Well, the site is showing signs of life, at least: http://www.blindmonkey.org/
Good to see . ..
Yeah right...
"Spam, spam oh wonderful spam!"
If nobody cares to clean up the forum it's definitely a bad sign.
There have been 264 items by OneEyedPhoenix (Search limited from 29-April 23)
Posted by OneEyedPhoenix on 18 January 2010 - 03:27 PM in IE Modding Discussion
Well, the site is showing signs of life, at least: http://www.blindmonkey.org/
Good to see . ..
Posted by OneEyedPhoenix on 04 January 2010 - 04:28 PM in Mega Mod Help
Posted by OneEyedPhoenix on 04 January 2010 - 04:08 PM in DSotSC (BGT/EET)
I did not make a list of the items that were lost because it was a while ago and I was busy with a CtB update but I did do some area edits and I could find them again. Some of those could have been DS also.
Maybe reduce the saves and the attacks and reduce the AC like you did. Making it miscast magic and cursed is not improving anything and changes the item quality rather than balancing it. That constitutes content change (normal to cursed) and why would mage bracers forged by a fighter mage miscast magic 100%? Also you could reduce 25% MR to 5% or 10%. All the abilities are just reduced following similar procedures in your balancing of other items. This was the only one I disagree with
Could those be a bit more specific, like:Special:
Increased Attacks
Increased Saving Throws0r the like.Special:
+1 Attacks per round
+1 to all Saving Throws
Posted by OneEyedPhoenix on 02 January 2010 - 12:12 PM in Mega Mod Help
@OneEyedPhoenix
Weapons of the BGT-part:
+5 Weapons in BG1:
Defender +5 (Drizzt)
+4 Weapons in BG1:
Flame Tongue +4, Warhammer +1/+4 vs Giantkin
+3 Weapons in BG1:
Martial Staff +3, Frostbrand +3 (Drizzt), Kiel's Morning Star, Cursed Sword of berserking +3, Xan's Moonblade +3, Sling +3, Cursed Spear Backbiter +3, Staff of striking +3 (charges), Bastard Sword +1/+3 vs shapeshifters, Short Sword of backstabbing +3, Two-handed Sword +3 'The world's edge', Heavy Crossbow of accuracy +5
So far I see game alterations. If you plan on doing it to someone else's mod you might want to ask if its ok to alter their mods files first.
Posted by OneEyedPhoenix on 02 January 2010 - 07:42 AM in Mega Mod Help
Good to know that you're only nerfing the itamz
Posted by OneEyedPhoenix on 02 January 2010 - 05:39 AM in NTotSC
Posted by OneEyedPhoenix on 02 January 2010 - 05:29 AM in Mega Mod Help
I'm all in favour of nerfing mods. I certainly think there should be a much wider choice of what restrictions/changes one wants to implement. For example, I seriously object to any XP-nerfing even when playing a BWP mod as I'd like all my PCs to reach 30th level minimum by the end of the game(indeed, I use a modified cheat from a smaller mod which allows me to grant 2 extra xp points for every standard xp point gained, so that my characters can reach high levels despite being all triple-classed).
There are so many powerful items now in my
game(I've installed an extremely complicated BWP game with the idea of having as many non-conflicting mods as possible while having the fewest errors), that I'm not too sure what constitutes excess [powers in an item. I seem to recall that the previous bp-balancer mod simply removed items. I therefore removed it from my install as I wanted a more comprehensive version of Zyraen's Miscellany mod which simply reduces the powers of items. For example, weapons that force creatures to do saves, should only have those saves activated no more than 25% of the time, the shield of Balduran should only be effective against beholder rays half the time etc.
The other problem is that there are a number of item-enhancing mods such as the Item Upgrade mod. I found that mod useful for improving some items in a moderate way(eg:- Unholy Reaver)
er etc.) but some items(such as the Kiihix spider figurine and the improved daystar(+8 to hit evil creatures!) were clearly
ridiculously overpowered.
Another thing:- Most spells in the standard BG2 game are hopelessly nerfed so that playing a mage becomes a joke as you have to rest countless times, once before each fight, and even then fighters are far more powerful. I mean, in a standard unmodded game, I remember lobbing fireballs at BG2 Throne of Bhaal creatures who would be barely affected by them. Fortunately spell_rev and spell50 mods allow changes to that, though I'm forced to choose between them sometimes rather than halfway between them. Anyway, what I'm trying to say is that some of the extra spells I've had added to my installation are by contrast to the BG2 standard spells, likely way too overpowered(eg:- firaga/blizzaga/thundaga/wind/bio) and require fixing.
Posted by OneEyedPhoenix on 02 January 2010 - 05:21 AM in Mega Mod Help
Posted by OneEyedPhoenix on 02 January 2010 - 04:45 AM in DSotSC (BGT/EET)
Posted by OneEyedPhoenix on 01 January 2010 - 03:07 PM in Mega Mod Help
No idea. There is a SPELLS.2DA, but IESDP says it doesn't affect wizard spells, and it has got only 7 levels too. Still, the rule spwiX[1;49] seems to apply correctly. Maybe it's hardcoded, maybe not.So spells available to the mage/sorcerer on creation/levelup is not decided by the ids but rather by a 2da? Do you happen to remember which?
Posted by OneEyedPhoenix on 01 January 2010 - 02:59 PM in DSotSC (BGT/EET)
Maybe I missed it, but why not reference this thread, OneEyedPhoenix? I believe you started it, and already had a pretty good list going.
Posted by OneEyedPhoenix on 01 January 2010 - 10:59 AM in DSotSC (BGT/EET)
Can i just ask, have you consulted the mod author about these changes? It's one thing to make changes locally and keep them to yourselves with no one any the wiser, but to distribute something publicly is rather different.
Do you intend to ask all the authors of the mods you plan on "balancing" first if they are allright with such?
Balance is a very relative thing for one, anyways.
Posted by OneEyedPhoenix on 01 January 2010 - 04:40 AM in Mega Mod Help
Well, if it's available for a Sorcerer, it's available for a new mage, he just needs to be at level 7, which the starting mage in BGII - SoA is. And I am quite sure the TDD does include the scroll too. The scroll item name is scrlf2.itm according to my archives, yes they are actually from Classic Adventures mod. Yeah, should you know, the CA is based upon once stable BP-World install.
Adding entries to IDS has no impact on who gets what. It's needed for scripting, so that you can call it ~Spell("TargetObject",NAME_ENTRY_FROM_IDS)~ as opposed to ~SpellRES("resource","TargetObject")~. No need to remeber all those alike looking filenames, you simply type a human-readable name and compiler understands you all the same.
Posted by OneEyedPhoenix on 01 January 2010 - 03:53 AM in NTotSC
Posted by OneEyedPhoenix on 01 January 2010 - 03:30 AM in DSotSC (BGT/EET)
It is not a cheat, it is part of a mod(s) intended by the author. It is not one of those keep items/find item in Irenacus' Dungeon mods. More clever and works roleplaying wise.
I didn't get those 850k XP just by playing DSotSC, NTotSC and BGSpawn. It was more to illustrate the point that just because you could only reach 161k XP in the original BG1 TotSC doesn't mean you were limited to it. Granted some of those XP were gained by original BG2 XP for spell-learning, disarming traps and picking locks.
Even in original BG1 TotSC you could get to the XP-Cap at the end of Chapter 4/5 if you seriously intended to do it.
Posted by OneEyedPhoenix on 01 January 2010 - 02:41 AM in Mega Mod Help
Both The Darkest Day and Desecration of Souls (CoM) add it. I can't remember if the Undying includes DoS or whatever it includes. Also BP series adds spells that don't exist so take that for what it's worth
Posted by OneEyedPhoenix on 31 December 2009 - 04:51 AM in Mega Mod Help
I have one suggestion for the effects that comes from two spells, one of these mods BP-NTotSC-DSotSC_and_most_likely_option-TDD adds the highly unbalanced one, and the other one is a vanilla spell, the spell in question is spwi426.spl, the Daer'Ragh's Aura Clensing, with is the same like spell as the Improved Alacrity(spwi921), the off balanced thing is that the Daer'Ragh's Aura Clensing is 4th level, while the IA is actually 10th level spell, and the Daer'Ragh's Aura Clensing is better and get even better when you level up.
Now, I have nothing against this sort of spells, but I would make the Daer'Ragh's Aura Clensing first last only 6 seconds, and get +1/3-1/7 seconds every caster level minus the first five levels... up to say 12 seconds.
Posted by OneEyedPhoenix on 30 December 2009 - 04:32 PM in Mega Mod Help
I've searched Peldvale, which is where I thought I found her in vanilla BG...but can't find her
Where does she appear in BiG World?
Posted by OneEyedPhoenix on 30 December 2009 - 04:20 PM in DSotSC (BGT/EET)
10th is very right, I have needed to use some of the over powered items myself (like with parts of the Grey Clan Episode One), but keep the items most of the time in my Bag of Holding and plan to use them more fully when/if I get to ToB and need them with all the tactical mods.
I know I would be most likely to use this type of mod it it only takes super powerful items and make them just over powered.
Methinks he means - if the existing items are usable till ToB, nerf them to be usable till SoA ... and if they're viable till SoA, nerf them for TotSC ... and if they're viable till TotSC, well, they're pretty much balanced already
Posted by OneEyedPhoenix on 30 December 2009 - 12:06 PM in Mega Mod Help
Posted by OneEyedPhoenix on 30 December 2009 - 11:32 AM in DSotSC (BGT/EET)
I too think DSotSC/NTotSC items are over powered for most of BG1 and it's mods. I have been trying to have a play through that I could use them in the ToB part of the game. I would prefer a toned down version (fewer charges, less armor reduction), than one that truly fully balances things. I hope you get my meaning.
Posted by OneEyedPhoenix on 30 December 2009 - 11:29 AM in NTotSC
Posted by OneEyedPhoenix on 30 December 2009 - 11:24 AM in DSotSC (BGT/EET)
I assume this inludes NTotSC or are you focusing solely on DSotSC as a start?
Posted by OneEyedPhoenix on 30 December 2009 - 06:05 AM in DSotSC (BGT/EET)
dsamul03
Original:Special: Double all 1, 2, and 3rd level priest spells +1 on all saves
My Version:Special: One extra 1, 2, 3 and 4th level priest spells +1 on all saves
Kind of like the ring of holiness. Not as insane as before, but still very good.
dsamul07
Original:You are a very lucky adventurer indeed. This Bluestone Necklace increases your Dexterity and gives you a +3 THAC0 bonus! Just don't let it fall into the wrong hands..... Special: +3 Dexterity Bonus and +3 THAC0 while wearing
My Version:You are a very lucky adventurer indeed. This Bluestone Necklace increases your Dexterity and gives you a +1 THAC0 bonus! Just don't let it fall into the wrong hands..... Special: +2 Dexterity Bonus and +1 THAC0 while wearing
Just a general down tuning.
dsamul08
This one I'm not quite sure about. Says that wizardslayers are the only ones not able to use it. Would it then give the +1 lvl1 priest spell to non-priests? Should be restricted to Cleric, Druid and ranger, single, dual and multi-classes if it does.
dsarrow1
Original:This arrow will kill any minor dragon or wyvern outright, does extra damage larger dragons and wyrms and has a greater chance of slaying one of the greatest threats to elven forest, the Green or Forest Dragon. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: Slay Minor Dragons and Wyvern upon contact +3 Damage/+3 To Hit all Dragons 10% chance to slay all Dragons
My Version:This arrow will inflict extra damage on any dragon or wyvern. STATISTICS: Damage: 1D6 Damage type: missile (piercing) Special: +3 Damage/+3 To Hit all Dragons
Ability to instantly slay Dragons is just stupid! I wanted to make this arrow able to penetrate any magical protection a Dragon might have, but I wouldn't know how to code it right...
dsbelt01
Seems to have haste as an equipping effect. Should be changed to a charged effect.
Original:STATISTICS: Armor Class Bonus: +3 vs. piercing and missile weapons Special: Haste
My version:STATISTICS: Armor Class Bonus: +3 vs. piercing and missile weapons Special: Haste (3 charges)
Not sure if I got the coding right. Just added 3 charges and made it rechargeable.
dsbook01
Original:This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you begin to become more knowledgeable and somehow feel that you have the abilities of a mage of twice your level. STATISTICS: Doubles all experience points upon reading
My version:This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you become more knowledgeable. STATISTICS: Adds 10000 exp upon reading
I don't like these kind of items at all! Seriously toned this one down...
dsbrac01
Original:Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent. It was for just these times that Sharga commissioned these gloves to be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat. STATISTICS: Armor Class: 0 Special: Increased Attacks Increased Saving Throws +25% to Magic Resistance
My version:Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent. It was for just these times that Sharga commissioned these gloves to be made. They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat, unfortunately they prevent spells from being cast and must be removed by magical means. STATISTICS: Armor Class: 2 Special: Increased Attacks Increased Saving Throws +25% to Magic Resistance
Added 100% chance to miscast magic, and made it cursed.
dsbrac02
My version:STATISTICS: Special: Increased Attacks Increased Resistance to Petrification
Original had +2ac, which I removed.
dsbrac04
Original:STATISTICS: THAC0: +3 bonus Damage: +3 bonus
My version:STATISTICS: THAC0: +2 bonus Damage: +2 bonus Increased attacks
I slightly altered it, because in bg1 clerics would be quite useless as fighters, with just one lousy attack per round. Added 1 extra attack.
dsclck04[/i]
Just changed this from +3 to +2ac.
dscoswd
Original:STATISTICS: Damage: 1D10 + 4 (+3 vs All Dragons) THAC0: +4 (+3 vs All Dragons) Special: AC Bonus +1 Has a slight chance of slaying any dragon on contact 50% Resistance to Fire and Acid Provides an Aura of Protection +2 Bonus to Save vs. Breath Weapons
My version:STATISTICS: Damage: 1D10 + 4 (+3 vs All Dragons) THAC0: +4 (+3 vs All Dragons) Special: AC Bonus +1 50% Resistance to Fire and Acid Provides an Aura of Protection +2 Bonus to Save vs. Breath Weapons
I still think that instant dragon slaying is a bad idea.
dscuswd
Changed it to +3 and removed undescribed ac bonus and bless effect.
dsdrgskn
Changed base ac to 4.
dsebplat
My version:Not Usable By: Bard Druid Mage Thief Monk Archer Stalker Barbarian Beast Master Kensai Shapeshifter
Made it unusable by restricting kits.
dshamm02
Changed it's damage from 3d6+1 to 2d6+1
dskorim
Original:Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet nearly impervious to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer. STATISTICS: Armor Class: 0 Special: Regeneration 1HP every 2 rounds Mage Skills Unimpaired
My version:Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet very resistant to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer. STATISTICS: Armor Class: 5 Special: Regeneration 1HP every 2 rounds Mage Skills Unimpaired
Mage armors seriously shouldn't give this good ac.
dsrngfsh
Changed ac bonus from +4 to +2 and removed protection from non magical weapons.
dsrobe03
Original:This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance. Due to the nature of its enchantment, it can only be removed by remove curse. STATISTICS: Armor Class: 3 Magic Resistance: +50% Special: Immune to 1st, 2nd & 3rd level spells +4 to 1st, 2nd & 3rd level spells Sets Intelligence and Wisdom to 19 Increased spell casting speed Immune to all non-magical weapons Weight: 6 Usable by: All
I'm open to suggestions on this one. Should maybe restrict it to mage classes and give it some serious drawbacks to balance it's outrageous bonuses...? Personally I changed dsmortus.cre so that he wouldn't drop it at all.
dsrobe05
Original:STATISTICS: Armor Class: 3 Special: Raises Intelligence by 2 Memorize one extra spell per level up to level 9 +6 Save vs. Breath Weapon +75% to Fire Resistance Non-Detection
This robe is also seriously overpowered, but I didn't change it as it disintegrates and is used by several creatures ingame. Should perhaps disintegrate as soon as it's hit by sunlight...?
dsrobe06STATISTICS: Armor Class: +5 Bonus Magic Resistance: +25% Saving Throw: +5 bonus Bonus Spells: +3(Lv 1-5) +1(Lv 6-8) Constitution: -30% Special: Never Need Sleep
Does anybody seriously want to imagine a Neversleeping-ubergod-Edwin? I leave this one to you guys though...
dsswd07
Original:STATISTICS: Damage: 1D8 + 1 THAC0: +5 bonus Special: Dexterity bonus +2 AC bonus +3 1 extra attacks per round
My version:STATISTICS: Damage: 1D8 + 1 THAC0: +2 bonus Special: Dexterity bonus +2 AC bonus +1 1 extra attacks per round
dstears
Original:STATISTICS: Damage: 1D8 + 3 THAC0: +3 bonus Special: Ac +2 Cast Charm Person or Mammal 3 times per day Stun target unless save vs. Spell
My version:STATISTICS: Damage: 1D8 + 3 THAC0: +3 bonus Special: Cast Charm Person or Mammal 3 times per day Stun target unless save vs. Spell at +4
Removed ac bonus and made it harder for the stun target to take effect.
dswrkarm
This one is coded wrong to begin with. Toned my version down to base ac 4.
DSWRLSTF
My version:This staff is of the Chanah'Rea, forged by lightning striking the tree of power, Chitiruhkha is possessed of lightning. STATISTICS: Damage: 1D8 + 3 THAC0: +3 Special: casts "Lightning Bolt" 1 time per day
Changed it to +3, removed ac bonus, removed +6d6 Electrical damage and reduced "Lightning Bolt" charges to 1 per day.
Posted by OneEyedPhoenix on 22 November 2009 - 01:33 PM in Aurora's Shoes
Well, what doesn't kill us makes us stronger, as Nietzsche said.
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