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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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  • [Deleted User][Deleted User] Posts: 0
    edited December 2016
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    Post edited by [Deleted User] on
  • rapsam2003rapsam2003 Member Posts: 1,636

    Question 1: should the Simulacrum be able to use psionics? Or should it's concentration go maintaining its physical integrity?

    I would say the latter.

    Question 2: should the player have to choose only HLA from each discipline, and be denied the other "opposite" one? Power limitation for the sake of more unique character development.

    I would say yes. Choices and consequences are good.

  • [Deleted User][Deleted User] Posts: 0
    edited December 2016
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  • agb1agb1 Member Posts: 249
    Now we just need someone to create a dialogue overhaul for the entire game with appropriate options for a telepathic character.
  • HalcyonHalcyon Member Posts: 56
    That sounds pretty incredible SD, I can't wait to try it out on my next run!
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  • ALIENALIEN Member Posts: 1,271
    @subtledoctor Excellent work!
  • GrimLefourbeGrimLefourbe Member Posts: 637
    edited December 2016
    My Soulblade gets around 25 hp that don't go away upon using Adrenaline Rush. Anyone else got the same issue ? Kinetic ram works fine.

    Edit: Also, Metabolic boost's description says + 1 apr but I only get 1/2. Seems to me like it doesn't stack with the specialisation apr bonus.
    Post edited by GrimLefourbe on
  • [Deleted User][Deleted User] Posts: 0
    edited December 2016
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    Thanks for the hotfix.

    Another question as I might have misunderstood something. My soulblade was lvl 1 and got adrenaline rush as well as kinetic ram which were 1/day use.

    At lvl 3 I got a new ability and choose Metabolic boost, I now have a Biokinetic ability that lets me cast either Metabolic boost or Adrenaline Rush. This ability is at-will so I effectively have both an at-will Metabolic boost and a 1/day metabolic boost.

    If Metabolic boost is supposed to be an at_will that I can reactivate anytime it expires, shouldn't it be a toggled ability instead ?

    It's pretty awesome anyway and the text based dialogue select works wonders, it's much more practical than having to look at the readme during the game.
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    edited December 2016
    It makes sense, thanks. The lvl 1 abilities should be at-will then shouldn't they?
  • GrimLefourbeGrimLefourbe Member Posts: 637
    edited December 2016
    Bio regeneration doesn't cost any hp(or max hp) on use unlike the description says.

    Edit: Also, using Adrenaline Rush gives full HP.
    Post edited by GrimLefourbe on
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    edited December 2016
    I didn't reinstall, I just kept going as I was already quite far into the story. I have noticed maintainable power seem to not be reliable but I can't exactly tell all the issues yet, waiting until more information.

    However, I have a suggestion for improvement. You could put the descriptions of the spells in the themed spell. More precisely, at level 1, I can right click on my psychic spells to find the descriptions of what they do. When I get a second one, I can't anymore because instead I have the "Telepathy" ability button which has no description and using it gives access to the other abilities. The "Telepathy" button and other respectives button should have the description of the spells it allows access to.

    Edit: Bug now. The dialog selection says i'm learning Carapace and gives a spell description but the spell i'm actually learning is camouflage.
    Post edited by GrimLefourbe on
  • GrimLefourbeGrimLefourbe Member Posts: 637
    Intellect fortress doesn't seem to work anymore. I don't know why.

    I have a save but it's on EET so you might not be able to see for yourself.
  • ALIENALIEN Member Posts: 1,271
    @subtledoctor minor error:
    ERROR: error loading [might_and_guile/fighter/d5_swash.spl]
    ERROR: Unix.Unix_error(20, "stat", "might_and_guile/fighter/d5_swash.spl")
    Add the Scout (thief kit) and revise the Swashbuckler (Might and Guile) was not installed due to errors.
  • Mantis37Mantis37 Member Posts: 1,177
    I hope the Scout issue can be dealt with, I just completed a no reload in bg1 with the kit and can't get it to install on either a bg2 or bg2ee installation unfortunately.
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  • ALIENALIEN Member Posts: 1,271

    @ALIEN @Mantis37 I had to reduce that ability's filename to seven letters.

    Classic BG2 engine limitation? Or EE bug?
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  • ALIENALIEN Member Posts: 1,271
    @Avenger_teambg Can you confirm that EE engine get rid of such limitations for script actions?
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  • ALIENALIEN Member Posts: 1,271
    This limitation looks so ridiculous and stupid ...
  • GrimLefourbeGrimLefourbe Member Posts: 637
    @subtledoctor Any idea for the intellect fortress bug and the others I reported ? ( As well as my suggestion)
  • Mantis37Mantis37 Member Posts: 1,177
    Thanks for posting the update. Both of them installed, however the BG2 version couldn't use scrolls on my present installation so I suppose I shall continue using the EE versions.
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    edited December 2016
    Thanks for the answer and good work again!

    I can reproduce the bug with Carapace by building a Soulblade from Candlekeep too. The dialog says Carapace but I get Camouflage. I'll test with a newer release next time I reinstall.
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