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valky

Member Since 28 Dec 2012
Offline Last Active Aug 20 2013 09:55 AM

Topics I've Started

wedding ceremony-cutscene bug

26 July 2013 - 01:51 PM

While it might seem, that I love to spam that very sub-forum I encountered a nasty bug, which prevented me from advancing further into ToB, without editing your scripts.

 

Anyway, after you beat Don Jon in the 2nd phase, your wake-up script is executed in the temple. After doing the 2nd fight like more than 8times and hereby editing/changing things each times, I was rendered mind-fucked (honestly, sorry this time for using swearing thingies).

Guess, your scripts are more linked than I actually thought. Yet, in 4 tries without changing a thing, I oddly had -i think -  4 different outcomes while calling up the cutscene itself:

 

1st: (some Party member died - Keldorn)

Cutscene is triggered with Kyo standing..dialog stuff..kyo goes to sleep/wakes up/Kyo goes like 2-3 steps and went into sleep mode and is being teleported back to the starting location of this very cutscene :> -> cutscene doesn't end

 

2nd: (Kova died...darn that stupid OP slayer killing thingie in SCS^^)

Cutscene triggered with Kyo sleeping..dialog stuff..standing up/going sleep mode -> cutscene doesn't end

 

3rd: wicked...cause PC died exactly in that very moment some1 did the Don Jon finishing blow, still it was a win-win situation ^^

Cutscene...dialog..kyo standing..dialog...she walked this time like ~20 feets or that long the wait(2) was scripted [that's where I started to change that value as well or thereafter after trying different weird things] -> cutscene doesn't end

 

4th: everyone survived *hooray* !!!!

THat is, where things started to get very weird :o

-> Ellesime cutscene started (the basic one from the game)...ToB area loaded - > Kyo scene triggered; I honestly can't remember if she was awake or asleep anymore, still the cutscene was in an endless mode

 

 

ANd cause I tried to fix it for myself after going thru aaaaall your cross-whatever-linked files, I couldn't find the cause of it. (that pissed me off slightly, cause according your scripting I missed out a ton of awesome cutscenes!). I finally redid the Don Jon battle with the SLEEP_AWAKE or whatever condition removed from one script, just to advance to ToB and edited the files to being properly married to get the ring.

 

If you can get me some very insight what has to be changed, I'd so damn appreciate it; cause I saved the final-fight files and I soooooooooooooo want to see the whole wedding ceremony stuff/wedding night and so on.

Maybe, even to skip this awake-kyo sequence and go straight to the follow-up part ^^

 

I really do hope, this time I wasn't that offensive in my posting as I did the last time and am still very sorry for it. Yet, the mighty edit with some minor complains :) though any complains usually are more welcome than sweet honey smeared around your mouth, or so the Miss' said. [I guess there exist a proper phrase or expression to that in English, but since am not a native speaker it was just translated literally but you should get my point]

 

As mentioned, it's a shame, that after the serious troubles I had (again..lvl 30 wizards and god-like assassins ffs! *lol*), while going thru your mod, that I can't enjoy the marriage thingie :(

<-sad panda

 

Just for the sake of whatsoever: THIS posting was not meant to offend anyone/body..or it wasn't my very intention in doing so to begin with. Dont really mind the *erm* *erm* nope..I won't talk bout it...


a minor conclusion (re-edit^^)

19 July 2013 - 01:33 PM

sobered, back and re-edit the whole thing a bit, with some things I noticed in my current walkthrough.

 

First off, the whole mod & story is ridiculous amazing, now that am finished Part 7. It often felt like a different game with a whole new story line. Also the interaction with roughly  any NPC (party/non-party) was fun.

Further, the character itself feel finished and balanced, compared to what you usually get from nearly any other OP-NPC mod, your have moderate attributes, which are in unison with the char itself. (= no 18/18/18/xxx thingies)

The only minor exception is maybe the lack of a bit constitution for Kova, cause the multi.class limits his hitpoints quite a bit and the boost girdle (18 const) is more qualified for Kyone, since she hasn't so much option to defend herself. That's why I raised his by 3 points, so Kova doesn't feel so extremely helpless. But thats just my opinion^^

 

And since am playing with full SCSII a lot of stuff from your mod suddenly get completely unfair and unbalanced (that's also the reason to raise his con)

My major concern were the nasty and pretty OP wizards, which really started to get annoying..your level 17 variant was more or less okay, but once my parties' level hit ~18/19 suddenly level 30 wizards jumped in instead. And those guys powered and beefed up by SCSII weren't absolutely no fun!

 

The 2 worst spells in their re-done spellbook were TimeStop(3x) & Gate (2x) which they deliberately casted. Given the SCSII Fiend-overhaul, I was pretty much helpless at first. I think my most abused spell was Sphere of CHaos, which helped a lot, before I had to strip them off their protections and kill them.

Also, I must have at least "dispatched" 80-90 of those fellas at all, which in itself is quite a number and completely unrealistic too.

(cause of the lack of spell-slots and the massive things I had to use, I had to rest and re-do the area, so the chance to encounter another pack was very high)

And mages are a rare species and can't reproduce itself like rabbits...

 

Still the Gate-mages were rare, before I went to Spellhold/Underdark - and I was kinda *hooray*, cause it cooled off a bit, as those cowled ***** really started to become a massive pain in the butt.

I think the first full group of your level 30 (!! still can't really believe it) guys helped Kharen a bit, which made the fight so damn hard. And compared to any other quest/boss/NPC so far, which was the hardest fight I had (maybe the beefed up Irenicus fight was on the same level). Kharen itself - on a sencond thought - wasn't _that_ hard, I think the only annoying stuff was her perm. Imp. ALacrity and sunfire spam in phase 2. Yet it was still less annoying then to fight off 3 Fiends, 3 lvl 30 mages and non-stop time-stop.

 

Once back in Ath. I made haste to get Bodhi killed asap, so I could get to part 7.

Hence the witness quest was then again fun ^^ but while I was in Ath. I had to kill 3 or 4 groups of those nasty mages, also the groups went up to 4 guys, which made them even more annoying.

But once I finally could face Seida, the mighty cheat-hammer did hit again....after several trial and error (16~ times) I started to wonder, why the heck can't thy be crowd-controlled?!

So I took a peek in nearinfinity and needless to say I was just WTF. First off, you can't just give a common 'human' attributes of like a giant (21 STR + 20 dex =seriously?).

There are other ways to boost them, with out relying on such stupid mechanics.

Furthermore, why do they get the complete undead immunities = immune to: Fear, daze, morale-break, chaos, hold, stun, poison, confusion, sleep, slow and similar.

 

So anything I did to slow them down, was useless (and that's where I really was pissed). With RR their AI is also a bit more useful, so the started to hunt in packs and if unlucky they killed off my party within seconds, as all I could to was to endlessly gulp heal potions. (and they use more invis potions, that make them even more dangerous)

 

SInce I was already in the editor, I just removed that stupid immunity ring and changed their attributes to be in line with a human being and not some half-god. And suddenly the fight was much more balanced at all and do-able.

 

To sum it up, my only real complains are those level 30 mages and the god-like assassins, you encounter in the Seida event.

I think the only mod, that is at 'fault' and changes most of your encounter should be SCSII...RR only slightly beef up the shadow rogues.

 

Barely remember vanilla though ^^ but mages weren't necessary hard, so I guess it's much more fun at all without difficult changing modules.

 

THat aside, highly looking forward to the wedding now :P but I the worst is yet to come: Imp. Irenicus in Hell........


Kiyone's bow... (and other minor stuff)

28 December 2012 - 06:13 AM

Just went a bit thru the game file and noticed some 'minor' inconsistencies with the bow and the upgrades are kinda OP or at least "very" powerful.

Basic bow:
- +2 to-hit & damage instead of +1 (noticed only while doing weird stuff in the equipping screen and the thac0 went down compared to a similar bow)

1st upgrade:
There is a launcher and ammunition entry and both usually stack, so the 'final' shot got a to-hit bonus of +6 and +5 to damage. You should delete the 'launcher' entry at all (my reference was Tansheron & Firetooth) an re-tune the projectile to use the proper value of +2/+2 instead of +4/+4.

2nd upgrade:
Same as above, only that it's now a +9/+9 boost or a +6 weapon while determining what it can hit measured by the projectile (= everything ^^)

[edit: I think the bow got even the wrong enchantment level set]

Or is it intended to make th bow _that_ powerful? Feels a bit like cheating and edited the values myself according the description. Heck, even the +5 bow from Weimar's itemupgrade is less powerful *eg*

Further Kova's dagger is a bit weird - mind you am playing with full SCSII so melee/backstab is not really an option - the extra attack is lost and I guess kovadagf is just an 'test-item' ?
If I can make a suggestion :) Give him 2 different weapons, one melee and 1 ranged (though ranged can be compensated at the beginning & underdark as there are 2 decent throwing daggers). The throwing dag should get his +1 ApR back to make it equal to the other 2, while the melee version is unaffected. Else the melee version benefits from the extra attack, so the only solution are 2 different weapons. Beginning with the 1st upgrade the dagger (either way) becomes quite useful, so it'd be a loss to not use it. Currently using the *uhm* mod-styled throwing dagger, so the melee stuff is removed anyway..yet the script doesn't seem to properly catch them, so I just edited them.

Enemies:
While the scripted rogue parties aren't really a problem and more or less a minor annoyance, the 3 cowled enforcer gimped by SCSII are a PitA! I think they are either lvl 16 or 18 and with a startup party of maybe ~10 (like in my case) they are ridiculous hard, if am getting caught flat-footed.
I know it was part of several discussions in this thread and I assume without SCSII they are a joke anyway. Usually pay my money to keep the other wizards out of my way early on, but **** :P
Yet thanks to having a good-aligned party, Keldorn is an option - and was planned anyway with my imported fighter->cleric - so the dispel is the only 'real' countermeasure. Else breach & spell thrust just goes *poof* and I haven't access to lvl 6+ spells yet. And remove magic casted with lvl 10 against lvl 16 or 18 is pointless :) Or am about to empty my whole spell-repertoire just on those 3 enemies at once..compared to the other 'scripted' regularly enemies at this level.

Don't get me wrong, it's not really a complain; cause am good at hammering quicksave so I usually know the spawns and unleash stuff like chaos, greater command and alike in the next tries, so at least something hits - but the scripted protections and contingencies makes them one hell of an enemy.

Hope I don't talk shit, but am pretty sure those events are triggered by having Kova, else am using only Tyris Flare and tweaks/fixpack/a couple of modules from atweaks and SCSII (full).

It's only about the early game, guess later wizards and alike are going to be okay, cause I won't lack prot-stripping spells.


That aside :Þ
Awesome NPC-mod, enjoying it to the fullest - only some banter trigger are bit odd, cause it seems more important to discuss Kova than to fight some vampires.

You might wanna add the proper order of the first 3 clues in the mini-walkthrough too; cause am pretty sure after having all of them (including the 'hint') I gave hint+1+3 and the 2nd clue got ignored and I got my absolution. Reloaded it in that case but never paid real attention to it.
But need to confirm it, messed my 1st game up anyway while updating some mod, so I just started the clue-collecting stuff again.(I think the first 3 steps are only part of some thread in here but not the walkthrough)