I recently had some troubles with a quest in Dark Sid of the Sword Coast, where after I slew the Forest Dragon, nobody was acknowledging it in game. I cheated in Cu'Choinneach to get access to Daerthmac's Citadel, and proceeded. I was looking like crazy for the global for the dragonslaying quest, but I realized that I don't actually know how to search for globals/dialogues in NearInfinity or ShadowKeeper... Can anyone explain it to me?
Anyway, I later discovered this stupid cave with 2 baby forest dragons that still needed slaying, so the fault was actually mine, and I could proceed as normal afterwards.
Who can tell me what I need to know about thieving skills?
- Pickpocket: My main character has 100 points in this, and rarely fails a pickpocket. There are some characters that can't be robbed, like Callahan(?) in Ulgoth's Beard. If my skill went over 100, would there be a chance to pickpocket him, or not? I get the impression 100 is the max requirement here.
- Open Locks: I'm nearly certain 100 is the maximum skill required here.
- Detect Traps: This needs to be activated to start detecting, which is annoying. Anyway, actually disarming happens with the Open Locks skill, am I right? Would having 100+ Detect skill do anything to make detection speed/chance better?
- Move Silently: I think this is intended to reduce noise from heavy armours, but I'm not really clear on it. I think it reduces chances of hidden units being spotted. Will going over 100 be useful?
- Hide in Shadows: This determines your chances to hide in shadows, and higher skill will counter any observers and other environmental effects reducing your hide success. I'm almost certain that going over 100 is a good thing here. But where should it reasonably stop? 200?
- Detect Illusion: This allows you to spot hidden door as well as mage spells, if I understand correctly. 100 will suffice for both in all circumstances?
- Set Traps: It's clear that this needs to be fairly high in order to be able to set traps safely. I wonder if the HLA traps have higher risk involved... Same question as always: Is there any point in going over 100?
Happy Patch does not make me a happy camper at all... Of course it's better than evil units leaving forever, but the version i'm using now is a lot more annoying than the one I installed in my first megamod playthrough in 2008.
I have Edqwin and Viconia as mainstays, but every time my reputation is in the 19-20 range, they blurt out a (forced) departure line. For 1 or 2 rounds they are still in my party, then I get a joinup dialogue (press 2 to recruit, reload if you pressed the wrong button). No buffs are gone, all spells are still memorized, so I guess it's not the end of the world. But Viconia happens to have the +2rep for departing, and -2 for rejoining. This does present a spot of bother, because not only is my rep back to 18 after the dialogues, but the whole song&dance will occur again whenever I get another rep boost.
My WeiDU is here. But what I'm hoping for is a little coding help. Can anyone help me delete Viconia's reputation modifiers? That's all I need really. Otherwise, a fix to the strange leave-rejoin dialogues would help too.