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Call of the Weterans/Myths/Legends and all other players !

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Hello, my name is Jon [ye thaths right, it's my real life name :smile: ]

I'm trying to make setup best of the bests, and I would like to hear your opinnions like there.
I'm asking for gear improvment , and eventually team comp improvment in ToB.
Lets make it started:

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Sorcerer
+ Vecna Robe
+ Staff of Magi
+ Amulet of Power
+ Gaxx Ring
+ Ring of wizardy
+ Mask of King Strohm III
+ Belt of Giant strenght
+ Boots of speed
+ Bracers of AC3
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Minsc Should i go 2h sword /or 2x1h Swords?
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Dorn Should i go 2h sword /or 2x1h Swords?
- he CAN't use Karosmir wich is making me sad and confused, I don't want Keldorn in this team because of conflicts :[

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Jaheira No idea wich kind of weapon for her / Replace for Sarevok in ToB

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Hexxat Tuigan bow / Maybe should i give her 2x1h weapons?

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Viconia Some usless items what i don't use, shes just buffing :cold_sweat:

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I'm waiting for you'r ideas.
I'm now an weteran, i passed this games just 2 times, but i would like to get my best here right now :disappointed:

Haze, permadeath Witcher-LotR hardcore role-play PW in development

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Haze is still in relatively early development, but I'd like people to be aware of the development.

See link: https://larpushka4.wixsite.com/haze

LotR and Witcher might sound like a strange combo, but please visit and read and watch the dev blog video clips :)

Baldur's Gate Arms and Armour Emporium

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Hello I am looking for some moral support in making some new Baldur's Gate content (instead of feeling like a troglodyte). The idea: Baldur's Gate should have a proper arms and armour shop in the trade district (seems weird without one eh?). Here is the project so far: Downstairs: Upstairs: Context: More useful information: Custom sound files are already made from this guy's voice for the Dwarven blacksmith: https://www.youtube.com/channel/UCGca03sbLq7OUnXMdvRHyBQ (I didn't ask him I just ripped them off of youtube and made them more 'Baldur's Gate-y' in Audacity). The upstairs sells +2 standard magical weapons and armour and some +1 exotic and rare weapons and armour as well as some other exotic magical equipment. Progress: Currently I am being a lazy bastard and want to talk to people about this project. I feel that I should do a small mod first and get some stuff into the community from my work pile of new Baldur's Gate high quality content. It seems that I must finish up brushing / blending and gutting and adding nice looking arms and armour do-dads from other Infinity Engine games. Such as Baldur's Gate and Baldur's Gate II; I have some appropriate do-dads picked out I just need to work more (Any do-dad suggestions?) Also I want to add a chimney to the roof out side (and I got one picked out): If you like reading: Here is an interesting chunk of additional information: https://www.deviantart.com/withinamnesia/art/Baldur-s-Gate-Arms-and-Armour-Emporium-Level01-751406924

Zaghoul's No-Reload Asylum."75 Roll/ No Resurrection/ SCS/ RP'ed Challenge" runs:

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I do quite a few runs, all are no-re-load ,and usually just describe a lil of them on my wall, but as that gradually disappears I thought of making a lil spot in this section to re-read some of my runs fighting the dreaded virus Restartitis. Missed a few I completed but this is part of the last I made through BG with without loosing interest. I've been to BG2 many a time in the past, and several through SoD, but being relatively new to mods (just several months), I keep trying new things just in BG, my favorite of all. The first started as regular rolls, 98-100+, resurrection, the works. After the first few mentioned here I switched to the challenge runs as listed in the title of the thread. I just wanted a place to include the older 'regular' ones for reference. One might notice I have a particular like for Lovecraftian themes in my characters often. My favorite author and mythos so hard not to work them in every now and again. Another noticeable thing will often be non standard humanoid races, and their different views on people and places The last that just completed BG.
Velnarin-Gypsy Bard
"And Ao appeared during the Time of Troubles (ToT), white beard, wearing a black robe doted with many moons" Beyond the realms of time and space is another, some say even having a hand in the creation of the universe (or at least a pseudopod). "That last amorphous blight of nethermost confusion which blasphemes and bubbles at the centre of all infinity-the boundless daemon sultan Azathoth, whose name no lips dare speak aloud, and who gnaws hungrily in inconceivable, unlighted chambers beyond time amidst the muffled, maddening beating of vile drumsand the thin monotonous whine of accursed flutes" HP Lovecraft. He is attended by his servitors, flautists that announce his appearance. Those that worship Azathoth worship insanity and chaos. Nyarlathotep, the Crawing Chaos, is his servant, or is it the lesser being Nyarlathotep that pulls the strings for himself? Another may come, born of a god from the ToT, to overtake Nyarlathotep, loyal to Azathoth alone, a flautist supreme...

Please help me justify ditching Imoen

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I've never been able to do it. Telling her she doesn't fit into the group composition just makes me feel like a sack of shit. I've thought about ditching her to "protect" her. But she just had her soul stolen and I think it's fair to say that getting it back would be a higher priority than safety. How do you justify leaving her, if you ever do? Do you just tell her to piss off and not think anything of it?

I don't like the loot bar

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It's a bit of a cheat really. In the BG games, my lead character would actually walk to the item he/she was picking up, but in this game you can get loot from anywhere in the area without moving. By having to move to the item, there would be the chance that you exposed an enemy that was hidden by the fog of war, but that's no longer the case. So you can now gather up all this loot with impunity.

Playing an Halfling priest of Lathander

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Hello everyone - I have just started a new game with an Halfling priest of Lathander. Her name is Myrtle Leafshadow.
I love Halflings - and I think that Gorion's ward really could be an Halfling. From the age point of view, it would fit, and I can imagine a young halfling running in the corridors of Candlekeep and annoying the monks and the scholars there.
Why Priest of Lathander ? It seems to me that in the atmosphere of Candlekeep, a young girl with a thirst for knowledge and a developing faith (perhaps due to her "divine blood") could become attracted to the priesthood, and particularly the Lathander priesthood, as a kind of unconscious urge to do good in the world, to repair the wrongs by her deeds. Perhaps she feels that there is something wrong in her, and she wants to fight this bad heritage by becoming a beacon for goodness. So she is NG of course.
Abilities : S 8 C 17 D 19 W 17 I 16 C 15
The strength score is low, but it fits my view of Halfling. It is difficult for me to imagine an Halfling with a greater strength score, because of the weight allowance. Of course it will be a penalty for the equipment. But again, it seems to me more logical that she will not be able to wear full plate and even plate mail.
She started with proficiency in club and slings of course.
The first proficiency she gained at level 4 was War hammer, because after killing Bassilus, she discovered that she could wave his light magic war hammer (min strength 8). To cope with the equipment weight, she bought an expensive Chainmail +1 at the Fedelpost Inn (otherwise it was a bit difficult to have a chainmail + small shield + club + helmet which gives already 50 wight which is her maximum). But of course, she uses generally her sling.

It is fun to play a Priest. Usually, my priest is Branwen, who is a great NPC, but this time, because the priest is my character, I spend more time developing it and learning how to use her spells. They are of course less powerful than the Arcane ones, but there are some nice pearls.

Some rules that I have defined:
- this is a good party and I will stick with some basic principles : no thieving (for example in Beregost, this means no Mace of Disruption nor Wand of Lightning nor Nymph Cloak- I have not yet decided what to do when we arrive in BG, regarding the thieves guild, but I will certainly not steal the telescope for Brevlik), no unnecessary fights (no fights with Sendai, with Kiran's group, with Meilum), spare your opponents when it is possible (Tranzig, Tamoko, Cythandria and Mulahey even if at the end he will betray you).
- Because Myrtle is an Halfling, which means she has a pretty small size, she will not be able to wear armors found during her adventures. She needs to have the armor crafted specifically for her, and as a consequence, her armors will not fit others (with the exception of Halflings or gnomes). This means for example that she cannot wear the Ankheg armor found in Nashkel. But she will be able to have Taerom craft a special Ankheg armor for her). Same thing for the caps of course. I think of letting her wear a cap after having it reduced by a craftsman (and spend some money for it - to give it to a Temple even if the reputation is already 20).
- War hammer : she can wave the Ashineeda but with two hands (it means without shield).

For the moment, she is still in Beregost's area, with Imoen and Neera whom she has just recruited.

[v1.98] Aura, a gnome artificer NPC for BG:EE + SoD

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Link to mod page at my site: https://artisans-corner.com/aura-npc/

Alternate Portraits

Alternate Portrait 1 by Omar Diaz

Alternate Portrait 2 by Pantalion

Alternate Portrait 3 - BG2 Style

Alternate Portrait 4 - Original Portrait by Lava Del'Vortel

Alternate Portrait 5 - NWN-Style

Full Name: Aurelia Minerva Evie Glimmershine Race: Gnome Class: Artificer (Thief kit) alternate: illusionist/artificer, priestess/artificer Alignment: Lawful Good Strength: 8 (below average, rarely does any carrying - she prefers having her automatons doing that) Dexterity: 16 (high, fairly skilled at archery and agile thanks to her lightness and small stature) Constitution: 13 (average) Intelligence: 19 (exceptional, a born prodigy with eidetic memory and education from the best academies in Lantan) Wisdom: 14 ( above average, mostly gained while in Kozakura) Charisma: 15 (above average, though self-admitted to be better with machines than people)

Biography

"When asked about her past, AURA tells you a long and convoluted tale of her life from her childhood to her life spent in faraway Kozakura. Born from the prestigious Glimmershine family in the technologically-advanced island nation of Lantan, Aura's talent for artifice and creation at a young age coupled with a wide-eyed curiosity of the world beyond her home led her to travel to distant lands looking to advance her knowledge of cultures and bring knowledge to other, less advanced societies. In one such venture, Aura's crew was assaulted by a magical storm which destroyed their ship and swept her away into the ocean. Upon regaining consciousness, Aura found herself somehow in Kozakura, a nation in the land of Kara-Tur. Aura's talents in creation gave her a place among the locals of the village in which she made her new home for three years until a disastrous commission led to her disgrace and her subsequent leaving of Kozakura. She now seeks an adversary now in the Sword Coast, and has sought your aid in her quest."

Character & Personality

Aura is kind and idealistic at heart. She can be rather shy and socially inept when interacting with strangers, but easily turns peppy and excitable when the topic strays into her fields of expertise, being capable of talking or (more likely) lecturing others for up to hours on end.
Aura's most unorthodox trait for a Lantanese gnome is her fascination with magic. Though she has received little, bordering on no magical training and no interest in becoming a mage, her everlasting dream is to create a perfect harmony between magical and technological creation. This is not an unacceptable view in Lantan, though it is considered highly unusual. She is in her mid-seventies in age, barely a young adult for a gnome. Because she has spent so much of her life working with inanimate objects, coupled with her extremely long lifespan, she can be extremely naive and unknowingly insensitive when it comes to human issues, though her time spent in Kozakura has helped somewhat. While the majority of people in Lantan worship Gond, the Wonderbringer, Aura is tight-lipped about her choice of deity and shows noticeable discomfort when discussing religion. It is unclear whether she worships a god at all. Aura strongly dislikes the Lantanese trademark smokepowder, the knowledge of how to produce it given by Gond during the Time of Troubles, but will relent in creating it for people she unequivocally trusts. Perhaps Aura's greatest strength and weakness is her extreme attachment to all of her ideas and creations. While this makes her a natural when it comes to invention, it also means she personally feels responsibility for any harm, destruction or death that anything she created has caused, even if it were by someone else's hand. Due to being inexperienced, Aura has a few childish fears, most notably a fear of bears of all kinds. More seriously, she is absolutely terrified of drowning and being close to huge bodies of water due to her past traumatic experience which caused her to temporarily lose several years of her memory and nearly her life.
Romance spoilers:
Aura is a lesbian, although this is not immediately apparent unless the player chooses to show some romantic affection towards her, though eventually the stories she tells of her past will make it clear either way.

Artificer Thief Kit

ARTIFICER: Lantanese artificers are master innovators and craftsmen, making up for their lack of combat or cloak-and-dagger skills with expert knowledge in use of arcane runes, deadly alchemical traps and metal automatons. Advantages: – +15 bonus to Lore. – +10% bonus to Find Traps, Open Locks and Set Traps. – May use the Set Alchemical Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. Set Alchemical Snare: Set a trap in the targeted location when no hostile creatures are in sight. Traps deal 1d4 (+1 extra damage per level) fire, cold, acid or electrical damage of the artificer's choice in a 10' radius, inflicting additional effects that last for 1 round per 3 levels of the artificer. Effects are dependent on the chosen element. Alchemical Snares can be set at a distance but can be set off by both allies and enemies. ALCHEMIST'S FIRE: Ignites the victim, dealing 1d4 damage per round. RAPID FREEZING REAGENT: Slows the victim. ACIDIC COMPOUND: Corrodes the victim's armor, reducing their AC by 4 and physical resistance by 20%. ELECTRIC CHARGE: Afflicts the victim with a 50% chance to miscast magic. – May use the Craft Rune ability once per day. CRAFT RUNE: Artificers can inscribe runes with arcane magic, which may be used to temporarily enhance weapons or to cast spells. The amount and strength of runes created depend on the artificer's level. Runes may not be crafted during combat. – May use the Advanced Alchemy ability at will. ADVANCED ALCHEMY: Lantanese artificers are skilled in chemistry and potion-making. This skill may be used to craft a number of potions or alchemical weapons. The types of potions available for crafting increase with the artificer's level. – From level 8 onwards, may use the Craft Automaton ability once per day. CRAFT AUTOMATON: The artificer spends two rounds to assimilate a powerful automaton which can be controlled at will. Automatons last until destroyed, are disabled if their creator is incapacitated, lose control if their creator's mind is affected and fall apart if their creator is killed. Only one automaton can be controlled at any given time. Disadvantages: – Hit Die: d4 – -10% penalty to Pick Pockets, Hide in Shadows and Move Silently. – -1 penalty to THAC0 every 6 levels (starting at level 1). – No backstab multiplier. – May only distribute 20 skill points per level among thieving skills.

Optional: Priestess Cleric Kit

PRIESTESS: Priestesses of the Way, a Kozakuran faith, are believers in harmony and seek to understand how to manipulate the forces that keep the world in balance, gaining powers similar to that of divine magic in the process. Many dedicate themselves to wandering the land for knowledge, tending to sacred shrines, or becoming philosophers. Advantages: – May cast Protection from Evil as an innate ability. – From 6th level onwards, may cast Protection from Evil 10' Radius as an innate ability. – From 11th level onwards, may cast True Seeing as an innate ability. Disadvantages: – May only be proficient in clubs, quarterstaves, short bows and slings. – May not wear armor heavier than studded leather. – May not be chaotic or evil-aligned.

Other Information

BG1
  • She can be found in the Beregost town center. When she is removed from the party, she may either go to the Friendly Arm Inn or remain where she is.
  • If you insult her too many times, she will stop talking to you and her PID will change, denying you most of her services. You have a chance to apologize ONCE. If you insult her again after that, tough luck.
  • Keep her and Neera together long enough for their banter chain to finish, and Neera will gain an exclusive item.
  • Aura's elemental traps are area of effect and NOT party friendly! Use them with caution.
  • Don't let a bear get too close to her, or she will lose morale and flee. This does not always work due to some bears lacking a death variable and thus being 'undetectable' by the script.
  • The Sunshooter auto-upgrades at levels 5, 8 and 11.
  • LIGHT QUEST SPOILERS
    After a certain point in the quest, you will get attacked in the street once every eight hours. After this has happened three times (Aura will comment after the third attack) rest at an inn to progress. Beware of the exploding ninjas. That is not a joke. You can convince Aura to let you keep the masterwork weapon at the end if you are non-evil and have high charisma. Bear in mind she will take it with her if she is kicked out.
    SoD
    • Aura can be found in the Coast Way Forest, slightly below Rasaad. A cutscene will start when you're in range.
    • For players taking her into SoD, I recommend holding on to Aura's starting armor.
    • Be careful of cutting Aura's SoD talks short. Some "end dialogue" options will shut down her friendship/romance entirely.
      • The sunflower seeds can be magically grown by a druid PC with high wisdom, Jaheira, or Onoroth, the druid in Bloodbark Grove. The last option costs 2,000 gold.
      • Feed the cat.
      • Aura's sleeping potion will add to a 'good' defense for the ending trial. During the battle, it has a chance of randomly putting crusaders to sleep while turning them neutral.
      • Aura provides Trollbane Arrows regardless of whether she's in the party or not.

    NPC Reactions (BG1, SoD, Crossmod)

    Likes: Dynaheir, Imoen, Kivan, Yeslick, Edwin, Quayle, Ajantis, Garrick, Glint, Sirene Neutral/Unsure: Khalid, Safana, Alora, Viconia, Minsc, Branwen, Skie, Rasaad, Corwin, Drake Bemused: Tiax, Xzar, Baeloth, Coran, Xan, Neera, Voghiln, White, Verr'Sza Afraid: Jaheira, Faldorn (BEARS!), Dorn, Shar-Teel, M'Khiin Dislikes: Kagain, Montaron, Eldoth

Custom PC & NPC Portraits

Unique games recommendation!

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Need recommendation of games:
What would you recommend based on following? I'm looking for new indie/kickstarter/games commonly missed

Some games that I liked/loved/enjoyed, I mark my favorites with an *
Mages of Mystralia*
Nine Parchments*
Dead Cells
Heroine's Quest the Herald of Ragnarok*
The Flame in the Flood
Crusader's Kings 2
Ghost of a Tale*
Baldur's Gate 2 Shadows of Amn EE
NWN1 & 2*
Trine 2*
Divinity Original Sin 2*
Pathfinder KM*
Bard's Tale IV
Witcher 3

Have been considering buying:
Moonlighter
Tales of Vesperia
Kynseed
Edge of Eternity
Eternity the Last Unicorn

Would love to play 100%
Mineko's Night Market - but it's not released
other unreleased lovely games that I would really like to play:
Eitr
Wytchwood
Druidstone SotMF
Realms Beyond
Black Geyser
Spire of Sorcery
Children of Morta

Chaotic Commands, Mind Blank and Impervious Sanctity of the Mind

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I've fallen in love with F/M/C, or maybe just how level cap works in IWD, making multiclass so powerful for soloing. Also, Sanctuary is insanely strong.

Although it takes long to buff, I waltz into battle immune to like everything. However, I am unsure about the three spells I mentioned in the title. Is there any benefit in combining them, or does one of them cover everything all the others do? I suppose Chaotic Commands will not be the winner, but although I can compare descriptions, I don't have a full list of "mental effects" to check them against.

Furthermore, between Free Action, Death Ward and these spells, is there any hostile effect I'm still vulnerable to? Silence comes to mind.

Kits for dual and multi-classed characters?

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I can understand the "one kit" limitation.

But will it ever be possible in a future patch, if there ever is one, to apply a kit to the SECOND class of a dual-class character, if the first one is a plain class? Or to apply a kit to one class of a multi-classed character? Gnomish illusionists already exist, but I'd love to dual Imoen to Specialist Mage rather than General Mage - as in original BG1 where she could go to Conjurer (or other specialist mage if it required a 16 in Con or Dex as well as her Intelligence.) Or possibly even dual her to Wild Mage.

Or perhaps imagine a Cleric/Assassin - a true priest of Bhaal (or Cyric, who supplanted him). I'm thinking Tiax would be a good one for this! Or Sarevok in TOB, thanks to his high stats, being able to dual to Assassin or Necromancer or something...

Any other combinations that might be interesting - or, by contrast, any that might be overpowered? Would a Cleric / Wild Mage set off wild surges even with cleric spells, or be able to use Nahal's Reckless Dweomer to cast a cleric spell instead of a mage spell? (Probably not in both cases, divinity is more predictable than arcanity.)

You know it's a normal day in the forum when...

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1) You receive an insightful/agree/like on a comment you made two years ago in thread long dead... 2) Vegetables go to war...

Should Beamdog implement Catmull-Rom Bicubic/ESRGAN shading?

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Pretty simple question about the amazing upscale resolution scalers out there!

Beginning Chapter 4 without having left Athkatla

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Since the idea of wandering around trying to satisfy everyone else's needs while your own friend is being tortured in some faraway prison has never felt right to me from an RP perspective, I've decided to play my current BG2 run with a much greater sense of urgency. As a result, I'm now on the verge of departing for Spellhold, but never even had to leave Athkatla to do so. My party members' levels range from 9 to 13 (my Charname is a level 10 cleric, although she did dual from a fighter at level 7). Although I do have a number of unique items and weapons (thanks mostly to some mods), I'm still concerned that my party could be too underpowered/inexperienced for Spellhold and will just get curbstomped after arriving there.

Have other folks here experienced progressing so far into the game so (relatively) quickly? If so, is it doable?


Accurate Multi/Dual Class Rules

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IE engine's Multi and Dual classing rules have always been unnecessarily restrictive. PnP allows for some options not allowed in game such as druid/mages, druid/rangers, and triple dual classes.

Could we ever maybe see this changed?

[v1.8] Sirene, a tiefling paladin of Ilmater NPC for BG2:EE

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Sirene, Paladin of Ilmater

Link to mod page on my site: https://artisans-corner.com/sirene-npc-for-bg2ee/ Portrait by Isandir

Mod Introduction

This mod adds a new joinable NPC to the game: Sirene, a tiefling paladin of Ilmater. She has a custom kit: Martyr. She can be found within the High Hall of the Radiant Heart, in the corridor past the entrance. She will only join a non-evil PC. Her level is dependent on the PC's upon joining. STR: 16 DEX: 17 CON: 16 INT: 10 WIS: 14 CHA: 17 Total: 90 As a tiefling, she also has 10% fire and cold resistance. She has both a friendship path and a romance, which can be initiated by a PC with 12 or above charisma and of either gender. PCs who knew her from BG1 can bring up their past for a few extra talks. If your reputation drops below 9, she will stop her friendship and romance talks and warn you. If it drops below 5, she will leave permanently. She is compatible with all NPCs except Dorn and Hexxat, who she will come to conflict with quickly and force you to choose between them.

Biography

When asked about her past, SIRENE averts her gaze and flatly states that there is little to say. She was orphaned and left to die as a babe, likely abandoned due to her apparent fiendish heritage. Only by luck did she survive certain death by being discovered by a travelling priest of Ilmater, who brought her to others of his faith and raised her as a Holy Warrior of Suffering, the order of paladins dedicated to the Crying God. She resents her own contradictory nature, though she is unsure of which side.

Martyr Kit

MARTYR: Martyrs are worshippers of Ilmater, the good god of suffering, endurance and martyrdom. Paladins of Ilmater's order are compassionate and train themselves to become protectors of their allies and to alleviate the suffering of others. ADVANTAGES: - Hit Die: d12 - May use the Sacrifice ability once per day. Gains one use at level 1 and an additional use every 7 levels thereafter. SACRIFICE: The martyr heals the target for 1d6+1 per level hit points and deals 1d6+1 per level nonlethal damage to self. - May use the Martyrdom ability once per day starting at level 5. Gains an additional use every 7 levels thereafter. MARTYRDOM: The target gains a +4 bonus to armor class and 50% resistance to physical damage for 5 rounds while the martyr loses the same amount. - 12th level: Gains 10% resistance to physical damage. An additional 5% is gained at levels 16 and 20. - 15th level: May use the Ilmater's Grace ability once per day. ILMATER'S GRACE: The martyr regenerates for 3 hit points per second for 1 turn. DISADVANTAGES: - -1 penalty to THAC0 every 5 levels (starting at level 1). - May not cast Protection from Evil. - May not Turn Undead. - May not use ranged weapons.

Friendship & Romance

Sirene can be befriended by a PC of any alignment, race or statistics though she will not join evil protagonists. A PC with 12 or more Charisma of either gender and any race or class can start a romance with her. Bear in mind that Sirene will not 'come on' to you immediately as vanilla romances do, and you actually have to show interest at some point during her friendship talks for the romance to take over. If she knew the PC from Baldur's Gate 1, the romance can start from their very first talk, while those who just met her will have to talk to her a few times. Show her you're interested, whether by bringing up a former relationship, flirting with her during her talks, or... buying her something nice?

Crossmod

Sirene comes with crossmod content, which includes banters with the following mod NPCs: Fade, Foundling, Yvette (Lava Del'Vortel) and Pai'Na (myself) Sirene also reacts to the following quest mods: Innershade, Tales of the Deep Gardens, I Shall Never Forget (Lava Del'Vortel) Sirene also reacts to NPCS from the Romantic Encounters (multiple authors) mod (for technical reasons, this component may be installed separately): The reactions are harmless and will not break the romance (except for Anne)

FAQ - non/minor spoilers

Q: I had Sirene in my party in BG1 and acknowledged it to her. What changes? A: You get one more dialogue in which you can set your previous relationship, and she gets a few more banters with NPCs from BG1, as well as one with Keldorn. Q: Does Sirene have any personal quests? A: Technically no quests, but there are encounters. Q: Where are the encounters? A: The first is a waylay that occurs when leaving Athkatla via the City Gates. The second is near-impossible to miss so long as you go to any Athkatlan district in Chapter 6 (except the Graveyard). There is also one in ToB - which she will begin via dialogue upon reaching the North Forest. Q: Romance conflicts? A: Not directly. However, Sirene will eventually ask you if you're interested in anyone. Choosing anyone except Sirene herself will terminate the romance. Q: Can the Brimstone +1 be upgraded? A: Yes, at Cromwell's. Requires a demon heart and 5,000 gold. Q: Are there any new items? A: There are over a dozen usable items included with this mod. Two can be upgraded and three are Sirene-exclusive. Q: New areas? A: Three in SoA, one in ToB. Each one has a specific encounter you can deal with, but only the first is mandatory. Q: New spells? A: Several. Some are mutually exclusive, owing to a certain choice Sirene must make. Q: Does Sirene have conflicts with any other party members? A: Sirene will not, under any circumstances, be in a party with Dorn or Hexxat. Q: Which party members are good ideas to take with Sirene? A: Sirene is written to fit in well with good-aligned parties, but she has plenty of dialogue with most party members. She has at least four banters with Keldorn, Anomen, Mazzy, Imoen, Jaheira, Valygar, Viconia and Yoshimo, so any of the above are good choices. She has the least to say with Jan and Korgan. Additionally, keeping Sirene and Valygar in the party for long enough may result in a tiny bonus...

FAQ - spoilers

Q: I'm romancing Sirene, and she's not talking to me. Help! A: A few of Sirene's lovetalks require certain conditions to trigger: LT4: Triggers when PC is wounded (less than 75% hit points) LT10: Triggers when party is in a city LT11: Triggers when party is in Umar Hills LT14: Triggers when party rests at an inn Q: Are there any lasting consequences for the Ilmatari encounter? A: Depending on how you resolve the situation a certain number of points add to or subtract from a hidden 'faith' counter, which can potentially affect the conclusion of her final encounter. The amount of points gained or lost are as follows: - Sirene executes Revered Brother Daeron: -1 faith point - Party kills all Ilmatari (requires 17+ CHA, -2 reputation penalty): -4 faith points - Convince Sirene to let them go (requires 15+ CHA): -2 faith points - Convince Ilmatari to turn themselves in (requires 15+ WIS or CHA): +3 faith points There is also a following dialogue, in which the following dialogue options will affect her faith: "Perhaps Ilmater pitied him." = +1 faith point "You can't doubt your god, Sirene." = +2 faith points "Gods act in strange ways..." = +1 faith point "Maybe you're right." = -1 faith point "You don't need Ilmater..." = -2 faith points "Think on it..." = no change Q: What does the 'faith' counter affect? A: Depending on whether Sirene's faith is positive or negative, she will either be more inclined to spare or kill her brother respectively in her final encounter. With persuasion, or if she is romanced, the Bhaalspawn may convince her to make the opposite decision, however, if her faith leans heavily (6+) in either direction, she will make her decision immediately without giving you a chance to persuade her. Bear in mind it is harder to convince Sirene to fall than to do the opposite. Q: and his demons are handing me my ass! What gives? A: This was intended to be a very difficult battle. It's entirely optional and you don't have to go for the encounter if you really can't beat it, but there are a lot of goodies if you succeed. Some tips and useful information that might help: - The boss leads with a cheap shot before the fight begins by poisoning your whole party. The spell is essentially a max power Poison spell that also lowers Constitution by 4 if your party members fail the save. Poison immunity and saving throw bonuses will save you from losing the fight before it begins. - A random demon (glabrezu, balor or death knight) will spawn from the rift every five rounds so long as the fight continues, so it's in your best interest to end the fight as quickly as possible before you are overwhelmed by sheer numbers. To abuse this advantage, the boss will cast Time Stop a lot not only to obliterate you with magic, but also to stall for more demons to spawn. - Figure out what your highest priority should be. Defeating the boss will end the battle immediately, but allowing the demons to maul you for free in the meantime may not be the best idea. However, due to the demon-spawning rift, stalling will only get you killed unless you can wipe out the existing demons quickly. - The boss will use a 'sequencer' when he reaches Near Death for the first time, which instantly casts Heal, Stoneskin and Mislead on himself, so avoid blowing everything on round one. - Summons are very helpful in this fight, despite their tendency to get gibbed. Any means of distracting the demons while you wear down the boss will ultimately make your life easier. - If the rift is giving you trouble, try fighting away from it. It won't stop the demons from spawning, but at least they won't chase after you. - To avoid breaking continuity Sirene is scripted to auto-resurrect once the boss is defeated if she dies. - If Sirene has proficiency points in bastard swords, or if any other Lawful Good party member does, there is a weapon in the area which may be effective in this battle. - Protection from Evil is a lifesaver. Q: I romanced Sirene and she committed suicide to prevent Bodhi from turning her. Bringing her to the Temple Ruins doesn't restore her. Help! A: Read the item description for her body. A2: Go to the Temple of Ilmater and let the rest take care of itself. Q: I killed and Sirene turned Chaotic Good. Will she be able to regain her paladinhood? A: Nope. She chose her path and she's going to have to stick with it. Bear in mind this is not meant to be a 'wrong' decision by any means and there are rewards exclusive to this path. Q: Okay... does she at least get compensation for losing her paladin abilities? A: Yes. After one in-game day, she'll inform you that since she's no longer bound by her oaths, she will regain use of her tiefling innate powers: Burning Hands, Blur and Blindness (with a chance for berserk). She'll gain more uses of these abilities as she levels up. There are also a couple of unique items on 's body that you can only claim upon his death, one of which is extremely powerful and Sirene-exclusive. Oh, by the way, if she stayed Lawful Good after the encounter, she'll get one new innate power instead. Q: Can the Celestial Fire sword be upgraded? A: Yes, in ToB. Q: Can you be more specific? A: The Celestial Fire can be upgraded for 15,000 gp and the Eye of the Celestial (found in Watcher's Keep).

Renouncing quests in a good playthrough (SPOILERS)

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I am trying to set up a list of quests that a good party (NG) would have to renounce to perform (in BG EE). The game seems to advantage the good players over the evil ones (particularly thanks to the reputation score). But to balance this, it seems to me that an evil party can almost do all the quests, whilst a good one would have to renounce to a certain number of quests, and of course to the associated loots.
I would be interested in receiving your reactions. I am not taking the point of view of a righteous character like a paladin, but more of a NG character, who is ready to break the law if this can help goodness to prevail.
- Opening locked doors in towns: does it make sense ? Can the party penetrate simply into a house and loot what is inside ? Does it make sense for a good party ? Could we argue that the party hears sometime screaming and decide to enter into the house ?
- Refuse the provocations of Sendai, Kiran, Meilum.
- Thieves guild in BG EE. In BG2 it makes sense but in BG EE, I am not sure that the character should accept. Or perhaps to avoid a bloodbath, the best thing is to accept but not perform the task asked. Is it possible ? What of Black Lily ? Can we have access to her without accepting the quests (or without doing them) ?
- Ramazith - does it make sense to enter into his house and slaughter him and his minions ? And what with Degrodel ? This means to renounce to the helm and the cap of Balduran ...
- Ragefast : perhaps the party heard screaming and decided to enter into the house ?
- Trying to spare your foes : Tranzig, Tamoko, Cynthridia. And even Mulahey, even if in the end he will be killed.
- The revenant and the dagger : should we give it to him ?

All this means a serious loss of XPs and of loots ... What do you think ? Does it make sense from a RPing point of view ?

Discuss Evolution

[Football] UCL thread

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Hey guys, It's quite late, but I thought we should make a UEFA Champions League thread for this season. As you know, the group stage is already gone and the 16 teams that made it through are *~*~* Paris Saint-Germain - Chelsea FC FC Shakhtar Donetsk - FC Bayern München FC Basel 1893 - FC Porto Schalke FC Schalke 04 - Real Madrid CF Man. City - Barcelona Juventus - Dortmund Arsenal FC - AS Monaco FC Bayer 04 Leverkusen - Club Atlético de Madrid *~*~* Today begins the second half of the first leg, with *~*~* Man. City - Barcelona Juventus - Dortmund *~*~* today Feb 24th and *~*~* Arsenal FC - AS Monaco FC Bayer 04 Leverkusen - Club Atlético de Madrid *~*~* tomorrow Feb 25th. Post your predictions, projections and comments!
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