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[v3.5] Epic Thieving: More Benefits from High Thieving Skills

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  • GrammarsaladGrammarsalad Member Posts: 2,509
    edited August 2019
    OlvynChuru wrote: »
    @Grammarsalad

    I'm not great at patching dialogues besides using REPLACE_TEXTUALLY, so any skills that require additional dialogue options are out for me.

    As for Performance, it might be better to have it do something like increase bard song range or duration.

    I was considering some other skill ideas for rangers. One is a skill that increases their visual range (maybe 15 or 20 points per point of increased visual range, since increasing a party member's visual range is very powerful from my experience). I also had several ideas for skills that upgrade the ranger's Charm Animal ability (which is normally pretty useless as there are barely any decent animals to charm beyond BG1). One skill might enable the ranger to charm additional kinds of creatures (e.g. unintelligent monsters like basilisks or wyverns) at certain thresholds. Another might extend the duration of Charm Animal and at a certain threshold make Charm Animal permanent.

    Ooohh, I like those!

    Performance could be done on the fly, regardless of what version one is using, with the right checks etc.

    I have a revision of the charm animal spell* and special ability, called 'charm beast'. I created it a long time ago, so it probably needs to be revised, but basically it allowed the ranger/druid to charm 'animal-like' monstrous animals, like ankhegs and Carrion Crawlers.

    Another thing I have in the works is my 'proficiencies' mod, which incorporates 2e style non-weapon proficiencies into the game (by condensing the weapon profs into bg style group proficiencies). One proficiency was going to be a 'nature lore' like proficiency which had a 'wild empathy' like application that does roughly the same.

    But, Wild Empathy could be a skill for nature likes...it's a thought.

    Heh, yet another thing I had planned was to revise set traps. Like @Ulb , I am not fond of regular thieves getting access to things like time trap. My main inspiration is Adarnis' wonderful 'Trap Revisions' mod, where you can select more and better traps to set based on your set traps ability (with no chance to fail). I was not going to have the thing where you spend money to create the traps, though, and I was going to keep the standard limit of x traps/day (IIRC, that mod allowed you to set an unlimited number of traps as long as you paid and stayed under the 6 per area limit). I also loved the idea of mage/thieves incorporating spells into their traps while non-magic using thieves use more exotic but 'mundane' traps.

    As for Bardic Knowledge (and/or barter), I can do that and, if you like, I'll be happy to donate it to this (frankly awesome) mod. TBH I still have to teach myself how to more dynamically change dialogs. I know the basics, but it's on my list of things to learn. This is motivation, so...

    * Thinking about it, that might have just been hold animal. I know that I moved that spell to 1st level and changed it to 'hold beast' which does hold as described above. I think I had planned to do something similar with Charm animal, but I may not have actually done it.

    Post edited by Grammarsalad on
  • GrammarsaladGrammarsalad Member Posts: 2,509
    edited August 2019
    Ohh, another idea: Variant attribute bonuses:

    https://github.com/Grammarsalad/B_Kits/issues/47

    This is mostly relevant for 'new' skills, but even a few standard ones like find/remove traps and detect illusion get bonuses based on certain non-dex attributes (i.e. wis and int respectively).

    Edit: Anyway, I'm going to produce this stuff as modular components (in this mod) with the understanding that you can take (and alter) anything you like. No pressure or anything. :)

  • OlvynChuruOlvynChuru Member Posts: 2,426
    @Grammarsalad
    Ohh, another idea: Variant attribute bonuses:

    I actually did this for the Use Poison skill, which gets +4% for every point of Intelligence the character has above 10.

    Grammarsalad
  • Ludwig_IILudwig_II Member Posts: 251
    @OlvynChuru I'm trying to use Use Poison skill, with latest state of master branch of EEex mod and this mod. However, it is not working correctly like the other thief skills. Even if I allocate more skill points to Use Poison during level up screen, on character screen it never increases. It always shows the initial calculation which is done by intelligence + being an Assassin. Any skill points I assign has no effect.

    I'm not sure how relevant it is, but unlike other skills, Use Poison skill is shown twice or thrice on character screen. I'm attaching a screenshot to demonstrate it. My weidu.log is also attached. Thanks

    cbmaq90kqz5o.png

  • EndarireEndarire Member Posts: 223
    Big World Setup says this mod (Epic Locks & Epic Traps) conflicts with Back to Brynnlaw.

    Why?
    @OlvynChuru

  • OlvynChuruOlvynChuru Member Posts: 2,426
    @Endarire I have no idea. I've never even played Back to Brynnlaw.

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