I would add that Athkatla can't be concatenated into one map as easily as one might think. Look at the Temple District:
Notice how there's the Slum District in the northwest AND in the southwest? In a way that makes no sense?
Wow, talk about a TIL - I suppose Bioware reused the slum district as "nearby neighborhoods" figuring the fog of war would cover them most of the time, but that looks like the Copper Coronet and the Jansen estate to the north! All these years, and it never occurred to me to look closely there...
Looking at the full map, I'm not sure why they didn't use a stand of trees instead - it would have fit vastly better than the slums, given that is how it appears to be separated from above.
Not sure if it is an easy modding matter but I would like more multiclass options so a druid can multi as a cleric can (a druid/mage would be cool, druid/thieves would have nice utility and the triple F/M/D would be lots of fun) and to allow F/C/Ts (also F/D/Ts!)
Not sure if it is an easy modding matter but I would like more multiclass options so a druid can multi as a cleric can (a druid/mage would be cool, druid/thieves would have nice utility and the triple F/M/D would be lots of fun) and to allow F/C/Ts (also F/D/Ts!)
My mod definitely isn't the first to allow a Druid/Mage, though it is the first to allow a Cleric/Druid. Some of the druid multiclasses are unique to the mod; others can be found elsewhere.
@subtledoctor: I dimly recall you mentioning that it was possible to install certain classes without including the new spell system--does that work? I've always wanted to have these classes preserve vanilla-style spells and HLAs and so forth (and class names), but perfect item usability was something beyond my reach.
In my run today, I was just thinking how I might actually try to learn how to mod to make a peaceful resolution to the Fallen Paladins quest. Anarg deserves what's coming to him for being a slaver, but Reynald de Chantillon and presumably a few other ex-Paladins did nothing but break their vows of chastity or... something, since marriage apparently isn't a problem for the Radiant Heart (see: Keldorn). I learned googling that apparently a dialogue option means Chantillon doesn't fight, but... come on, some of these people would still make perfectly good guards or protectors of an area. Maybe Umar Hills, or the De'Arnise keep.
Maybe arranging some sort of exile from Athkatla, or having Reynald start his own adventuring group as basically a Fighter, kind of like Mazzy was before the Shade temple. But really, failing to meet the Lawful stick-up-your-butt Paladin Code and trying to remain active afterwards shouldn't be grounds for a summary execution.
Not sure if it is an easy modding matter but I would like more multiclass options so a druid can multi as a cleric can (a druid/mage would be cool, druid/thieves would have nice utility and the triple F/M/D would be lots of fun) and to allow F/C/Ts (also F/D/Ts!)
I'm not sure this is a small mod coding-wise, but I just posted an idea for a tweak to SoD / EET at G3 I would find pretty cool:
After Sarevok is killed, you remain in the BG1 game and you can play on. If you go into the Palace and talk to Duke Belt, he offers you the room in the Palace you have in SoD and asks you to stay.
You have the reply options:
1. (EET only) No thanks, I will be on my way shortly -> SoD is skipped and BGII start movie plays.
2. Yes, I will stay for a while and help hunt down all of Sarevok's followers. -> SoD happenings start.
3: Later, I have to finish something first -> dialogue ends and you can go on roaming BG1 like in BGT.)
For what it's worth, I actually wrote this mod and it turned out a bit more luxurious than I originally anticipated. Se here for more info.
I'd like a mod/script/bot that plays the game for me. I'll add a few inputs, like creating the character, setting alignment etc, and then the game plays in the background according to the parameters I've setup. At any time I can go into the game and take over the controls, and then start the script again when I leave. If I'm feeling lazy I can sip some coffee and watch it as a sort of LP. I can also ask the mod/script to exclude certain things or pause and alert me, when it reaches key pre-defined points I want to actively play, ie certain quests or places.
I have no idea if that would be a small mod, or even possible at all, but all those people who don't reroll (or who accept the rolls without +/- distributing the points) and accept their character's flaws and weaknesses have made me think:
Wouldn't it be better to roll your stats first and *then* choose your class? That way, if you don't like min-maxing, you can choose according to your strengths and weaknesses.
I think that's more realistic, because minimum class requirements aside, someone with INT 17 and low CON would probably not become a melee fighter, or a wise and charismatic but clumsy person wouldn't train as a scout or rogue.
(For what it's worth, I don't mind using +/- because I don't see anything wrong with losing points in wisdom to max out strength, or improving intelligence but losing constitution ... it is the equivalent of training to be stronger, but neglecting other characteristics, or reading lots of books instead of running around in the sun, if you consider the rolled stats as what you were born with rather than what you have when you start the game)
Mod idea: adding cuisines with their own custom sketches to the Innkeeper list of buyable beaverages. Never understood why Charname could buy booze 24/7 but not a bread crumble's worth of food in even one, single Inn.
Why, last time I stayed at a hotel I didn't need to fear to die of starvation.
I'd like a mod/script/bot that plays the game for me. I'll add a few inputs, like creating the character, setting alignment etc, and then the game plays in the background according to the parameters I've setup. At any time I can go into the game and take over the controls, and then start the script again when I leave. If I'm feeling lazy I can sip some coffee and watch it as a sort of LP. I can also ask the mod/script to exclude certain things or pause and alert me, when it reaches key pre-defined points I want to actively play, ie certain quests or places.
Many years ago a moderator in other forums made some custom ai scripts and played a run almost that way, surely some imput from the player is needed to accept quests and move from area to area and inside them, but scripts can take care of the whole combat part of the game.
I don't trust scripts at all, at least the ones from other people, not even talking of the default in game ones, as my tactics are all about precise managing of spells and resources, timing and field conrol, but probably it is quite easy to write or collect scripts that can carry a balanced party on easy difficulty, the example i was talking before if i remember correctly was with a modded game and high difficulty, thing that need much less generic scripts.
I'm not sure this is a small mod coding-wise, but I just posted an idea for a tweak to SoD / EET at G3 I would find pretty cool:
After Sarevok is killed, you remain in the BG1 game and you can play on. If you go into the Palace and talk to Duke Belt, he offers you the room in the Palace you have in SoD and asks you to stay.
You have the reply options:
1. (EET only) No thanks, I will be on my way shortly -> SoD is skipped and BGII start movie plays.
2. Yes, I will stay for a while and help hunt down all of Sarevok's followers. -> SoD happenings start.
3: Later, I have to finish something first -> dialogue ends and you can go on roaming BG1 like in BGT.)
Skip "Skie Silvershield onwards - Go straight to SoA Intro" option too please!
I'm not sure this is a small mod coding-wise, but I just posted an idea for a tweak to SoD / EET at G3 I would find pretty cool:
After Sarevok is killed, you remain in the BG1 game and you can play on. If you go into the Palace and talk to Duke Belt, he offers you the room in the Palace you have in SoD and asks you to stay.
You have the reply options:
1. (EET only) No thanks, I will be on my way shortly -> SoD is skipped and BGII start movie plays.
2. Yes, I will stay for a while and help hunt down all of Sarevok's followers. -> SoD happenings start.
3: Later, I have to finish something first -> dialogue ends and you can go on roaming BG1 like in BGT.)
Skip "Skie Silvershield onwards - Go straight to SoA Intro" option too please!
I was wandering round the temple outside Beregost last night and it occurred to me that it would be nice if both Cattack the hobgoblin and the Vampiric Wolves had some sort of quest or story associated with them. Cattack and his companions are out marauding so maybe they have stolen something from the temple? And the Vampiric Wolves seem like such as threat to the good folk of Beregost you would have thought someone might at last be complaining about them.
Anyway, that's a another little mod I would like to see.
What I would really like, is a mod which makes it possible to save Mook.
Lassal seems to cast a special spell on her. It is called "disintegrate", but it bypasses Death Ward, Improved Invisibility, Protection from Magic and Protection from Undead. What a cheater.
What I would really like, is a mod which makes it possible to save Mook.
Lassal seems to cast a special spell on her. It is called "disintegrate", but it bypasses Death Ward, Improved Invisibility, Protection from Magic and Protection from Undead. What a cheater.
Actually no. Mook is scripted to die.
Relevant part of cut73c.bcs (from the perspective of Lassal):
Beholder disintegrate (SPIN982) applies the disintegrate opcode with spell resistance and save vs. spell. It's really nothing special. It is just cover for the script to autokill Mook.
Saving Mook would be possible (but improbable) by just removing the autokill. That would be a matter of a couple minutes. Making it more sure would be casting Spell Resistance on Mook or possibly other buffs.
But one would need to add on more to Mook's dialogue and script to account for the possibility of Mook living.
Since this is clearly not your first rodeo in Amn, it's not that big a deal, but the first time you see that, you are reminded that your "enemy" is hideously powerful. It definitely makes a point.
A mod that replaces Imoen with Abdel Adrian just for the lulz. Making him the damsel in distress inside the story, with Imoen's dialogue and voice intact would be hilarious. All it really needs to accomplish is to replace the name, portrait and sprite of hers.
I'd like a mod that puts all the npcs in the FAI, Ducal Palace, and Copper Coronet.
If you're referring to when you kick them out of the party that they all go to the same place, I completely agree. Or even better, to your stronghold in BG2! I'd love that!
I just went to the Nashkel Carnival and watched the Great Gazib and his exploding ogre. When Oopah goes mad the Great Gazib just legs it, never to be seen again. I would like to see a mod where he asks you to find something to replace his act now that he has lost his livelihood. Maybe you could find him a talking chicken or something like that?
I brought this up in another thread, but I would like a mod that replaces skeleton warriors with spirit warriors for good-aligned clerics who cast animate dead, though with similar stats for balance reasons. For those who feel it is a bit unseemly for good aligned clerics to be walking around with animated corpses.
Maybe you could find him a talking chicken or something like that?
At last! An evil option for the Melicamp quest. (No, I won't code it.) "You want me to bring you to your master? How about you earn me some gold, first."
I would like to see a mod that makes all lorebooks scattered around the world more meaningful.Like reading a book for a first time gives you a permanentny +1 bonus to Lore.
Comments
Wow, talk about a TIL - I suppose Bioware reused the slum district as "nearby neighborhoods" figuring the fog of war would cover them most of the time, but that looks like the Copper Coronet and the Jansen estate to the north! All these years, and it never occurred to me to look closely there...
Looking at the full map, I'm not sure why they didn't use a stand of trees instead - it would have fit vastly better than the slums, given that is how it appears to be separated from above.
Actually Semiticgod has made that possible already:
https://forums.beamdog.com/discussion/76995/druid-multiclasses-everything-from-druid-mages-to-fighter-cleric-druid-mage-thieves
A true gem of a kit mod imho.
@subtledoctor: I dimly recall you mentioning that it was possible to install certain classes without including the new spell system--does that work? I've always wanted to have these classes preserve vanilla-style spells and HLAs and so forth (and class names), but perfect item usability was something beyond my reach.
Maybe arranging some sort of exile from Athkatla, or having Reynald start his own adventuring group as basically a Fighter, kind of like Mazzy was before the Shade temple. But really, failing to meet the Lawful stick-up-your-butt Paladin Code and trying to remain active afterwards shouldn't be grounds for a summary execution.
Thanks, I need to check out General Modding more often, only used to look in the game specific forums
For what it's worth, I actually wrote this mod and it turned out a bit more luxurious than I originally anticipated. Se here for more info.
Wouldn't it be better to roll your stats first and *then* choose your class? That way, if you don't like min-maxing, you can choose according to your strengths and weaknesses.
I think that's more realistic, because minimum class requirements aside, someone with INT 17 and low CON would probably not become a melee fighter, or a wise and charismatic but clumsy person wouldn't train as a scout or rogue.
(For what it's worth, I don't mind using +/- because I don't see anything wrong with losing points in wisdom to max out strength, or improving intelligence but losing constitution ... it is the equivalent of training to be stronger, but neglecting other characteristics, or reading lots of books instead of running around in the sun, if you consider the rolled stats as what you were born with rather than what you have when you start the game)
Why, last time I stayed at a hotel I didn't need to fear to die of starvation.
Many years ago a moderator in other forums made some custom ai scripts and played a run almost that way, surely some imput from the player is needed to accept quests and move from area to area and inside them, but scripts can take care of the whole combat part of the game.
I don't trust scripts at all, at least the ones from other people, not even talking of the default in game ones, as my tactics are all about precise managing of spells and resources, timing and field conrol, but probably it is quite easy to write or collect scripts that can carry a balanced party on easy difficulty, the example i was talking before if i remember correctly was with a modded game and high difficulty, thing that need much less generic scripts.
Skip "Skie Silvershield onwards - Go straight to SoA Intro" option too please!
eg 110x170 or 169x266, per https://forums.beamdog.com/discussion/comment/1027520
Enlarged portaits myself with surprising ease
https://forums.beamdog.com/discussion/comment/1127419/#Comment_1127419
Lauriel is working on such a mod.
Could you share this? I'd love it.
Anyway, that's a another little mod I would like to see.
Lassal seems to cast a special spell on her. It is called "disintegrate", but it bypasses Death Ward, Improved Invisibility, Protection from Magic and Protection from Undead. What a cheater.
Actually no. Mook is scripted to die.
Relevant part of cut73c.bcs (from the perspective of Lassal):
Beholder disintegrate (SPIN982) applies the disintegrate opcode with spell resistance and save vs. spell. It's really nothing special. It is just cover for the script to autokill Mook.
Saving Mook would be possible (but improbable) by just removing the autokill. That would be a matter of a couple minutes. Making it more sure would be casting Spell Resistance on Mook or possibly other buffs.
But one would need to add on more to Mook's dialogue and script to account for the possibility of Mook living.
there is already a mod that moves alot of the bg 1 npcs around. like ajantis and viconia are in the fai area.
but in bg2 thats not as easily doable. alot of the npcs are placed where they are for story reasons as unlike in 1 they are tied to side quests.
“Heya, it's me: Abdel Adrian!“
If you're referring to when you kick them out of the party that they all go to the same place, I completely agree. Or even better, to your stronghold in BG2! I'd love that!