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[Removed] Sandrah NPC


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#581 Roxanne

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Posted 04 September 2015 - 09:29 AM

Getting a lot of ctd/assertion failed since picking up Drizzt. Got a feeling it's his +5 sword(shield hand) going by the forums. Did manage to get into Nine Hells but he high tailed it cause I didn't take his friend. Could I keep on going or did I sacrafice a previous NPC for no reason?

This may be the issue here http://www.shsforums...-38#entry580799

To play with just Drizzt and prevent his companions to force into the party install this hotfix prior to accepting Drizzt quest, It is part of the current version of Sandrah but maybe you have an earlier install without it.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#582 Hack'N'Slash

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Posted 04 September 2015 - 09:30 AM

that'll be a daylight job. was playing around with NI trying to fix before your response. how do i actually remove something with NI? I know how to change things but not remove,



#583 Roxanne

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Posted 04 September 2015 - 09:38 AM

that'll be a daylight job. was playing around with NI trying to fix before your response. how do i actually remove something with NI? I know how to change things but not remove,

This guy knows everything about NI

http://www.shsforums...8-nearinfinity/


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#584 Lollorian

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Posted 05 September 2015 - 05:55 AM

that'll be a daylight job. was playing around with NI trying to fix before your response. how do i actually remove something with NI? I know how to change things but not remove,

You might wanna use this then :) You also need these btw otherwise Drizzt (among others) will crash if they have a Scimitar or Flaming Sword type weapon equipped on their weapon hand.


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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

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#585 Hack'N'Slash

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Posted 05 September 2015 - 06:01 AM

Thanks Lol, was going to start a new topic rather hijack that thread. I got your fix on but waiting till I get back to that save.... Not CandleKeep again........



#586 Lollorian

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Posted 05 September 2015 - 06:19 AM

Coolio :cheers: Just let us know if it didn't stop the crashing - which would mean my shot in the dark missed by miles :lol:


Edited by Lollorian, 05 September 2015 - 06:19 AM.

"I am the smiley addict, yellow and round, this is my grin :D when I'm usually around :P.
When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"

BWP GUIDE - BWP FIXES - impFAQ - NPC LIST - KIT LIST - AREA LIST

GitHub Links : BWP Fixpack | Lolfixer | BWP Trimpack | RezMod


#587 geh4th

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Posted 17 September 2015 - 03:39 AM

I have a few very early observations regarding Sandrah. I haven't played very far into a BG1 game yet - I've been busy fine-tuning my installation, which has take quite some time and more than a handful of re-installs - but I think I've done enough now to make a few comments. I've done most of my early play using SandrahNPC v1.06, but I've recently reinstalled with v1.08. I haven't seen any notable differences in the two versions insofar as the points below are concerned.

 

1) I saw it mentioned early in this thread about Sandrah's personal items (hammer, armor, amulet, rings) being overpowered. I have to agree with this - it's not so much that any single item is overpowered, but the fact that she starts BG1 already loaded with items that rival mid-to-late BG2 power levels. She's a one-woman wrecking crew that can almost singlehandedly win any battle that the PCs get into early in the game (assuming they avoid battles they shouldn't get into, such as running right for the bandit camp while level 1-3.)

 

I would like to make the suggestion that some of this equipment could perhaps be built into Sandrah's storyline in some creative fashion. Maybe she can acquire one or more of her items as the player completes various stages of the Sandrah-related quests? Elminster shows up and gives her a gift now and then, for a "job well done"? The possibilities are endless. Either that or start the items rather mudane and have them incrementally gain power as she does.

 

Also, please consider adding the various items' abilities to their descriptions. It's quite frustrating as a player to not be able to tell what an item does without experimenting (unequipping and then re-equipping) or simply resorting to looking it up in Near Infinity.

 

2) Incorrect natural values: Sandrah's THAC0 and Armor Class are not correct at the start of the game - both are too low (too good) for an un-equipped character of her class(es) and levels. Her base THAC0 at the start of the game is 0 (zero), giving her an adjusted THAC0 of -6 from the moment you meet her after Gorion's death. Likewise her unequipped, i.e. natural, Armor Class is 6, which is 4 points better than a normal character with her DEX (12). The THAC0 for a 3rd level fighter is supposed to be 18, not 0, and she should have a natural AC of 10.

 

I strongly suggest correcting both of these values so that Sandrah doesn't have the appearance of cheating the rules. She's already pretty awesome in combat even with corrected values - I use Shadowkeeper to make these changes in my game immediately, and she still easily dominates my party's kill scores. And unlike just about everyone else, she has yet to die on me up through finishing the Nashkel Mines and the Bandit Camp.

 

3) Lore: Between two items (ring and book), Sandrah's Lore value exceeds 130. This means that she can instantly identify any item in the game (I think), right from level 1, for no charges, spell usage, gold investment, or other restrictions. This not only makes things too easy (for some people, heh!), it invalidates a major component of the Bard class, as well as Identify spells and items that cast Identify (i.e. Finch's glasses).

 

I get it that Sandrah's hobby is history and magic items, but no matter how much information is in that book, she's still got to learn how to use the information in it... in my opinion. This is again an opportunity to have something increase in effectiveness with levels, rather than be set at an overpowering value from the start of the game.

 

4) Innate abilities: Why does Sandrah have the standard Priest(ess) of Helm innates? She's a priestess of Mystra; surely she should have something of a different flavor than "Seeking Sword" and "True Sight". I'd speculate that she probably doesn't even need these replaced at level 1, but just outright deleted; I am aware that she'll eventually gain numerous other innate powers as she adventures and levels, which should be more than sufficient. The Helm-specific abilities at-start seem completely out-of-character and superfluous - I'd suggest that you simply let her grow into being a Priestess of Mystra without the out-of-place abilities.

 

5) Raising the Dead: Sandrah's having this ability right from level 1 seems dramatically overpowered. Worse, it appears to be "Ressurection" (i.e. victim is healed, too) and it can be used multiple times per day. Sure, there's a short term penalty (some damage, being "held" for a time) but considering that Sandrah typically initiates the "do I raise this person?" dialogue only after a battle has ended, this is of no real consequence. Maybe later, but not so far.

 

I would like to suggest that this ability be changed to a once-per-day special ability, be tightly restricted to whom it can apply (if possible within the game engine), and be reduced in power to the 5th level Raise Dead. Alternatively (or in addition!), I think that much more severe consequences to Sandrah herself and the party as a whole should apply - perhaps she (and her patient) becomes fatigued for the day if she uses this power, or something similarly debilitating. Maybe she should lose one or more spell slots, too. Whatever the cost, it should be significant if she's to possess the equivalent of a freely-used 7th level cleric spell. She is channeling the power of her goddess, after all....and for a 2nd level cleric, I suspect that would be particularly taxing.

 

 

The net effect that I'm seeing from the combination of these factors is that Sandrah is personally making the early stages of the game too easy. Her items are vastly more powerful than anything the rest of the party has (even with mod-added equipment), she starts with several thousand more XP than <CHARNAME> and Imoen, she has several special abilities and will gain more, she identifies items better than a 20th level bard, some of her stats are broken, and she can raise the dead fully healed. Group resources (gold, mostly) that would normally be going to identifying items or raising dead party members just don't need to happen when she's around, and there's no real drawback to any of these abilities.

 

One more:

 

6) Regarding Jen'lig's class/script/behavior: You posted your responses to my questions above. In view of this, I have a suggestion based on the nature of Jen'lig's racial outlook regarding her profession: I think that she should be a swashbuckler, or perhaps have a similar specially-created thief kit. The Swashbuckler idea is based on her being more of a fighter (with some "thiefy" skills) than a traditional thief - investing in stealth on levelup is essentially pointless since she attacks enemies on sight, which also invalidates backstabbing. Her focus is more on combat, opening locks, and disarming traps, with the future potential for some pickpocketing or trap-setting if the player wants to go that way. This outlook seems to fit the swashbuckler, although Jen'lig may not see it that way herself (lacking the "charm and grace" part, although for a Githyanki, she's probably pretty charming and graceful).

 

I'd also suggest that you reduce Jen'lig's strength to a value below the threshold for dual-classing (17), to disable the dual-class button and at least remove the temptation for players to click on it. (If you make a custom kit for her, you can simply make one of it's disadvantages the inability to dual class, which would neatly solve this problem.)


Edited by geh4th, 17 September 2015 - 04:08 AM.


#588 Roxanne

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Posted 17 September 2015 - 04:57 AM

I have a few very early observations regarding Sandrah. I haven't played very far into a BG1 game yet - I've been busy fine-tuning my installation, which has take quite some time and more than a handful of re-installs - but I think I've done enough now to make a few comments. I've done most of my early play using SandrahNPC v1.06, but I've recently reinstalled with v1.08. I haven't seen any notable differences in the two versions insofar as the points below are concerned.

 

1) I saw it mentioned early in this thread about Sandrah's personal items (hammer, armor, amulet, rings) being overpowered. I have to agree with this - it's not so much that any single item is overpowered, but the fact that she starts BG1 already loaded with items that rival mid-to-late BG2 power levels. She's a one-woman wrecking crew that can almost singlehandedly win any battle that the PCs get into early in the game (assuming they avoid battles they shouldn't get into, such as running right for the bandit camp while level 1-3.)

 

I would like to make the suggestion that some of this equipment could perhaps be built into Sandrah's storyline in some creative fashion. Maybe she can acquire one or more of her items as the player completes various stages of the Sandrah-related quests? Elminster shows up and gives her a gift now and then, for a "job well done"? The possibilities are endless. Either that or start the items rather mudane and have them incrementally gain power as she does.

 

Also, please consider adding the various items' abilities to their descriptions. It's quite frustrating as a player to not be able to tell what an item does without experimenting (unequipping and then re-equipping) or simply resorting to looking it up in Near Infinity.

 

2) Incorrect natural values: Sandrah's THAC0 and Armor Class are not correct at the start of the game - both are too low (too good) for an un-equipped character of her class(es) and levels. Her base THAC0 at the start of the game is 0 (zero), giving her an adjusted THAC0 of -6 from the moment you meet her after Gorion's death. Likewise her unequipped, i.e. natural, Armor Class is 6, which is 4 points better than a normal character with her DEX (12). The THAC0 for a 3rd level fighter is supposed to be 18, not 0, and she should have a natural AC of 10.

 

I strongly suggest correcting both of these values so that Sandrah doesn't have the appearance of cheating the rules. She's already pretty awesome in combat even with corrected values - I use Shadowkeeper to make these changes in my game immediately, and she still easily dominates my party's kill scores. And unlike just about everyone else, she has yet to die on me up through finishing the Nashkel Mines and the Bandit Camp.

 

3) Lore: Between two items (ring and book), Sandrah's Lore value exceeds 130. This means that she can instantly identify any item in the game (I think), right from level 1, for no charges, spell usage, gold investment, or other restrictions. This not only makes things too easy (for some people, heh!), it invalidates a major component of the Bard class, as well as Identify spells and items that cast Identify (i.e. Finch's glasses).

 

I get it that Sandrah's hobby is history and magic items, but no matter how much information is in that book, she's still got to learn how to use the information in it... in my opinion. This is again an opportunity to have something increase in effectiveness with levels, rather than be set at an overpowering value from the start of the game.

 

4) Innate abilities: Why does Sandrah have the standard Priest(ess) of Helm innates? She's a priestess of Mystra; surely she should have something of a different flavor than "Seeking Sword" and "True Sight". I'd speculate that she probably doesn't even need these replaced at level 1, but just outright deleted; I am aware that she'll eventually gain numerous other innate powers as she adventures and levels, which should be more than sufficient. The Helm-specific abilities at-start seem completely out-of-character and superfluous - I'd suggest that you simply let her grow into being a Priestess of Mystra without the out-of-place abilities.

 

5) Raising the Dead: Sandrah's having this ability right from level 1 seems dramatically overpowered. Worse, it appears to be "Ressurection" (i.e. victim is healed, too) and it can be used multiple times per day. Sure, there's a short term penalty (some damage, being "held" for a time) but considering that Sandrah typically initiates the "do I raise this person?" dialogue only after a battle has ended, this is of no real consequence. Maybe later, but not so far.

 

I would like to suggest that this ability be changed to a once-per-day special ability, be tightly restricted to whom it can apply (if possible within the game engine), and be reduced in power to the 5th level Raise Dead. Alternatively (or in addition!), I think that much more severe consequences to Sandrah herself and the party as a whole should apply - perhaps she (and her patient) becomes fatigued for the day if she uses this power, or something similarly debilitating. Maybe she should lose one or more spell slots, too. Whatever the cost, it should be significant if she's to possess the equivalent of a freely-used 7th level cleric spell. She is channeling the power of her goddess, after all....and for a 2nd level cleric, I suspect that would be particularly taxing.

 

 

The net effect that I'm seeing from the combination of these factors is that Sandrah is personally making the early stages of the game too easy. Her items are vastly more powerful than anything the rest of the party has (even with mod-added equipment), she starts with several thousand more XP than <CHARNAME> and Imoen, she has several special abilities and will gain more, she identifies items better than a 20th level bard, some of her stats are broken, and she can raise the dead fully healed. Group resources (gold, mostly) that would normally be going to identifying items or raising dead party members just don't need to happen when she's around, and there's no real drawback to any of these abilities.

 

One more:

 

6) Regarding Jen'lig's class/script/behavior: You posted your responses to my questions above. In view of this, I have a suggestion based on the nature of Jen'lig's racial outlook regarding her profession: I think that she should be a swashbuckler, or perhaps have a similar specially-created thief kit. The Swashbuckler idea is based on her being more of a fighter (with some "thiefy" skills) than a traditional thief - investing in stealth on levelup is essentially pointless since she attacks enemies on sight, which also invalidates backstabbing. Her focus is more on combat, opening locks, and disarming traps, with the future potential for some pickpocketing or trap-setting if the player wants to go that way. This outlook seems to fit the swashbuckler, although Jen'lig may not see it that way herself (lacking the "charm and grace" part, although for a Githyanki, she's probably pretty charming and graceful).

 

I'd also suggest that you reduce Jen'lig's strength to a value below the threshold for dual-classing (17), to disable the dual-class button and at least remove the temptation for players to click on it. (If you make a custom kit for her, you can simply make one of it's disadvantages the inability to dual class, which would neatly solve this problem.)

I admit all of the above are valid suggestions that are on my to-do list already, except for

 

- the priest of Helm issue you suggested >>> I was unaware of that but will correct it

- her lore ability >>> the plan was to make her book an item that could be used to identify once or twice a day instead of permanently giving her the ability, I am not sure why it does not work this way - lore bonus removed from ring already

- item descriptions >>> they are not foreseen, the lady of mysteries shadows her personal gifts to the mortal eye.

- Jen'lig >>> she was an experiment included into the mod instead of giving her an own mod to maintain in parallel. It was fun to do her but she will probably be removed completely. I do not want to force multiple NPCs into a party and thus hijack the game by my creatures. Jen'lig was designed before all the new BG1 NPCs appeared (Vynd, Isra, Valerie etc) but may not be needed anymore.

 

These changes are already in v1.09 currently under test and development:

In general, Sandrah's abilities are drastically reduced. The ability to identify will be by the use of her book and limited to once a day. Her ressurection skill will change to raise dead instead, with a much larger interval.

Sandrah will check more often her relationship to the PC and make decisions about her further support.

This covers most of points 1 - 5 in your suggestions above

Planned

Some other things will be most likely removed completely. e.g Jen'lig.and all Imoen related contents.

Access to Waterdeep will probably be delayed - but as that will break the bookhunter quest, that quest will need to go as well. (I am not sure about this change yet).


Edited by Roxanne, 17 September 2015 - 06:42 AM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#589 Roxanne

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Posted 17 September 2015 - 06:50 AM

I have a few very early observations regarding Sandrah. I haven't played very far into a BG1 game yet - I've been busy fine-tuning my installation, which has take quite some time and more than a handful of re-installs - but I think I've done enough now to make a few comments. I've done most of my early play using SandrahNPC v1.06, but I've recently reinstalled with v1.08. I haven't seen any notable differences in the two versions insofar as the points below are concerned.

 

1) I saw it mentioned early in this thread about Sandrah's personal items (hammer, armor, amulet, rings) being overpowered. I have to agree with this - it's not so much that any single item is overpowered, but the fact that she starts BG1 already loaded with items that rival mid-to-late BG2 power levels. She's a one-woman wrecking crew that can almost singlehandedly win any battle that the PCs get into early in the game (assuming they avoid battles they shouldn't get into, such as running right for the bandit camp while level 1-3.)

 

I would like to make the suggestion that some of this equipment could perhaps be built into Sandrah's storyline in some creative fashion. Maybe she can acquire one or more of her items as the player completes various stages of the Sandrah-related quests? Elminster shows up and gives her a gift now and then, for a "job well done"? The possibilities are endless. Either that or start the items rather mudane and have them incrementally gain power as she does.

 

Also, please consider adding the various items' abilities to their descriptions. It's quite frustrating as a player to not be able to tell what an item does without experimenting (unequipping and then re-equipping) or simply resorting to looking it up in Near Infinity.

 

2) Incorrect natural values: Sandrah's THAC0 and Armor Class are not correct at the start of the game - both are too low (too good) for an un-equipped character of her class(es) and levels. Her base THAC0 at the start of the game is 0 (zero), giving her an adjusted THAC0 of -6 from the moment you meet her after Gorion's death. Likewise her unequipped, i.e. natural, Armor Class is 6, which is 4 points better than a normal character with her DEX (12). The THAC0 for a 3rd level fighter is supposed to be 18, not 0, and she should have a natural AC of 10.

 

I strongly suggest correcting both of these values so that Sandrah doesn't have the appearance of cheating the rules. She's already pretty awesome in combat even with corrected values - I use Shadowkeeper to make these changes in my game immediately, and she still easily dominates my party's kill scores. And unlike just about everyone else, she has yet to die on me up through finishing the Nashkel Mines and the Bandit Camp.

 

3) Lore: Between two items (ring and book), Sandrah's Lore value exceeds 130. This means that she can instantly identify any item in the game (I think), right from level 1, for no charges, spell usage, gold investment, or other restrictions. This not only makes things too easy (for some people, heh!), it invalidates a major component of the Bard class, as well as Identify spells and items that cast Identify (i.e. Finch's glasses).

 

I get it that Sandrah's hobby is history and magic items, but no matter how much information is in that book, she's still got to learn how to use the information in it... in my opinion. This is again an opportunity to have something increase in effectiveness with levels, rather than be set at an overpowering value from the start of the game.

 

4) Innate abilities: Why does Sandrah have the standard Priest(ess) of Helm innates? She's a priestess of Mystra; surely she should have something of a different flavor than "Seeking Sword" and "True Sight". I'd speculate that she probably doesn't even need these replaced at level 1, but just outright deleted; I am aware that she'll eventually gain numerous other innate powers as she adventures and levels, which should be more than sufficient. The Helm-specific abilities at-start seem completely out-of-character and superfluous - I'd suggest that you simply let her grow into being a Priestess of Mystra without the out-of-place abilities.

 

5) Raising the Dead: Sandrah's having this ability right from level 1 seems dramatically overpowered. Worse, it appears to be "Ressurection" (i.e. victim is healed, too) and it can be used multiple times per day. Sure, there's a short term penalty (some damage, being "held" for a time) but considering that Sandrah typically initiates the "do I raise this person?" dialogue only after a battle has ended, this is of no real consequence. Maybe later, but not so far.

 

I would like to suggest that this ability be changed to a once-per-day special ability, be tightly restricted to whom it can apply (if possible within the game engine), and be reduced in power to the 5th level Raise Dead. Alternatively (or in addition!), I think that much more severe consequences to Sandrah herself and the party as a whole should apply - perhaps she (and her patient) becomes fatigued for the day if she uses this power, or something similarly debilitating. Maybe she should lose one or more spell slots, too. Whatever the cost, it should be significant if she's to possess the equivalent of a freely-used 7th level cleric spell. She is channeling the power of her goddess, after all....and for a 2nd level cleric, I suspect that would be particularly taxing.

 

 

The net effect that I'm seeing from the combination of these factors is that Sandrah is personally making the early stages of the game too easy. Her items are vastly more powerful than anything the rest of the party has (even with mod-added equipment), she starts with several thousand more XP than <CHARNAME> and Imoen, she has several special abilities and will gain more, she identifies items better than a 20th level bard, some of her stats are broken, and she can raise the dead fully healed. Group resources (gold, mostly) that would normally be going to identifying items or raising dead party members just don't need to happen when she's around, and there's no real drawback to any of these abilities.

 

One more:

 

6) Regarding Jen'lig's class/script/behavior: You posted your responses to my questions above. In view of this, I have a suggestion based on the nature of Jen'lig's racial outlook regarding her profession: I think that she should be a swashbuckler, or perhaps have a similar specially-created thief kit. The Swashbuckler idea is based on her being more of a fighter (with some "thiefy" skills) than a traditional thief - investing in stealth on levelup is essentially pointless since she attacks enemies on sight, which also invalidates backstabbing. Her focus is more on combat, opening locks, and disarming traps, with the future potential for some pickpocketing or trap-setting if the player wants to go that way. This outlook seems to fit the swashbuckler, although Jen'lig may not see it that way herself (lacking the "charm and grace" part, although for a Githyanki, she's probably pretty charming and graceful).

 

I'd also suggest that you reduce Jen'lig's strength to a value below the threshold for dual-classing (17), to disable the dual-class button and at least remove the temptation for players to click on it. (If you make a custom kit for her, you can simply make one of it's disadvantages the inability to dual class, which would neatly solve this problem.)

I admit all of the above are valid suggestions that are on my to-do list already, except for

 

- the priest of Helm issue you suggested >>> I was unaware of that but will correct it

- her lore ability >>> the plan was to make her book an item that could be used to identify once or twice a day instead of permanently giving her the ability, I am not sure why it does not work this way - lore bonus removed from ring already

- item descriptions >>> they are not foreseen, the lady of mysteries shadows her personal gifts to the mortal eye.

- Jen'lig >>> she was an experiment included into the mod instead of giving her an own mod to maintain in parallel. It was fun to do her but she will probably be removed completely. I do not want to force multiple NPCs into a party and thus hijack the game by my creatures. Jen'lig was designed before all the new BG1 NPCs appeared (Vynd, Isra, Valerie etc) but may not be needed anymore.

 

These changes are already in v1.09 currently under test and development:

In general, Sandrah's abilities are drastically reduced. The ability to identify will be by the use of her book and limited to once a day. Her ressurection skill will change to raise dead instead, with a much larger interval.

Sandrah will check more often her relationship to the PC and make decisions about her further support.

This covers most of points 1 - 5 in your suggestions above

Planned

Some other things will be most likely removed completely. e.g Jen'lig.and all Imoen related contents.

Access to Waterdeep will probably be delayed - but as that will break the bookhunter quest, that quest will need to go as well. (I am not sure about this change yet).

PS

The major problem remains with Sandrah being a continuous creature through the whole game. Most NPCs appearing in BG1 and SoA/ToB get a replacement instead of a transition between the BGT parts. In order to have Sandrah at a suitable level for the ToB final I had to revert her backwards to how she starts in BG1, which made her overpowered at the beginning. I am now changing this approach by finetuning the progression of her kit and her gaining of abilities through solved quests.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#590 geh4th

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Posted 17 September 2015 - 07:22 PM

I wouldn't want to see you just completely discard Jen'lig altogether; that would be a tragic waste. Hopefully you consider at least making her a stand-alone NPC if she doesn't remain a part of the Sandrah mod itself. It's certainly not every day one runs into a Githyanki NPC. Originality is always welcome to players who've gone through this game dozens of times in the past, and with some minor tweaking I think Jen'lig would be an appealing change of pace for many people, whether in conjunction with Sandrah or standing on her own merits.

 

I haven't played far enough yet to know exactly what "Imoen-related content" you're considering removing. The Henning material seems fine (what I've seen of it); the only issue I have had to Imoen's early-game changes is the forced change to Mage. In fact, in my last install, I tried to disable this in the Big World Installer - there is an option to leave her class unchanged - but this option actually made the Sandrah mod itself uninstallable and I had to re-do the entire install to use Sandrah.

 

Seeing as most players are accustomed to thinking of Imoen as a thief AND it's a part of her back-story, I have personally taken to changing her into a multi-class mage-thief (using mods, humans can multi-class.) I think her having Tarnesh's spellbook is perfectly fine even if Imoen remains a pure-class thief for BG1 (that is canonical, after all), as it gives us a preview of sorts into Imoen's interest in magic and logically leads into her dual-classing later.

 

I have yet to finish the Demon scroll quest in any runthrough, and haven't been to Waterdeep. I'm looking forward to all the new content that Sandrah have to offer.



#591 Roxanne

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Posted 18 September 2015 - 01:35 AM

I wouldn't want to see you just completely discard Jen'lig altogether; that would be a tragic waste. Hopefully you consider at least making her a stand-alone NPC if she doesn't remain a part of the Sandrah mod itself. It's certainly not every day one runs into a Githyanki NPC. Originality is always welcome to players who've gone through this game dozens of times in the past, and with some minor tweaking I think Jen'lig would be an appealing change of pace for many people, whether in conjunction with Sandrah or standing on her own merits.

 

I haven't played far enough yet to know exactly what "Imoen-related content" you're considering removing. The Henning material seems fine (what I've seen of it); the only issue I have had to Imoen's early-game changes is the forced change to Mage. In fact, in my last install, I tried to disable this in the Big World Installer - there is an option to leave her class unchanged - but this option actually made the Sandrah mod itself uninstallable and I had to re-do the entire install to use Sandrah.

 

Seeing as most players are accustomed to thinking of Imoen as a thief AND it's a part of her back-story, I have personally taken to changing her into a multi-class mage-thief (using mods, humans can multi-class.) I think her having Tarnesh's spellbook is perfectly fine even if Imoen remains a pure-class thief for BG1 (that is canonical, after all), as it gives us a preview of sorts into Imoen's interest in magic and logically leads into her dual-classing later.

 

I have yet to finish the Demon scroll quest in any runthrough, and haven't been to Waterdeep. I'm looking forward to all the new content that Sandrah have to offer.

Thank you again for the constructive feedback.

 

I am doing some research now for Jen'lig to maybe make her a swashbuckler, like you suggested. While that would generally suit her background and race, I am still not sure how it may work in a highly modded installation - the swashbuckler kit seems to be a favourite playground for those modmakers interested in kits and rogues. So, depending on your constellation of mods, you may get some very odd results...I will look into that.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#592 Bill Bisco

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Posted 18 September 2015 - 06:19 AM

Please do not discard Jen'lig. Passion is what we need in modding.

#593 Roxanne

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Posted 22 September 2015 - 11:52 AM

Sandrah vs SCS component Cursed Wounds

 

Incompability detected between SCS *cursed wounds* spell and Sandrah's healer script. Sandrah will cast healing spells continuously and trigger error messages and stuttering - reason is that the SCS DW#curse spell is not detectable on infected creatures. (Neither can temples detect the spell).

I found a solution but it cannot be provided as hotfix due to its complexity. It will be part of v1.09 of SandrahNPC.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#594 waebbl

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Posted 22 September 2015 - 12:11 PM

I picked up Jen'lig at the Friendly Arm Inn and found her having BG1 proficencies, 3* in Large Swords, 2* in Small Swords and 2* in Bows. So when she levels up for the first time, the screen is not showing her having any proficencies at all, because those are unknown or unused in the engine used in BG2/BGT. As I haven't found any hint in the forum or readme files about this, I'm now wondering whether this is intentionally so, or whether it's a bug or some override from other mods, no one has triggered so far...



#595 geh4th

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Posted 22 September 2015 - 12:26 PM

I'm in Waterdeep and encountered an issue. In the first area there's a...house, I guess, that I went into. While inside I was attacked by a group of thieves that popped up. One of the thieves ran outside into the city streets, and I had to kill him when I exited the house (as he was still attacking me).

 

The problem is that two "citizens" nearby immediately became hostile as well. One was killed before I could do anything about it, and I suffered an 8 point hit on reputation. I don't know where the other hostile went (definitely wasn't killed by my group), and thankfully no guards were nearby to see these events. Other citizens that weren't nearby aren't hostile. 

 

Seems to me that defending myself against thieves that attacked me shouldn't make citizen onlookers hostile. 



#596 Roxanne

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Posted 22 September 2015 - 01:06 PM

I picked up Jen'lig at the Friendly Arm Inn and found her having BG1 proficencies, 3* in Large Swords, 2* in Small Swords and 2* in Bows. So when she levels up for the first time, the screen is not showing her having any proficencies at all, because those are unknown or unused in the engine used in BG2/BGT. As I haven't found any hint in the forum or readme files about this, I'm now wondering whether this is intentionally so, or whether it's a bug or some override from other mods, no one has triggered so far...

Thank you for this hint - In the new version of NI these values are indeed visible, I never saw them before.

As a githyanki she should have 2* for large swords and nothing else, definitely nothing for ranged weapons.

I will correct this for the next version, along with the dual-class button that is enabled by Tobex.

 

PS I hope this is merely cosmetic, the game does not seem to use these values as far as I can tell.


Edited by Roxanne, 22 September 2015 - 01:21 PM.

The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#597 Roxanne

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Posted 22 September 2015 - 01:13 PM

I'm in Waterdeep and encountered an issue. In the first area there's a...house, I guess, that I went into. While inside I was attacked by a group of thieves that popped up. One of the thieves ran outside into the city streets, and I had to kill him when I exited the house (as he was still attacking me).

 

The problem is that two "citizens" nearby immediately became hostile as well. One was killed before I could do anything about it, and I suffered an 8 point hit on reputation. I don't know where the other hostile went (definitely wasn't killed by my group), and thankfully no guards were nearby to see these events. Other citizens that weren't nearby aren't hostile. 

 

Seems to me that defending myself against thieves that attacked me shouldn't make citizen onlookers hostile. 

This is not a specific Sandrah issue (even as it happened in Waterdeep) Citizens there have no specific scripts and behave like those of the other cities, Runenemy.bcs Humansht.bcs etc - maybe you are victim of one of those mods that seem to tweak a lot of standard scripts in the game.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#598 waebbl

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Posted 22 September 2015 - 01:27 PM

As a githyanki she should have 2* for large swords and nothing else, definitely nothing for ranged weapons.

I will correct this for the next version, along with the dual-class button that is enabled by Tobex.

Large swords are not available in BG2/BGT/BWP :) there are 2h-swords and long swords, bastard swords and short swords. As she's using a 2h sword like almost any githyanki I saw in the game so far, maybe that's where this race is proficient with.

 

I'm not far into the game, just started, but I already like it, although it's kinda overpowered in some aspects, as others already pointed out. Keep up the good work :new_thumbs:  and a big thank you for your dedication :cheers:



#599 Roxanne

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Posted 22 September 2015 - 02:11 PM

As a githyanki she should have 2* for large swords and nothing else, definitely nothing for ranged weapons.

I will correct this for the next version, along with the dual-class button that is enabled by Tobex.

Large swords are not available in BG2/BGT/BWP :) there are 2h-swords and long swords, bastard swords and short swords. As she's using a 2h sword like almost any githyanki I saw in the game so far, maybe that's where this race is proficient with.

This is correct, but...she is also a thief, so stars for two-handed are not correctly shown. There are some things in the game that are hardcoded - you will also notice that her inventory screen does not show equipment changes, another hardcoded issue since githyanki are monsters in the game, not companions.

And naturally she is overpowered for BG1 chapter2 - they do not send little girls with a pocket knife to the Primary Plane when there is an important githyanki issue.

I'm not far into the game, just started, but I already like it, although it's kinda overpowered in some aspects, as others already pointed out. Keep up the good work :new_thumbs:  and a big thank you for your dedication :cheers:

Quote "At some points the Sandrah mod intentionally introduces enemies that are TOO HARD for you at the time you first may meet them. It has always puzzled me why the monsters of the Sword Coast should pay respect to your and your parties abilities. It is much more realistic that from the very beginning there are some you cannot beat. Sandrah evaluates your leadership and competence by the way you solve those situations. Sometimes you receive the most experience point by showing that you know when to run away instead of loosing half your party to gain a spell scroll (just to find that your mage is not yet at the level to even use it.)

With respect to the given quest, there is always a solution and it is not always violent."

 

Sandrah's own stats + abilities + items will be significantly tuned down for the next version, you currently still have a beta test version installed.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*

 


#600 geh4th

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Posted 22 September 2015 - 02:29 PM

A request regarding Waterdeep...it would be nice it the map had markers on some of the more well known buildings, or at the least those that Sandrah herself references in her introductory speech. (A journal entry summarizing this introduction would be useful too.)

I'm having trouble determining which building is the "Semaphores" temple; I need to go get something from there. I've visited every building on every map that I can enter, but there are no map labels, no exterior sign on the building I can see, and nobody IN the building tells me what it is, unless I just missed it.

I'd thought it was the one that has an interior that looks like various Umberlee temples, but nobody within says so and the item isn't there...

Maybe I'm just confused. :)

(Edit: I've finished the bandit quest, which is why I'm now looking for the item reportedly at this temple.)

Edited by geh4th, 22 September 2015 - 02:31 PM.