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[v3.6] Epic Thieving: More Benefits from High Thieving Skills

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  • DrAzTiKDrAzTiK Member Posts: 74
    congratulation for this mod, I fing the concept very interesting.

    If you allow me, what do you think about an "epic hide in shadow" component , currently this ability is completely useless ( shoud be set at 100% at level 1 by default) . We could imagine something like :smile:

    - 0 to 100 point = 0 to 100% chance to hide in shadow during night or dungeons
    - 100 to 200 point = 0 to 100 chance to hide in shadow during day
    - 200 to 300 point = 0 to 100 chance to hide in shadow even in there is enemies around (night and day)
  • Kensei_xXxKensei_xXx Member Posts: 520
    edited January 2025
    I also vote for this. Hide in Shadows and Move Silently need some epic treatment, too! :smiley:
  • ShinShin Member Posts: 2,347
    Like some others have posted, the use poison skill currently doesn't seem to work well. I've tried it with a few different UIs, and at best it doesn't show up in the skill list; at worst it will prevent allocation of all thief skill points (while still not showing up) meaning the game locks on the level up screen. Doesn't seem to make a difference if you install it before or after UI mods. Not sure if later versions of EEex affected it.
  • MapekMapek Member Posts: 82
    Do you know if that mod has any issues with Rogue Rebalancing?
  • EndarireEndarire Member Posts: 1,541
    Greetings again, @OlvynChuru!

    As a reminder, BGEE, BG2EE, and IWDEE have official 2.7 versions publicly released. I'm eager for newer, bug fixed, and expanded versions of Epic Thieving and OlvynSpells!

    Also, I tested Infinity UI++ with your 2.6.6 version of Epic Thieving for its Use Poison skill, and it was seemingly the reason why I couldn't level classes with thieving skills. (This was also on EET 14.1, the latest 2.6 compatible EET version.) Maybe this was also why OlvynSpells wouldn't install any of its new spells, powerful ones or not.

    Thankee! Smile! Lord Jesus loves you!
  • raskolnikowraskolnikow Member Posts: 1
    OlvynChuru I have a question about the Epic Trap Setting component.
    Does the trap's power get determined by the thief's Set Traps skill when the trap is set, or when the trap is triggered?

    For example, if my thief has 200 Set Traps normally, but I equip items that increase it to 250, set the trap, and then remove those items before the trap is triggered — will the trap benefit from the 250 skill or only the 200 skill?

    I'm asking because I'd like to use Set Traps-enhancing equipment only while preparing traps, if the skill is effectively "snapshotted" when the trap is created.
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