It took more attempts than I'm proud of, but I finally made it back to Davaeorn. The discussion earlier about using the guard to attack him had me wanting to test something. Using Farsight over his location allows you to command the guard to attack directly without fear of triggering dialogue.
I later used the same technique to reveal Drizzt and use 5 level 7+ animate dead skeletons to kill him (summons would probably work against Davaeorn too). Drizzt never went hostile. It might be possible to charm some of the NPCs in the area and have them attack Drizzt (is it possible to reveal Drizzt and back away like with Davaeorn?). The skeletons AI kept turning on and off, so it required 2 or 3 casts of Farsigh, but a charmed NPC might just keep attacking.
I loaded an earlier auto-save to try it with Elminster, but he teleported away after the skeletons initiated combat. I would like to try it with Sarevok, but it might be a while, depending on how the current run plays out
Do any other NPCs behave like Drizzt and Davaeorn? The only commonality I see is that they both initiate dialogue with invisible characters.
I was wondering if I caused the reputation to fall at this stage in order to get the horror spell, would she become fallen if the reputation rose again before she was raised?
@Wise_Grimwald: Just tried this with Ajantis. Recruited him at 8 rep, let him die, dropped rep to 6, brought it back to 8 (adding and removing Baeloth), resurrected him, and he still had his paladin powers. I don't think you fall until you drop below 7 reputation, so as long as you have 7, 8, or 9, you can still get Horror without risk of falling regardless.
@jessejmc Thanks for the quick reply. That's useful to know. It could be used as a tactic to avoid messing up romances since some NPCs don't like being dropped.
Just had the strangest thing happen. Went back to solo clear Cloakwood as a Priest of Helm with five summoned skeletons. Sided with Aldeth over Seniyad, and one of the druids landed a Charm Person or Mammal on me.
The skeletons proceed to kill the druids, and I'm about to quit, but I let it play through. The skeletons start attacking me, and I realize the game hasn't ended. I had initially attributed it to the kill cam from Tweaks Anthology (SCS + Tweaks Anthology are the only installed mods), but it runs longer that I expect, so I move the skeletons. After a few rounds the charm wears off, and I continue on.
Do summons count as party members to prevent a game over when charmed?
Nope. If a solo character is charmed, it means death no matter how many summons or familiars are around. That was just the kill cam delaying the death.
Something has happened that has left me more than a little confused. Isra is in my party and due io armour and items she is wearing, her armour class is -8. I now equip a shield which gives an armour class bonus of 4 and it is still -8 ?
Yes it was. I realised the problem when playing the game and was just about to post it, but you guessed the problem before I managed to work it out. I feel a bit of an idiot for not working it out sooner.
Does anyone know if an item's stolen status transfers from BG:EE to SoD? If I sell Evermemory in Nashkel and steal it back, can I sell it again in SoD?
@jessejmc: I assume it depends on whether you have Modmerge installed. If your BG1 and SoD installs are merged, I'm sure it will still be considered stolen. If they're not, I'm guessing the game won't remember.
I was able to use Farsight and a charmed Zekar to kill Drizzt. Basically, charm Zekar with Algernon's Cloak, cast Farsight over Drizzt, have Zekar kill the gnolls (or do it yourself), have Zekar attack Drizzt. Drizzt won't go hostile as long as you don't get close enough to initiate dialogue.
@jessejmc This has me thinking what would happen if you used a charm spell instead of Algernon's Cloak.
Would the spell wear off before Drizzt died? If so, would Zakar continue to attack Drizzt?
If he was no longer charmed when he killed Drizzt, would there still be reputation loss?
A similar tactic can be used against Bassilus and Zordral. Once the skeletons are dead, charm bassilus with the cloak. Take him towards Zargal and get him to buff the party. Get him to attack Zargal and cronies. He will usually win but be badly hurt.
Take him near to a ghoul/ghast and allow them to hold him.
He is then easy to kill.
Using this tactic even a solo level 1 thief is able to prevail against these quite powerful enemies. having defeated them, he would no longer be level1!!
@jessejmc This has me thinking what would happen if you used a charm spell instead of Algernon's Cloak.
Would the spell wear off before Drizzt died? If so, would Zakar continue to attack Drizzt?
If he was no longer charmed when he killed Drizzt, would there still be reputation loss?
Some interesting questions I'll try to test next time around. My suspicion is that the charmed character continues attacking, like Silke continuing to cast Magic Missiles on herself after she goes hostile. I also suspect that you don't suffer from reputation loss or gain experience. If that's the case though, triggering the gnolls to do it is available at a much lower level.
Do all the charm spells cause the recipient to go hostile, or just some of them? The wiki only mentions hostility for Mental Domination and Charm Person or Animal. It may or may not be a factor.
@jessejmc This has me thinking what would happen if you used a charm spell instead of Algernon's Cloak.
Would the spell wear off before Drizzt died? If so, would Zakar continue to attack Drizzt?
If he was no longer charmed when he killed Drizzt, would there still be reputation loss?
Some interesting questions I'll try to test next time around. My suspicion is that the charmed character continues attacking, like Silke continuing to cast Magic Missiles on herself after she goes hostile. I also suspect that you don't suffer from reputation loss or gain experience. If that's the case though, triggering the gnolls to do it is available at a much lower level.
Do all the charm spells cause the recipient to go hostile, or just some of them? The wiki only mentions hostility for Mental Domination and Charm Person or Animal. It may or may not be a factor.
I've been playing a fair amount of Avenger lately and have run into something I couldn't find while searching the forums. If you cast Improved Invisibility on yourself, shift to sword spider, then equip Edventar's Gift (Ring of Free Action), you retain haste while otherwise benefiting from free action.
I tried this with Baeloth too. Cast Haste and Improved Invisibility and then equip Edventar's Gift. Now freely run around in webs at hasted speed with an extra APR. It works for me in both non-modded and SCS installs.
Edit: Unfortunately, it doesn't work with The Paws of the Cheetah. Something else that happens when I shift to sword spider with an offhand weapon equipped is my character sheet displays 6 APR. Is that accurate? I thought you could only break 5 APR with Improved Haste or HLAs.
Edit 2: Not sure why I didn't think to try without Improved Invisibility first. If you shift to sword spider then equip Edventar's, you still have haste. I didn't check with the mage spell, but it probably works the same.
@jessejmc: It doesn't work with the Boots of the Cheetah because both Free Action and the boots set your movement rate, and the ring also grants immunity to the movement rate modifier. This means that the ring re-sets your movement rate back to normal, then prevents the boots from re-setting it again even if you take the boots off and put them back on.
The 6 APR is accurate. Regular haste allows you to get from 5 APR to 6 APR, even though other APR bonuses cannot go beyond 5. Spider form doesn't grant 5 APR exactly: it grants 4 APR, the off hand weapon increases it to 5, and the haste effect of the spider (which is a real haste effect; not just a movement rate bonus) bumps it up to 6.
I am having a problem with the "Of wolves and men" quest.
It used to work fine, then it stopped working if I rescued Tonder.
Using the following worked and I could speak to him and I would be told where to find the sword.
C:CreateCreature("TONDER")
Now however if I use that command, the game says that Tonder does not exist. Somehow the cre file seems to have been destroyed.
Firstly is this from the A C Questpack. Secondly if the file has somehow been deleted is it possible to copy it from the zip file and put it in the correct location. What is the file's name and what is the correct location? Override?
So I tried to take on Kangaxx, he summoned a SCS Dark Deva, and I ended up with two characters vorpaled while being unable to overcome the Dark Deva's regeneration.
Is there a way to deal with these things other than waiting for them to despawn? Dispel on hit, vorpal on hit, 3 casts of Firestorm and some of Insect Plague, Heal I'm pretty sure is in there as well... Is the only solution PfMW or summons, or somehow getting a non-dispellable save vs death of -2 or higher?
Edit: I can't recall if it's a Fallen Planetar of Deva.
Depends on your level and abilities. Imprisonment is the default way of getting rid of devas and planetars. But if your main problem is that you don't have a save vs death below -2, that's something you should address urgently, there's little reason not to have very safe saving throws (-6 and better). Base save vs death caps at 3 for warriors (I think, from memory) and 2 for priests. A further +5 bonus if dwarven/halfling. It doesn't take much in terms of x of protection, cloak of displacement, balduran's helm etc to be safely negative just from equipment.
@jessejmc: All charm effects are flagged to make the target turn hostile. The sole two exceptions are Algernon's Cloak and the Nymph Cloak.
There are three caravan guards (introduced by a mod, not sure which) near Tarnesh, one being a dwarf the others human or elf. If you charm the dwarf he doesn't go hostile afterwards, therefore useful against Tarnesh. If you charm either of the others they do, and they are VERY dangerous enemies. They shoot arrows of freezing that hold you.
I have a request for someone skilled with Near Infinity. My latest run keeps crashing, quite possibly because an actor (namely Bertram and his goons from the Gavin mod) keeps spawning in the corner of the map. I can't remove them myself as I am a) incompetent & b) on mobile. Could someone take a look for me please?
Just wondering if anybody knows if there is any significance in the colour of an Asimaar's eyes. Going from images that I have seen, I think that there might be, or is it the artist who makes that decision?
I have seen different opinions: Jewel coloured eyes, Topaz and pearly being the most common. Jewel coloured of course can mean any colour. Emeralds are green, saphires are blue, rubies are red, amathysts are purple, amber is yellow and so on.
According to wiki tiefling can also have a variety of colours in their eyes: black; red; white, silver or gold.
I was trying to decide if eye colour had anything to do with alignment.
I am currently role-playing a Banite Party of half-orcs.
I have Stone of Askavar installed and know that playing that mod I come into conflict with Banite Priests and Mages.
I am wondering therefore if there is any way of avoiding conflict with them other than just refusing the quest. After all, they are on the same side that I am. My party also want to raise him.
What would the effect be of attacking those who are wanting me to work for them? It is they who are the enemy after all.
@Wise_Grimwald In Stone of Askavar the priests and mages are pretty tough but can be killed. You're gonna have to kill quite a few to finish the quest, no way around it. The last fight is a real doozy but still doable with the right strategy and buffs. There are no negatives from killing them.
I'm about to try SoD for a second time, aiming for minimal reloads. Could you please point me to some insta-death encounters (like Ducal Palace in BGEE, where loosing the game is not tied to the Bhaalspawn's death)? I understand there are couple of those. Spoilers are not an issue.
For the Banites you could take the attitude that you're going to be the one to raise Bane and no-one else is worthy of getting the credit for it!
In SoD be careful when barrels are around, when defending the camp and around Bridgeport. They can explode. Fleeing enemies going near them in the camp battle can also be annoying.
Comments
I later used the same technique to reveal Drizzt and use 5 level 7+ animate dead skeletons to kill him (summons would probably work against Davaeorn too). Drizzt never went hostile. It might be possible to charm some of the NPCs in the area and have them attack Drizzt (is it possible to reveal Drizzt and back away like with Davaeorn?). The skeletons AI kept turning on and off, so it required 2 or 3 casts of Farsigh, but a charmed NPC might just keep attacking.
I loaded an earlier auto-save to try it with Elminster, but he teleported away after the skeletons initiated combat. I would like to try it with Sarevok, but it might be a while, depending on how the current run plays out
Do any other NPCs behave like Drizzt and Davaeorn? The only commonality I see is that they both initiate dialogue with invisible characters.
It happened just after finishing the bandit camp.
I was wondering if I caused the reputation to fall at this stage in order to get the horror spell, would she become fallen if the reputation rose again before she was raised?
i.e. Can a paladin fall whilst he/she is dead?
The skeletons proceed to kill the druids, and I'm about to quit, but I let it play through. The skeletons start attacking me, and I realize the game hasn't ended. I had initially attributed it to the kill cam from Tweaks Anthology (SCS + Tweaks Anthology are the only installed mods), but it runs longer that I expect, so I move the skeletons. After a few rounds the charm wears off, and I continue on.
Do summons count as party members to prevent a game over when charmed?
Would the spell wear off before Drizzt died? If so, would Zakar continue to attack Drizzt?
If he was no longer charmed when he killed Drizzt, would there still be reputation loss?
A similar tactic can be used against Bassilus and Zordral. Once the skeletons are dead, charm bassilus with the cloak. Take him towards Zargal and get him to buff the party. Get him to attack Zargal and cronies. He will usually win but be badly hurt.
Take him near to a ghoul/ghast and allow them to hold him.
He is then easy to kill.
Using this tactic even a solo level 1 thief is able to prevail against these quite powerful enemies. having defeated them, he would no longer be level1!!
Some interesting questions I'll try to test next time around. My suspicion is that the charmed character continues attacking, like Silke continuing to cast Magic Missiles on herself after she goes hostile. I also suspect that you don't suffer from reputation loss or gain experience. If that's the case though, triggering the gnolls to do it is available at a much lower level.
Do all the charm spells cause the recipient to go hostile, or just some of them? The wiki only mentions hostility for Mental Domination and Charm Person or Animal. It may or may not be a factor.
I didn't know about Silke. Interesting.
I tried this with Baeloth too. Cast Haste and Improved Invisibility and then equip Edventar's Gift. Now freely run around in webs at hasted speed with an extra APR. It works for me in both non-modded and SCS installs.
Edit: Unfortunately, it doesn't work with The Paws of the Cheetah. Something else that happens when I shift to sword spider with an offhand weapon equipped is my character sheet displays 6 APR. Is that accurate? I thought you could only break 5 APR with Improved Haste or HLAs.
Edit 2: Not sure why I didn't think to try without Improved Invisibility first. If you shift to sword spider then equip Edventar's, you still have haste. I didn't check with the mage spell, but it probably works the same.
The 6 APR is accurate. Regular haste allows you to get from 5 APR to 6 APR, even though other APR bonuses cannot go beyond 5. Spider form doesn't grant 5 APR exactly: it grants 4 APR, the off hand weapon increases it to 5, and the haste effect of the spider (which is a real haste effect; not just a movement rate bonus) bumps it up to 6.
It used to work fine, then it stopped working if I rescued Tonder.
Using the following worked and I could speak to him and I would be told where to find the sword.
C:CreateCreature("TONDER")
Now however if I use that command, the game says that Tonder does not exist. Somehow the cre file seems to have been destroyed.
Firstly is this from the A C Questpack. Secondly if the file has somehow been deleted is it possible to copy it from the zip file and put it in the correct location. What is the file's name and what is the correct location? Override?
Is there a way to deal with these things other than waiting for them to despawn? Dispel on hit, vorpal on hit, 3 casts of Firestorm and some of Insect Plague, Heal I'm pretty sure is in there as well... Is the only solution PfMW or summons, or somehow getting a non-dispellable save vs death of -2 or higher?
Edit: I can't recall if it's a Fallen Planetar of Deva.
There are three caravan guards (introduced by a mod, not sure which) near Tarnesh, one being a dwarf the others human or elf. If you charm the dwarf he doesn't go hostile afterwards, therefore useful against Tarnesh. If you charm either of the others they do, and they are VERY dangerous enemies. They shoot arrows of freezing that hold you.
I have a request for someone skilled with Near Infinity. My latest run keeps crashing, quite possibly because an actor (namely Bertram and his goons from the Gavin mod) keeps spawning in the corner of the map. I can't remove them myself as I am a) incompetent & b) on mobile. Could someone take a look for me please?
I have seen different opinions: Jewel coloured eyes, Topaz and pearly being the most common. Jewel coloured of course can mean any colour. Emeralds are green, saphires are blue, rubies are red, amathysts are purple, amber is yellow and so on.
According to wiki tiefling can also have a variety of colours in their eyes: black; red; white, silver or gold.
I was trying to decide if eye colour had anything to do with alignment.
I have Stone of Askavar installed and know that playing that mod I come into conflict with Banite Priests and Mages.
I am wondering therefore if there is any way of avoiding conflict with them other than just refusing the quest. After all, they are on the same side that I am. My party also want to raise him.
What would the effect be of attacking those who are wanting me to work for them? It is they who are the enemy after all.
Loss of reputation presumably? Instadeath?
Has anybody tried fighting them?
Are they even killable?
I'm about to try SoD for a second time, aiming for minimal reloads. Could you please point me to some insta-death encounters (like Ducal Palace in BGEE, where loosing the game is not tied to the Bhaalspawn's death)? I understand there are couple of those. Spoilers are not an issue.
Cheers,
B.
In SoD be careful when barrels are around, when defending the camp and around Bridgeport. They can explode. Fleeing enemies going near them in the camp battle can also be annoying.