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Wizard Styles
Aug 6, 2014

level 15 disillusionist

Insurrectionist posted:

I don't even know if I have any mods, since I'm using a ~2 year old install I picked up again - if I do, it's certainly not one of the content mods. I don't have the usual QOL tweak/fix stuff I activate like ammo stacks above 80 or max hp on rest regardless of difficulty so I might be entirely unmodded.

Anyway, and more importantly, uh...it's not doing poo poo. Still insta-wolf. Tried with a few different numbers and even with quotes just in case, no dice.
Uh, yeah, my bad, I made two mistakes.

First, the PlayerInfected global would be set to something like TWENTYFIVE_DAYS, and second it's the dialogue with Kaishas that sets that global to those 25 days, as well as one that's just called infected to 1.
Do you die immediately after the dialogue or is there like a second delay? If there is could you check the globals with
C:GetGlobal("infected", "GLOBAL")
C:GetGlobal("PlayerInfected", "GLOBAL")

Otherwise you'd have to look it up via NearInfinity yourself, probably.

e: Or I could upload my dialogue file for Kaishas somewhere so you could copy it into your override and hope it works better.

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Insurrectionist
May 21, 2007
I just barely have time to hit spacebar and pause after End Dialogue if I spam it, beyond that it's instant. But since I seem to be able to get a pause off okay I can try those.

E: Get playerinfected gives a huge number (18 million) and get infected gives me 1. Setting infected to 0 and 99999 both seem to work for my party, so yay? But now Tailas won't turn into a werewolf either which seems counterproductive!

E2: For reference I can set playerinfected to whateveter and the get command gives me the same number, but all of them result in my party insta-popping whether it's 0 or 100 or 9999999. And setting it to "TWENTYFIVE_DAYS" just gave me an error :haw:

Insurrectionist fucked around with this message at 23:45 on Mar 30, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Chalking that TWENTYFIVE_DAYS thing up to version differences for now.

What exactly happens if you set infected to 0? Because the werewolf change only happens when infected is 1 and the PlayerInfected timer is expired.


A brute force way of doing this I can think of right now would be to change the werewolf change spell to do nothing, but that might still result in a game over somehow.

Insurrectionist
May 21, 2007
What happens is, well, nothing. I haven't tried playing through the rest of the quest with it, but Tailas and all the other villagers simply act as though I haven't completed the quest at all, giving the same responses they do if you chat with them before Kaishas. She walks off though. I guess I can try continuing it and seeing how far I get.

As an aside, from fiddling around with console, it appears party-members suffering morale failure can't be werewolfed for some reason! I tried some Ctrl+y/r stuff to get around the trigger but none of them helped, except for one time when I tried killing everyone but Kagain before they had a chance to explode, he immediately paniced, and didn't turn into a werewolf. But ressing everyone else immediately made them wolf out anyway. I assume he would too once the panic wore off.

E: This would be a lot easier if I could save when I pause after chatting with Kaishas and check out variables in EEKeeper. Sadly the game won't let me save and the variables aren't even present before talking with her as you noted (get playerinfected/infected gives does not exist and I can't find them in EE using my save right before chatting to her).

E2: Continuing was a bust. The secret door you have to go through is locked and can't be opened. I believe it's supposed to be open if the quest has progressed, no? However, I might be able to fiddle with EEkeeper now since I have a save later in the quest...

Insurrectionist fucked around with this message at 00:07 on Mar 31, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist
I don't really know what to do right now, but this should prevent the werewolf change from doing anything:

http://wikisend.com/download/718586/SPWI946.SPL

Copy that into your override folder, maybe that's all it takes. I did remove the effect that kills the target (= you) via chunking, at least.

If that doesn't do it then I got nothing for now.

Insurrectionist
May 21, 2007
Thanks for the help, but no worries for we have SUCCESS! I think, hopefully, wish me luck. Setting PLAYERINFECTED didn't do poo poo, but by turning INFECTED to 0 I stopped everyone from wolfing out, and could make a save with the variables active. Then all I had to do was open the save in EEKeeper and delete the PLAYERINFECTED global entirely, and switch INFECTED back to 1 again. Loading the save my party seems fine, all the bad villagers are exploding into wolves as usual, and I get the dialogue from Maralee and Dradeel showing up and everything, indicating the quest is progressing.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Cool, I guess that timer just ran out crazy fast then?

Better hope it's just that one timer. :v:

Insurrectionist
May 21, 2007
Weird thing is, it didn't seem to. First off if I just did the get command right after speaking to Kaishas but before my party wolved up, then again a round or so after they did so, it returned the exact same number! Furthermore, as I mentioned I did some tests with ctrl+Y to see what happened. One attempt I ctrl+Y'ed my party during the pause, and unpaused for a couple rounds, then checked and the variable ALSO hadn't changed at all. Another time, I did the same thing but left one character alive - they promptly exploded, but now the variable HAD changed. By only a few hundred, but the last few digits were different. It had no measurable impact though - ctrl+R on my other 4 party-members sent them into wolf-forms too as usual, and repeating the get command gave me the same changed variable again.

So basically, the variable generally didn't change at all, but doing weird stuff with keeping some party-members unable to get wolved like being dead or, apparently, paniced, did make it change. However it definitely wasn't a countdown at all - when it DID change, it changed by a few hundred instantly then refused to budge again. At no point did anything remotely like ticking down like a timer occur.

E: Well, I finished the whole quest, returned to Ulgoth's Beard and killed the chieftain there without any incident. So on the surface it looks great! There is one thing I'm wondering though - does equipping the anti-werewolf weapons (Sword of Balduran, etc) usually damage your party? Every time I equip them my characters take a few points of damage. I can't see any reason for this and can't remember it from earlier in the game at all, but it's reoccurring even in my earlier pre-EEkeeper fiddling saves so it shouldn't have anything to do with that...

Insurrectionist fucked around with this message at 00:42 on Mar 31, 2016

Woolie Wool
Jun 2, 2006


When I played BG1, I had read the bit of dialogue where one of the villagers said they had infected my party, but I just killed them all when they turned into wolves, went home, killed Mendas after he turned into a wolf, and continued on without having to do anything. Did killing Mendas break the lycanthropy? What was the time limit?

Insurrectionist
May 21, 2007
Killing Mendas is meant to break the Lycanthropy (he says as much) and the time limit is supposed to be twenty-something days - twenty of which you spend on the boat between werewolf island and Ulgoth's Beard, so if you've rested too much between talking to Kaishas Gan and having the villagers as werewolves reveal and actually getting on the boat, your party'll insta-wolf when you get off said boat in Ulgoth's Beard.

Wizard Styles
Aug 6, 2014

level 15 disillusionist
The specific requirements for death by wolfing out are:
infected is 1
PlayerInfected has run out
Mendas isn't dead


Insurrectionist posted:

E: Well, I finished the whole quest, returned to Ulgoth's Beard and killed the chieftain there without any incident. So on the surface it looks great! There is one thing I'm wondering though - does equipping the anti-werewolf weapons (Sword of Balduran, etc) usually damage your party? Every time I equip them my characters take a few points of damage. I can't see any reason for this and can't remember it from earlier in the game at all, but it's reoccurring even in my earlier pre-EEkeeper fiddling saves so it shouldn't have anything to do with that...
Haha, what? I looked at the sword and dagger because I kinda want to know what's going on there, and they both have the same Unknown (344) effect. It wouldn't happen to be 4 points of damage, would it?

Insurrectionist
May 21, 2007
The Burning Earth does 1, 2 and 3 damage to my MC every time I equip it. Kondar does 2 damage every time I equip it. The Sword of Balduran does 4 damage every time I equip it. Silver Dagger: Werebane does 3 damage when I equip it.

Even though the PC can't wolf out, they're affected same as the rest. This happens on every character for each of these weapons (for those that can wield them of course). But. Butbutbut. For some reason Edwin doesn't take any damage from the dagger. The other 4 party-members that can use it all take damage from it. He can't equip any of the other weapons so I can't test them but I have no idea what makes him special.

And to reiterate, this effect does occur when I load saves from earlier on the island, that I never tampered with - even though I'm 99% sure it didn't happen when I put them on to fight the Greater Werewolf in the ship. And the only variables I've messed with are PLAYERINFECTED and INFECTED.

Woolie Wool
Jun 2, 2006


Are bards useful, and if so, what would be a good way to build a bard? I might play IWD after I finish ToB and I was thinking of trying a party with a bard (and probably swap out the typical D&D tank cleric with one of the squishier buff-bot cleric kits from the Faiths and Powers mod). It might actually give me a reason not to install the disable identification tweak.

Woolie Wool fucked around with this message at 01:15 on Mar 31, 2016

Wizard Styles
Aug 6, 2014

level 15 disillusionist
Bards are okay in IWD. They still have the same problem as Thieves, which is that their numbers are poo poo, but they get additional songs in IWD at least. Some unique conversation options that tend to give decent XP as well. And you can pickpocket some good stuff in Kuldahar.

e: Outside of IWD, Blades are good but fall off later on. Jesters can be good but kinda require some invisibility exploits to be at their best afaik.

e2: Max out Str and Dex, Con has to be 16, as per usual. I specifically remember that you don't need Charisma above 15 for any dialogue in IWD. Int should be maxed for spell learning chance. Don't lower Wis because you want that Lore. So yeah, Bards need bullshit high stats. Bows are good for them because they don't get extra attacks from levels.

Insurrectionist posted:

The Burning Earth does 1, 2 and 3 damage to my MC every time I equip it. Kondar does 2 damage every time I equip it. The Sword of Balduran does 4 damage every time I equip it. Silver Dagger: Werebane does 3 damage when I equip it.
Okay, so they all use that same Unknown effect, which I guess checks if the game thinks the person equipping the weapon is a werewolf and deals damage if they are. I don't know where those numbers are coming from, though. They seem to all be what the effect lists as its Special value -1, except for the Sword of Balduran where it's just the Special value. Maybe the Special value is totally unrelated, though, I have no idea how this effect actually works (and apparently the people that maintain Near Infinity don't, either). It seems to be this effect that causes the damage, at least.

Wizard Styles fucked around with this message at 01:31 on Mar 31, 2016

Vikar Jerome
Nov 26, 2013

I believe Emmanuelle is shit, though Emmanuelle 2, Emmanuelle '77 and Goodbye, Emmanuelle may be very good movies.
so they took a bunch of feedback for the record menu in patch 2.0 and as of right now they completely redesigned it and it will release as this: edit: oh now they're saying it won't be 100% identical to that but it's close, this is what it is currently in the latest beta patch:



much, much better. (lovely bg:ee texture and xp progress bar aside)

also it sounds like the full release of 2.0 for both games will be out tomorrow along with the expansion. apparantly bg2:ee hasn't had its record screen updated yet so its still using the slightly older version for a little bit.

Vikar Jerome fucked around with this message at 02:55 on Mar 31, 2016

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...
Dumb question: How important is it to have an archer? I realized that if I drop Minsc for Haer'Dalis, then I'll have no one who can use arrows in the party. I don't know how many types of bolts there are, but it seems like you'd want to have someone who can use fire/acid arrows to take out trolls.

Vikar Jerome
Nov 26, 2013

I believe Emmanuelle is shit, though Emmanuelle 2, Emmanuelle '77 and Goodbye, Emmanuelle may be very good movies.

Max Wilco posted:

Dumb question: How important is it to have an archer? I realized that if I drop Minsc for Haer'Dalis, then I'll have no one who can use arrows in the party. I don't know how many types of bolts there are, but it seems like you'd want to have someone who can use fire/acid arrows to take out trolls.

if you have spells or potions they work just fine. or just give your a fighter or anyone who can use a bow, even without any prof points he should still hit something. sometime.

Dillbag
Mar 4, 2007

Click here to join Lem Lee in the Hell Of Being Cut To Pieces
Nap Ghost
I might be wrong but I believe a prone enemy results in an automatic hit unless it's a critical miss so if you're worried about trolls you can give anyone bow.

Vikar Jerome
Nov 26, 2013

I believe Emmanuelle is shit, though Emmanuelle 2, Emmanuelle '77 and Goodbye, Emmanuelle may be very good movies.
xp cap for SoD is 500,000 so we're looking at starting bg2 at level 10/11 now i think? i guess it will make an early scs2 game feel less punishing but i feel like vanilla early game will be a cakewalk.

Washout
Jun 27, 2003

"Your toy soldiers are not pigmented to my scrupulous standards. As a result, you are not worthy of my time. Good day sir"

Woolie Wool posted:

Are bards useful, and if so, what would be a good way to build a bard? I might play IWD after I finish ToB and I was thinking of trying a party with a bard (and probably swap out the typical D&D tank cleric with one of the squishier buff-bot cleric kits from the Faiths and Powers mod). It might actually give me a reason not to install the disable identification tweak.

IWD was not designed to use kits (archer, inquisitor, specialist mages, etc), so bard is a normal good class in it. If you do use kits be sure to turn the difficulty way up otherwise it will be a total cakewalk, even with the difficulty up kits and things like illusionist/thieves or cleric/mages make it pretty easy, not to mention if you take some of the really OP kits like Kensai, Berserker or Inquisitor.

The very first time I beat it was without any kits or multiclass characters, and it was pretty difficult but rewarding, imo don't use any kits or anything but base classes in your first playthrough. I think I had Paladin, Fighter, Thief, Mage, Cleric, Druid. You could easily sub the thief for a bard.

Max Wilco posted:

Dumb question: How important is it to have an archer? I realized that if I drop Minsc for Haer'Dalis, then I'll have no one who can use arrows in the party. I don't know how many types of bolts there are, but it seems like you'd want to have someone who can use fire/acid arrows to take out trolls.
I thought she was a thief? They can use shortbows right? If this is BG2 then archers don't really matter there are a shitload of amazing melee weapons.

Washout fucked around with this message at 09:08 on Mar 31, 2016

Pwnstar
Dec 9, 2007

Who wants some waffles?

I'm getting hyped for Dragonspear, can't wait to hang out with a goblin.

Air Skwirl
May 13, 2007

Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed shitposting.

Washout posted:

IWD was not designed to use kits (archer, inquisitor, specialist mages, etc), so bard is a normal good class in it. If you do use kits be sure to turn the difficulty way up otherwise it will be a total cakewalk, even with the difficulty up kits and things like illusionist/thieves or cleric/mages make it pretty easy, not to mention if you take some of the really OP kits like Kensai, Berserker or Inquisitor.

The very first time I beat it was without any kits or multiclass characters, and it was pretty difficult but rewarding, imo don't use any kits or anything but base classes in your first playthrough. I think I had Paladin, Fighter, Thief, Mage, Cleric, Druid. You could easily sub the thief for a bard.

I thought she was a thief? They can use shortbows right? If this is BG2 then archers don't really matter there are a shitload of amazing melee weapons.

Haer'Dallis is a Blade (Bard kit) and not a she. Are you thinking of Nalia? Also not sure how you get through IWD without any way to disable traps, at least on your first playthrough.

jBrereton
May 30, 2013
Grimey Drawer

Woolie Wool posted:

Are bards useful, and if so, what would be a good way to build a bard? I might play IWD after I finish ToB and I was thinking of trying a party with a bard (and probably swap out the typical D&D tank cleric with one of the squishier buff-bot cleric kits from the Faiths and Powers mod). It might actually give me a reason not to install the disable identification tweak.
I'd say you should run IWD the first time unmodded, it has quite a bit going for it just as it stands. It's also completely different to BG2 in terms of the frequency and hardness of mage fights (there's like none really), and there's like a billion fuckin undead everywhere for most of the game, so having your party tank as a Ranger with Spectral Undead as a racial enemy is kind of useful.

If you're swapping out anything for a bard I'd say a second arcane strong mage is pretty unnecessary, so like Ranger/Druid/Cleric/Mage/Bard/Thief would work alright.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Vikar Jerome posted:

so they took a bunch of feedback for the record menu in patch 2.0 and as of right now they completely redesigned it and it will release as this: edit: oh now they're saying it won't be 100% identical to that but it's close, this is what it is currently in the latest beta patch:



An uglier version of the existing one, cool

Insurrectionist
May 21, 2007
I started my new BG1 playthrough aiming for a Berserker9/Cleric because it's one of those strong duals I've never actually used before, at the time not even remembering SoD was a thing. And now I realize SoD will gently caress up those plans unless I want to play through the last 80% of it with a lovely MC that never regains her Berserker levels :negative:

Actually that seems like it'll be the case for most popular dualing combos, since around level 9 is the most common dual time.

CobiWann
Oct 21, 2009

Have fun!
So my next question...to use backstab, should I put points into Move Silently, Hide in Shadows, or both?

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

CobiWann posted:

So my next question...to use backstab, should I put points into Move Silently, Hide in Shadows, or both?

Doesn't really matter, whenever a test is made the game takes the average of the two.

jBrereton
May 30, 2013
Grimey Drawer

CobiWann posted:

So my next question...to use backstab, should I put points into Move Silently, Hide in Shadows, or both?
I think HiS affects your chance to get into stealth at all but I may be completely wrong, so go for that first?

Woolie Wool
Jun 2, 2006


Washout posted:

IWD was not designed to use kits (archer, inquisitor, specialist mages, etc), so bard is a normal good class in it. If you do use kits be sure to turn the difficulty way up otherwise it will be a total cakewalk, even with the difficulty up kits and things like illusionist/thieves or cleric/mages make it pretty easy, not to mention if you take some of the really OP kits like Kensai, Berserker or Inquisitor.

The very first time I beat it was without any kits or multiclass characters, and it was pretty difficult but rewarding, imo don't use any kits or anything but base classes in your first playthrough. I think I had Paladin, Fighter, Thief, Mage, Cleric, Druid. You could easily sub the thief for a bard.
But...but...part of the reason I got this game was to try some of these kit and gameplay mods without BG's story and pre-set characters getting in the way. :(

JustJeff88
Jan 15, 2008

I AM
CONSISTENTLY
ANNOYING
...
JUST TERRIBLE


THIS BADGE OF SHAME IS WORTH 0.45 DOUBLE DRAGON ADVANCES

:dogout:
of SA-Mart forever

jBrereton posted:

I think HiS affects your chance to get into stealth at all but I may be completely wrong, so go for that first?

I thought that it was HiS for the initial transition, but MS to stay stealthy even though things like entering into well-lit areas force another check, or something to that effect.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!
Whenever a Hide in Shadows check is made the game just takes the average of the two.

Head Hit Keyboard
Oct 9, 2012

It must be fate that has brought us together after all these years.

Woolie Wool posted:

But...but...part of the reason I got this game was to try some of these kit and gameplay mods without BG's story and pre-set characters getting in the way. :(

Do what you want. As long as you're having fun what's the problem?

JustJeff88 posted:

I thought that it was HiS for the initial transition, but MS to stay stealthy even though things like entering into well-lit areas force another check, or something to that effect.

https://forums.beamdog.com/discussion/21770/stealth-question

Always an average.

Dyna Soar
Nov 30, 2006
IMO backstabbing at lower levels is just not worth it. Your thaco is poo poo, your damage output is poo poo and the thief skill points are better served in lock picking, traps or detect illusion. I'd only start investing in stealth once your backstab multiplier goes to x3 or x4, at which point you should have both lock picking and traps at 100 and detect illusion relatively high.

Also there's plenty of stealth enhancing items in BG2.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!
It depends (as always!), for a solo thief it's useful to put points in it from a low level because running out of sight -> hide to get out of combat is incredibly useful.

Wizard Styles
Aug 6, 2014

level 15 disillusionist

jBrereton posted:

If you're swapping out anything for a bard I'd say a second arcane strong mage is pretty unnecessary, so like Ranger/Druid/Cleric/Mage/Bard/Thief would work alright.
Yeah, and there aren't enough scrolls to supply two Mages anyway. Even a Mage and a Bard can be really annoying. I'd probably consider a Sorcerer or Avenger instead of a Mage.

Woolie Wool posted:

But...but...part of the reason I got this game was to try some of these kit and gameplay mods without BG's story and pre-set characters getting in the way. :(
You could make a pretty OP party in the original IWD anyway. Fighter/Mage and Fighter/Cleric multiclasses were available. Specialist Mages were a bit weaker, but you could dual into them. And there's a shitload of good summons.
I think the biggest issue with the EE is dual-wielding; there are so many good buff spells that two dual-wielding fighter types just start tearing through everything. Some of the spells ported over from BG2 probably aren't great for game balance either, but I don't even remember when the game gives those to you. Archers may be a bit OTT.
Anyway, you could always just use some of the weaker kits.

Insurrectionist
May 21, 2007
My most powerful IWD party was just shootmans. A Paladin who did all actual melee and was loaded with all the defensive items I could find, a Bard with Crossbow, a Thief/Mage with short-bow, a Fighter/Mage and two Fighter/Thieves all with Longbows. Mostly I pre-buffed, threw out one disabling AoE for each caster on combat start while my Paladin distracted all the enemies, then shot everything to death. Got lucky with the good ranged random loot and the whole game was a cake-walk on Hard, definitely the easiest time I've had with IWD1. Ranged weapons are just so much more powerful in that game than in BG from what I remember of it. I haven't played IWDEE but I imagine introducing Archer to the game can't possibly have made this approach LESS viable.

Woolie Wool
Jun 2, 2006


I'm pretty sure not being OP probably flew out the window when I rolled 92 for my mage stats and gave him 18 DEX, CON, and INT. Holy poo poo that was a lucky roll.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!
18 con doesn't really do much for you, non-fighters stop getting health bonuses at 16.

vvv OK, not played around with mods.

MrL_JaKiri fucked around with this message at 15:40 on Mar 31, 2016

Woolie Wool
Jun 2, 2006


I'm pretty sure Scales of Balance changes that, it even adds text to the character creation that explains how stat bonuses work. Even CHA can be useful as at 15+ CHA you get bonuses to saving throws and at 18 CHA you get +1 to all of your rolls.

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Dyna Soar
Nov 30, 2006

Woolie Wool posted:

I'm pretty sure Scales of Balance changes that, it even adds text to the character creation that explains how stat bonuses work. Even CHA can be useful as at 15+ CHA you get bonuses to saving throws and at 18 CHA you get +1 to all of your rolls.

Does it give you any cons for lowering a stat below 10 as well? Does it balance the game otherwise since people usually reroll until they get a roll of at least ~85?

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