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#446019 Chanter [Priestly Bard Kit] v1.4a

Posted by PDF on 02 May 2009 - 09:29 AM in Miscellaneous Released Mods

Original, nice and well-thought. But I'd rather see this as a *priest* kit, given that in the end the guy is a cleric with chants, much more than a bard with priest spells...
As a bard kit, does the kit have the usual Bard spell progression? How do WIS bonuses work then?



#445262 I there a Cleric NPC at start ?

Posted by PDF on 26 April 2009 - 06:01 AM in Classic Adventures

But you should be able to get rurik to make stuff for you anytime you're in his shop just by talking to him, even when he's in your group.


This doesn't work, it tells me "Rurik has nothing to say to you" after the 1st dialogue.



#444838 Bug/weird thing with Saltmarsh mayor story - key

Posted by PDF on 23 April 2009 - 12:18 PM in Classic Adventures

I disarmed *2* traps - one at the entrance and one near the door... Maybe the key disappeared after disarming one, I looked only after when I still couldn't enter. I Shadowkeepered the key in my inventory again, to no avail... I've looked at everything, and didn't find any clue.
Ok I can continue, but how in hell can this door be opened, I can't succeed even by cheating !! :devil:

Edit : OOOH you're really clever !! Found it, spent one FT for it ! :lol:



#444830 Bug/weird thing with Saltmarsh mayor story - key

Posted by PDF on 23 April 2009 - 11:43 AM in Classic Adventures

Well, I'm not sure of what should happen here : after coming back from the Haunted Mansion, you've the dialog with the Mayor who says "take the key to the basement", and I did have the game msg "party gained an item". But I don't have any new key anywhere in inventory, and can't access past the secret passage in the basement ... Is this key "the key" of this problem or is there stg else to do ? (I disarmed the 2 traps I found in the basement also).



#444794 Bug - Erky dialogue loops, loops, loops !

Posted by PDF on 23 April 2009 - 06:51 AM in Classic Adventures

Just entered the Haunted House with Erky : he asked if he should "join" or leave, I answered "Join" as he's my only mage, but since he keeps on repeating the same question every 3 seconds, can't even play meanwhile !
Save attached.
Clean BG2 patched + CA + 1 pp stuff.

Attached Files




#444782 I there a Cleric NPC at start ?

Posted by PDF on 23 April 2009 - 04:05 AM in Classic Adventures

No, I had the material for armor but no gems (sold all), the Hucrece rings but no Fire prot scroll, and a +1 ring but not 20K GPs !
Not a big prob anyway...



#444781 Any mod to expand Dual class options ?

Posted by PDF on 23 April 2009 - 04:03 AM in IE Modding Discussion

Ok, so I changed the dualclass.2da file to allow my Stalker to become Cleric, it works, thanks !   :cheers:
Still I would have preferred to dual to mage ...  :unsure:



#444773 I there a Cleric NPC at start ?

Posted by PDF on 23 April 2009 - 01:43 AM in Classic Adventures

Well about Rurik, I answered "later" because I did'nt had all the items and gold to upgrade anything ...
You mean I have to kick him out and take him back for that ?



#444772 Any mod to expand Dual class options ?

Posted by PDF on 23 April 2009 - 01:41 AM in IE Modding Discussion

Sad ... It's not possible to change the dualclass.2da and associated files to declare new allowed duals, for existing classes/kits allowed to dual ?

Case 1 : just allowing kits of allowed class : for example Ranger/Cleric is allowed, but not Stalker/Cleric, changing the values will cause problems ?
Case 2 : allowing new classes : what happens if I change the file to allow say Rangers to become Mage ? (after all Kensai can ...)

Sorry for the silly q .. :wacko:



#444766 I there a Cleric NPC at start ?

Posted by PDF on 23 April 2009 - 12:59 AM in Classic Adventures

Hmm, well, I made the dungeon in one session, and only some NPCs hit 2nd level (and only partly for multis). I admit I had some +1 weapons but I wasn't proficient in (seems you always find crap noone specializes in lol !), and the damage Thoqqua did was far above what I could withstand... and there's TWO of'em !!

Anyway I finished the SC and left the beasties. Funnily in the "final" battle by the tree no char didn't even lose 1 hp, I was quite lucky !! What was harder was to get back to town, unable to rest (always awoken by some beast), then attacked on the road by some nasty group... was quite tense, I had to use potions !

Now got the "surprise" and went to Saltmarsh, and another couple q :
* how to re-trigger Rurik dialogue for upgrading items ? It triggers first time I talk to him in his shop, but when you end with "later", it doesn't trigger again ?
* Is there a way to get Chaarna again after SC ? I take her but went to SC, she left, I found the flowers but can't find her . Is she killed in Oakhurst (sigh) ?

I love this modules more and more, really great !



#444765 Any mod to expand Dual class options ?

Posted by PDF on 23 April 2009 - 12:48 AM in IE Modding Discussion

Thx,
No hope then ? If duals are only limited by possibles multis, is it impossible to create those multis ?
Barbs is a unduallable class in vanilla, maybe you confused with Berserker, which is a kit ? Then the tweak to dual barbs makes sense.



#444764 Any mod to expand Dual class options ?

Posted by PDF on 23 April 2009 - 12:46 AM in IE Modding Discussion

Thx,
No hope then ? If duals are only limited by possibles multis, is it impossible to create those multis ?
Barbs is a unduallable class in vanilla, maybe you confused with Berserker, which is a kit ? Then the tweak to dual barbs makes sense.



#444643 Any mod to expand Dual class options ?

Posted by PDF on 22 April 2009 - 12:49 PM in IE Modding Discussion

Hello all
Just restarted BG2+BiG world (tons of mods), also discovered CA, and I always wanted to play some duals not allowed in BG2, like Ranger-Mage, Barb-Druid, or Fighter-Bard ...
Still no luck, amongst the tons of mods I can't find one with new dual classes options, is there one somewhere ? Or is it just not possible for some arcane reason with the engine ?
Thx



#444593 BG2Fixpack

Posted by PDF on 22 April 2009 - 04:01 AM in Classic Adventures

Thanks. Too bad I already installed CA, and reinstall is pretty long .. (I installed everything BG on a external HD, lots of space but speed suxx :blink: !).



#444590 I there a Cleric NPC at start ?

Posted by PDF on 22 April 2009 - 03:59 AM in Classic Adventures

Ok, didn't look at Rurik mace and didn't imagine he had a +1 lol :rolleyes: ! Didn't neither remember Thoqquas in PS:T, damn, getting old :wacko: !
But still find them unreasonable opps :devil:, they should have been kept 3E-like to not unbalance the module !

Agreed about the engine, Infinity is the best one for me too, as it really "recreates" D&D PnP experience, the newer 3D engines don't. :angry:



#444578 BG2Fixpack

Posted by PDF on 22 April 2009 - 02:18 AM in Classic Adventures

Well, to make things sure, can I install BG2 Fixpack on top of CA ? Lvl 40-50 stuff don't make any difference, I don't think CA chars can go higher than 10th level, right ?



#444577 I there a Cleric NPC at start ?

Posted by PDF on 22 April 2009 - 02:16 AM in Classic Adventures

Are sure they should be immune to slash and pierce weapons ? That way they're damn unkillable for a low level group, and in 3rd ed they didn't had these immunities.
I should have go to the Palace rather maybe ...

You need +1 weapons, which you obviously don't have that many, so go to the other direction...


Strange, Rurik with non-magical mace was able to hurt it ... Whatever, Thoqquas didn't need +1 weapons to be hit in 3rd ed /SC module, I've checked...makes them overpowered vs a 1st-lvl group imho. But you're right, no need to confront them anyway..

My other rants : <_<
- Gobs/Kobolds should'nt have Long Comp bow, it makes no sense ! They damn remind me of the awful Kobolds in Nashkell mines (at least they don't have cheesy flame arrows !) ! :devil:
- The module is a bit greedy on xp : it was done for 3E, but in 2E/BG you need to give additional XP to low level chars : don't forget that PnP rules stated that each GP was worth 1 xp, and items gave XP too ! At lowest level you got more xp from this than monster killing.
BG didn't implement this so "quest xp" along the way should be given so chars level up (for example when allying with kobolds, freeing the dragon, or killing Durn..). If you only get xp by killing gobs worth 10 xp or so, a group of 6 will need to kill 1200 of them (approx lol) to level up !
- Unless I missed stg, is there a way to sell stuff back to Oakhurst when Rurik is in the group ? Problem I got is that at start I can't buy things from him because I'm broke, then I got gold but no merchant in sight...

But overall it's a very good and faithful recreation of the famous module, I can't wait to play the others ! Kudos for this awesome work, maps are gorgeous, averything is right ! (when you think of the crappy advantures BW gave us with NWN, they should have hired some of you !). :cheers:



#444519 I there a Cleric NPC at start ?

Posted by PDF on 21 April 2009 - 12:49 PM in Classic Adventures

Changed my mind and went to Sunless Citadel, module is pretty hard with lvl1-2 chars dying at 0 hp ... Can avoid the traps (mostly), some difficulty with goblins when equipped with Comp bow s (that are restricted to STR18+, strange !), and later the Thoqquas are just killing my group, after 5 reloads I can't figure out how to kill even 1 of them :crying:.
Are sure they should be immune to slash and pierce weapons ? That way they're damn unkillable for a low level group, and in 3rd ed they didn't had these immunities.
I should have go to the Palace rather maybe ...



#444481 I there a Cleric NPC at start ?

Posted by PDF on 21 April 2009 - 06:34 AM in Classic Adventures

Sure it's all new ... to continue, erf, after a few fight I already got my thief killed - damn I didn't remember than in BG death was at 0 hp (not AD&D compliant, I got used to IWD2 since also...), well now, is any Raise Dead available easily or do I have to reload (hate it ..) :ph34r: ?



#444472 I there a Cleric NPC at start ?

Posted by PDF on 21 April 2009 - 04:14 AM in Classic Adventures

Thanks for the link ! ...but there's no Rurik outside the Oakhurst tavern in my game, and I can't go to Saltmarsh, so what can I do ? :crying:

EDIT : I' m stupid and impatient, he was just on the "other side" of the inn lol ! Plus I already met him but didn't notice the last dialogue for him to join, thought he was only a merchant.
Whatever, now I can go on, plus he is 2nd level, more CLW ! :rolleyes:



#444460 I there a Cleric NPC at start ?

Posted by PDF on 21 April 2009 - 02:05 AM in Classic Adventures

Hello
Just started playing CA, really great stuff so far ... but I can't get far, I created a Stalker (to dual to Mage..), got thief, mage and archer NPCs in the starting village, but when I headed for Silver Palace my thief nearly got killed by the 1st trap !
I really need a cleric (and suppose everyone does !), where can I find one ? Didn't find any detailed info on where the other NPCs are on the site or here, can soemone help ?

Thx !



#444455 How to install CA "beside" a BiG install ?

Posted by PDF on 21 April 2009 - 01:18 AM in Classic Adventures

BiG had the good idea to make a clean install backup, so all I had was to copy it and install CA. Not even need to rename anything to specific names, I put it in a BG2-CA folder, and the normal BG2 folder was untouched.
So far so good, everything works nicely :whistling: !
Thx



#444208 How to install CA "beside" a BiG install ?

Posted by PDF on 19 April 2009 - 09:29 AM in Classic Adventures

Thanks Agnar
After some searches I found posts at G3 for making a simple clone install, worked so far (the clone os working with vanilla BG2), now I'm installing the big CA stuff (damn 1.5 GB compressed files, ouch !). :mellow:

Thanks for the content, I also get some info at the mod site (but it's a bit hidden and maybe not up to date). I think I'll soon start a game with the U modules, will put me back in time 30 years ... :cheers:



#444173 How to install CA "beside" a BiG install ?

Posted by PDF on 19 April 2009 - 03:10 AM in Classic Adventures

Hello
I'm an old long-time BG fan (since 97 !), and just returning . I've found the incredible BiG mod/utility and just put back "Super-BG" with a ton of mods/extensions, and now I find this : CA, the mythical p&p modules I played 30 years ago with friends !!

So I'd really want to play it, but how can I put it "in addition" to the rest (no way I deinstall all the stuff it took hours to install !) ?
Can I use the old multi-install utility ? Or maybe tweaking a couple registry entry will do it ?

And BTW, I can't find on the CA site what is really in the current v0.49 - do we have A1 to A3, as the screenshots suggest ? Some more ?

Thx