Jump to content


Photo

New kit: Sword Angel


  • Please log in to reply
79 replies to this topic

#61 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 05 March 2004 - 06:31 AM

Added 2 new character-screen/portrait icons (love the little heart of Merciful Fighting  )
Refined visuals A LOT. Now the main "theme" of S.A.'s visuals is "gold".

Hehh, no need to thank for the icons and the golden-idea... <_< :D B)
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#62 Littiz

Littiz
  • Modder
  • 1078 posts

Posted 06 March 2004 - 01:49 AM

Hey! You just suggested to use more golden visuals :P
The lil' icons need some minor retouching, still :P

Ever forward, my darling wind...


#63 Caedwyr

Caedwyr

    Wraith Editor

  • Member
  • 962 posts

Posted 06 March 2004 - 04:03 PM

Reposted info elsewhere.
"Knowledge is Power. Power Corrupts. Study Hard. Be Evil." - Ferret

PnP Celestials
Geomantic Sorcerer Kit

#64 Rathwellin the Bard

Rathwellin the Bard

    Bloody engine of destruction ... oh, wait. That was my Sorcerer

  • Member
  • 722 posts

Posted 13 March 2004 - 06:46 AM

After posing comments about the HLAs I though it only fitting to post here too.

This kit looks awesome!

I'm thinking that a run through TuTu and then all the way through BGII would be very interesting with this character. I've always felt a bit hypocritical about playing many 'good' characters in BGII that seem to kill everything in sight. It *would* be an interesting challenge to play otherwise.

The *only* thing that looks a tad odd is the -3 to damage. Just seems a bit odd that a mage could do more damage with a dagger than a Sword Angel could. I can easily live with it though.

Question if, with the -3 to damage, the total damage roll is -1 or less does that actually *heal* your opponent?

Question II, the reference:

May dual only to mage, with the same restrictions as an illusionist (but no additional spells).


Does that mean that they have to meet the attribute requirements of an illusionist or that they are barred from necromantic spells or what?

#65 Littiz

Littiz
  • Modder
  • 1078 posts

Posted 14 March 2004 - 12:12 PM

Thanx Rathwellin, I hope you'll like it more when you'll see it in action ;)
I also plan a complete run through the serie using TUTU, but it's something for a FAR future :(

The *only* thing that looks a tad odd is the -3 to damage. Just seems a bit odd that a mage could do more damage with a dagger than a Sword Angel could.


A Sword Angel is probably GrandMaster in the weapon of choice, has many attacks, and everything inflicts more damage than a dagger.
No hit-healing thing, 1 point is the minimum. :)

Does that mean that they have to meet the attribute requirements of an illusionist or that they are barred from necromantic spells or what?

Barred from Necromantic spells.
In truth I imagine Illusion would be a nice school to focus on (pretty "merciful") but you can't really be a specialist when you dual..so you get just the restrictions :) Fitting again since the Necromancy school messes with things a S.A. is inclined to consider sacred.

About the issues on the other thread: remember that other releases are planned for the (FAR) future. This is just version 1. ;)

Ever forward, my darling wind...


#66 Rathwellin the Bard

Rathwellin the Bard

    Bloody engine of destruction ... oh, wait. That was my Sorcerer

  • Member
  • 722 posts

Posted 14 March 2004 - 06:10 PM

About the issues on the other thread: remember that other releases are planned for the (FAR) future. This is just version 1.


Thank you for the quick responses. I'm well aware that this is version 1 & that you guys are planning future rollouts with new features. And from my perspective things are simple as well. I can try out the mod using the things I think are cool, like this kit, and avoid the things that don't look as interesting to me.

I am really looking forward to seeing this kit in action ? as soon as I get through my current game.

;)

#67 Milandir

Milandir
  • Member
  • 74 posts

Posted 11 January 2005 - 03:43 PM

Greetings!

Having recently re-re-installed all of Baldur's Gate and BP-BGT-NeJ, I was viewing the fora to see if there were some additional mod which I could add to the already huge install.

Then I came across Refinements... It's concept really spoke to me (don't know if you say this in english, not my native language), and, logically, I was quite disappointed because of it's incompatibility with my install.

However, could it be possible to add the Sword Angel as a kit, replacing a redundant kit of TDD? Sword Angel is, if I may believe it's description, thé kit I would've identified myself with when I first played the game 5 years ago.

Thanks in advance for any advice or instructions!

#68 seanas

seanas
  • Modder
  • 1906 posts

Posted 11 January 2005 - 04:42 PM

there is a way to do it, yes. you need to remove the TDD kits first, then install the sword angel.

to remove the TDD kits (NPCs will still have access to them, but your PC won't), download this TDD Kit Remover, unzip it and place all of its contents into your override folder. do this, as i said, *before* you install the sword angel, as it will remove from your character selection screen *all* added kits. it might be worth starting a new game and testing that, indeed, no new kits are available, just to be sure it worked. then, install the sword angel, and you should be able to choose it as a kit for your PC. enjoy!

"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||


#69 Milandir

Milandir
  • Member
  • 74 posts

Posted 11 January 2005 - 05:04 PM

Thanks!

However... :(

Couldn't I "simply" replace one of the TDD fighter kits with this one? Pit Fighter comes to mind...

Also, how do I install the Sword Angel kit without (regretfully) Refinements, as it's not compatible?

#70 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 11 January 2005 - 05:17 PM

Then I came across Refinements... It's concept really spoke to me (don't know if you say this in english, not my native language), and, logically, I was quite disappointed because of it's incompatibility with my install.

View Post

It will be compatible in v2. I am succesfully running a campaign with both installed (although that depends on having modified some procedural changes to the install procedure, otherwise there could be problems).

HOW TO DO THAT:
Open the file BG2\setup-refinements.tp2 (notepad is fine)
identify the following two lines:

EXTEND_BOTTOM ~Baldur.bcs~  ~Refinements/Hlab/Thief/Runcheck.baf~
EXTEND_BOTTOM ~Baldur25.bcs~  ~Refinements/Hlab/Thief/Runcheck.baf~

with these two:

EXTEND_TOP ~Baldur.bcs~  ~Refinements/Hlab/Thief/Runcheck.baf~
EXTEND_TOP ~Baldur25.bcs~  ~Refinements/Hlab/Thief/Runcheck.baf~

Save, then run setup-refinements.exe and install your desired components.
(NOTE: Swashimoen in incompatible with your setup, and the changes you'd have to do to correct that are pretty heavy)

Please note that this is very much Alpha (I only tested), so if you incour in some problems you should roll back (you shouldn't have problems though). In any case, post your results (please DO mention that you are using this modification though :) )

@ installing only the Sword Angel: new to mods, aren't you? :hug:
Most mods (BP-BGT-NEJ unfortunately aren't one of those) are packaged in WeiDU format. when you launch setup-refinements.exe, a dos prompt window will spawn, allowing you to select which components to install (among a lot of other things).

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#71 Littiz

Littiz
  • Modder
  • 1078 posts

Posted 13 January 2005 - 01:14 AM

As the_bigg says ;)
I don?t know how long you can wait, but I assure you that this kit has been greatly improved for V2? and at this point I think we?ll be able to release it in February.
Thx for your comments, Milandir :)

@t_b: I?ll try and send you the new build split in 3 pieces today or tomorrow...

Ever forward, my darling wind...


#72 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 14 January 2005 - 12:52 AM

at this point I think we?ll be able to release it in February.

Great. :thumb:
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#73 Milandir

Milandir
  • Member
  • 74 posts

Posted 02 February 2005 - 11:35 PM

How in the heavens could you possible improve upon this kit even more :D Really, it does do it's name every divine honour.

However... When recently installing the s_and_h_patchv6 by seanas, I encountered this really odd bug... First of all, my char is turned back to Pit Fighter (the class I replaced it with). No problem turning him back to SWANG. However... When I rest, I become fallen! Totally clueless and dazzled on this one...

Any help?

#74 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 03 February 2005 - 04:14 AM

How in the heavens could you possible improve upon this kit even more  :D Really, it does do it's name every divine honour.

However... When recently installing the s_and_h_patchv6 by seanas, I encountered this really odd bug... First of all, my char is turned back to Pit Fighter (the class I replaced it with). No problem turning him back to SWANG. However... When I rest, I become fallen! Totally clueless and dazzled on this one...

Any help?

View Post

Just in case, try posting your {bg2}\weidu.log file.

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#75 Milandir

Milandir
  • Member
  • 74 posts

Posted 03 February 2005 - 08:31 AM

No need for that anymore...

Miraculously, the game seemed to function perfectly (as well as my kit) when reloading from an autosave instead of a quicksave :ermm:

Anyhow... :w00t: :D

Thanks for offering assistance, and though I might not need it at the moment, I'm quite sure I will in the future... :thumb:

#76 Littiz

Littiz
  • Modder
  • 1078 posts

Posted 04 February 2005 - 04:09 PM

V2 improvements (meaning a "final" shape for the kit, in the intentions at least):

-Added "Freedom of Spirit", "Soul Touch" and Improved Critical to the Sword Angel's table.
-Sword Angel's HLA Banish slightly rebalanced.
-Fixes to Sustaining Will.
-Merciful Fighting implemented again with a better system.
-S.A. can no longer score critical hits while using Merciful Fighting.

I like it, eheh :thumb:
If you have troubles with falling I think re-loading (and re-thinking?) is always the best solution.
Keep saves! :)

Ever forward, my darling wind...


#77 -Bill-

-Bill-
  • Guest

Posted 25 July 2005 - 04:34 PM

In the read me for the sword angel is lists


Disadvantages:
- Requires 13 WIS (primary), 10 INT and 13 DEX

But while in PnP this is true in Baldur's gate high stat requirements are an ADVANTAGE. as the game rolls each stat one my one and if its below the minium requirement for the class it rases it.

#78 the bigg

the bigg

    2083 is a prime number.

  • Modder
  • 3331 posts

Posted 26 July 2005 - 02:26 AM

Wis has no effect at all on non-cleric, non-druid (apart from sporadic cases like some dialogues).

Anyway...
*summons Cassandra/Littiz*
*please do wait some time*

Italian users: help test the Stivan NPC!

Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator

If possible, send diffs, translations and other contributions using Git.


#79 T.G.Maestro

T.G.Maestro

    Eclipse

  • Member
  • 4415 posts

Posted 26 July 2005 - 02:43 AM

NOTE: topics merged.
Posted Image

Refinements v2 has been released!
Go and visit the website or the forum for more info!

Member of The Silver Star team.

#80 Littiz

Littiz
  • Modder
  • 1078 posts

Posted 26 July 2005 - 08:23 AM

The argument was raised before, but the point is that this kit is heavily role-playing oriented, and those requirements seem the minimum for such a character.
The "bonus" is not even close to what Paladins get, so I think we can accept this "restriction" for what it is.

Let me add that I'm playing with a SA trough TuTu, and I can guarantee that this character is not something you can powerplay much with. ;)
It is very hard to play at start, no matter some high stats (which don't include STR and CON by the way, I have 9 STR for instance).
Reaching level 7 or something, you begin to taste the merits of experience, but the real outburst should occur in ToB, once HLAs get in play, since they provide a wide range of options and some are powerful indeed. It should be the much earned retribuition for reaching that high with all of those kit restrictions :)

Edited by Littiz, 26 July 2005 - 08:25 AM.

Ever forward, my darling wind...