the tower in the south end of the map. He starts at level 6.
@semiticgod Not quite. Each NPC has a base level that they start at, and the game gives them exp up to a certain threshold. Early attainable npcs like Khalid, Xzar, etc. start at level 1. But later ones have a higher base starting level. No matter when you get Coran, he will start at a high enough level to already have his mastery in bows.
Comments
I've looked at the advanced AI script, and it seems that "attack enemies" and "sing bard song" are a conflict of actions.
A bard with "sing bard song" active will sing his song if he is currently doing nothing and is in combat.
A bard with "attack enemies" active will only attack enemies if he is not singing his song.
Singing is higher up in the script, and thus it takes priority over attacking; a bard will *never* attack if "sing bard song" is active. I might be able to mod the script for you if you want; what is the behavior you are expecting from having both of these options selected?
EDIT: I also can't use the control script to achieve a similar effect because I use WASD to move the camera around and switching those keys is non negotiable
Here's a quick edit to the advanced AI script that should make bards behave like you want them to. This script is for BGEE+SoD because you mentioned SoD; if you want me to also edit the BG2EE script, I'll be happy to.
Edit: Made it so if you manually start the bard song, the script won't stop singing automatically.
I've updated the .zip to include the BG2EE script
I could be wrong, but I think NRD is automatically a success casting level 1 spells, meaning there is virtually no reason to prepare any other level 1 spells.
Wild surges only trigger on 5% of spells, but Nahal's Reckless Dweomer forces a wild surge roll every time it is cast. That means a level 1 character will have a 2% chance of casting any spell via Nahal's Reckless Dweomer. A level 20 Wild Mage will have a 21% chance, and Chaos Shield can increase the chance further.
These percentages aren't exact. There are actually a few percentile rolls below 100 that also result in a successful casting, like the 1% chance of casting the spell and simultaneously regaining all expended spell slots. Also, a Wild Mage's caster level temporarily changes every time he or she casts a spell, increasing or decreasing by 1-5 levels until the next spell is cast. Thus, a level 1 Wild Mage will sometimes cast as if he or she is level 6, and a level 6 Wild Mage will sometimes cast as if he or she is level 1.
Long story short, the odds improve as you gain levels, but wild surges are always unpredictable, even at high levels and with Chaos Shield active. Nahal's Reckless Dweomer is no guarantee of a successful spell casting--in fact, until you reach very high levels, it's actually much more likely to fizzle than cast successfully.
Alignment order changes depending on alingments restricted/allowed, but they are always listed first.
Classes are listed second, alphabetically.
Races are listed third, alphabetically.
Kits are listed fourth.
Opcode 319 is listed last.
Kits are listed based on how they are listed on the item file.
There are 4 fields on the item file with 8 bits/flags each, to cover all 32 kit usability flags.
The four fields are listed in reverse order, but their 8 kits are each listed in the same order.
Field4: Berserker Wizard Slayer Kensai Cavalier Inquisitor Undead_Hunter Abjurer Conjurer
Field3: Diviner Enchanter Illusionist Invoker Necromancer Transmuter Generalist Archer
Field2: Stalker Beastmaster Assassin Bounty_Hunter Swashbuckler Blade Jester Skald
Field1: Talos Helm Lathander Totemic Shapeshifter Avenger Barbarian Wild_mage
From looking at SPWM118, (the 18th and 70th wild surges, which are the surges that apply the weakness effect), it looks like it is a -6 strength penalty.
Must I draw a square with PAINT and shrink the borders? Is there a smarter way?
Using a free solution like IrfanView or Paint, I would follow these steps.
1. Start with a picture larger than you need.
2. Crop the picture to where you want, paying attention to the vertical view and leaving extra in the horizontal.
3. Shrink the picture to the proper height.
4. Crop to the proper width.
BTW, as far as I know, the small format isn't used anymore.
EDIT:
I got reputation 2 in order to be attacked by bounty-hunter because I read they have Arrows of Dispelling.
But those one at Friendly Arm Inn hadn't got them on their corpse. And they turned guards against me and their death decreased again my reputation thereby neutral NPC left the party.
Must I restart the game?
Here it is said: The highest XP they can have at the time of joining is: 32,000
https://steamcommunity.com/sharedfiles/filedetails/?id=183524786
But here it deals with LEVEL 6 when NPC join the first time.
Who spoke the truth?
Uhmm. Let's see. AI shouldn't turn banters off, as far as I know. Do you have an Autosave before you traveled to the Friendly Arm Inn? You should be able to donate money to temples to get your reputation up, and shouldn't have to restart if that's the case.
Baeloth is at least one exception, though. If you have enough XP (I think 32,000), you can find him in Peldvale or maybe the Larswood by the tower in the south end of the map. He starts at level 6.