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Overpowered spell casters problem


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#1 DoktorMarlboro

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Posted 21 May 2011 - 08:11 PM

Good morning everyone

I installed BWP 9.10.0 using latest Big world setup beta program with "standard option", and while playing SOBH and DSOTSC area in BG1 part, I noticed (couldn't help but notice-_-) hat orc mages cast teleport field, wraiths cast protection from magical weapons spell, orc priests cast blade barrier, etc etc. my poorly equipped around level 10 party couldn't handle this inappropriateness.

so I tackled cre files with DLTCEP and I found out that:

1)of all the Wraiths only wraith01.cre has protection from magical weapons spell in its memorization slot
2)GORORC03.cre and ORC04.cre both have teleport field spell memorized and
3)there are two cre files named "orc priest" FSHORDE5.cre and ORC03.cre, but none of these have blade barrier spell memorized, which is strange, I guess some mod used forcespell() or whatever to cast the blade barrier

I manually changed cre files but I expect there is going to be more of this kind of overpowered critters literally tearing down at my party so I wish to exclude whatever mod is causing this in my later installation of BWP.

I suspect SCS and SCSII but I only selected contents that wouldn't buff any creature.
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v19
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v19
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v19
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v19
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v19
~SETUP-SCS.TP2~ #0 #3110 // More realistic wolves and wild dogsS: v19
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v19
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v19
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v19
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v19
~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v19
~SETUP-SCS.TP2~ #0 #5030 // Smarter mages -> Mages use BG1 spells only; mages do not "pre-buff" (i.e., cast some defensive spells quickly at the start of combat): v19
~SETUP-SCS.TP2~ #0 #5040 // Smarter priests -> Priests use BG1 spells only; priests do not "pre-buff" (i.e., cast some defensive spells quickly at the start of combat): v19
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v19
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v19~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v19
~SCSII/SETUP-SCSII.TP2~ #0 #3530 // Faster Bears: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4000 // Increase the price asked by Gaylan Baele -> Gaylan wants 40,000 gold pieces: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4050 // Make party members less likely to die irreversibly: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4060 // Make the bard stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5000 // Ease-of-use party AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6260 // Give Ascension demons SCSII scripts and abilities: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v19

help me!!

Edited by DoktorMarlboro, 21 May 2011 - 09:13 PM.


#2 DoktorMarlboro

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Posted 21 May 2011 - 08:46 PM

ran through .tp2 files and maybe ~SETUP-BPV180.TP2~ #0 #0 // Big Picture AI/Enhancement Mod, version 180: v180ba BWP Fix is causing this?
man I can't give up Big picture itself... although in setup-bpv180.tp2 no teleport field, protection from magic weapons was added to individual .cre files

#3 Fouinto

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Posted 21 May 2011 - 11:49 PM

Hi,

This is probably the expected behavior. Indeed, you have probably chosen "Tactics" when running BWS.

Hope this helps.

#4 DoktorMarlboro

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Posted 22 May 2011 - 12:21 AM

nay I double-checked it's not tactics but standard

I even triple-quadruple-quintuple checked! ;)

#5 Dakk

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Posted 22 May 2011 - 03:15 AM

Good morning everyone

I installed BWP 9.10.0 using latest Big world setup beta program with "standard option", and while playing SOBH and DSOTSC area in BG1 part, I noticed (couldn't help but notice-_-) hat orc mages cast teleport field, wraiths cast protection from magical weapons spell, orc priests cast blade barrier, etc etc. my poorly equipped around level 10 party couldn't handle this inappropriateness.


I think you solved the problem in the OP: "while playing SOBH and DSOTSC".
They're not really balanced or "honest".

#6 10th

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Posted 22 May 2011 - 04:55 AM

You answered your own question in the second post, as SCS I/II doesn't add Protection from Magical Weapons to Wraiths.

10th
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#7 Dakk

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Posted 22 May 2011 - 05:42 AM

You answered your own question in the second first post, as SCS I/II doesn't add Protection from Magical Weapons to Wraiths.

10th


Like I said, it's all in the OP :)

#8 JohnMoonlord

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Posted 22 May 2011 - 07:45 AM

I don't play tactics and I've encountered those orc mages and priests outside the above mentionned quest mods. (Valley of Tombs area, if I recall correctly for that run.)

The only real issue I had with them at that point was the disintegrate spell against my average level 6 party.

I too had to deal with the blade barriers and the teleportation field. Shooting the caster(s) ranged, outside the teleportation field area, while defending the ranged party members with 1 or 2 of the tanks/fighters usually works great: the orc caster drops pretty fast and you can focus on the rest afterwards.

As for the wraiths, there was this one fight towards the end of part 1 of SoBH in which I met some, I believe, but I don't recall any outlandish difficulties with them, though I was all magic geared. I was around the same average party level then, I think. I'm afraid I'm not of much help for this one.

Hope you find the tips for the orcs useful, if you haven't tried already.
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#9 Jarno Mikkola

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Posted 22 May 2011 - 11:49 PM

...

The best way to detect what mod alters the .cre file is --change-log'ging the .cre file... as said in the pinned topic. After which there was no wondering which mod causes what...

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#10 DoktorMarlboro

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Posted 23 May 2011 - 12:34 AM

The best way to detect what mod alters the .cre file is --change-log'ging the .cre file... as said in the pinned topic. After which there was no wondering which mod causes what...


thanks for the tip! I checked with wraith01.cre and found out BPv180/BACKUP/0/WRAITH01.CRE has no protection from magical weapons spell in its memorization slot and the one below it does...
which means BPv180 changed it and I'm going to play BP so I guess it means I'd gear up my party a bit better

#11 Dakk

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Posted 23 May 2011 - 05:07 AM

Oh really? Does BP do that sort of stuff? Well there goes my last inclination of using BP+SCS...