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Topic Summary

Posted by: Miloch
« on: January 06, 2008, 04:28:36 PM »

It should give you the +3 AC no matter what your Dexterity is.  I can't really speak for that component, since Ascension64 coded it, and he may have just copied the original mod's resources there.  I *think* we may need to change the timing from 'Permanent' to 'Permanent after death' on the monk tome.  Though I'm not sure if that would help with the oddness you're seeing, maybe someone more knowledgeable about the game engine can answer that.

As for Sword & Fist, you might have better luck posting in the mod's forum (and I say "might" because the authors haven't been around a whole lot lately, but maybe someone else there will know more).
Posted by: Soul Forge
« on: December 20, 2007, 02:18:28 AM »

Am I missing something? Isn't one of the mod's components supposed to give a monk +3 AC bonus if wisdom is over 15 ? This is the only component i installed. Is it because my Dex modifier is already higher than this (+4). I noticed a low dex , high wisdom character gains the +3 benefit. (I also tested the enemy rolls to match the indicated AC). If this is how it's supposed to work then, pfft...useless. I'd rather go for high dex. And speaking of monks, the flurry of blows from the Sword and Fist mod does not give the -4 THACO as is intended (It shows in Character screen, but rolls are the same as without flurry). Well actually i don't mind since this seems to be 1use/day (lvl1). Sorry if that last bit isn't related but I hope one of the enlightened regulars here could answer me.

edit: Grr.. ok i had the two bonuses stack with a new character (18 dex, 16 wis), then i reloaded and it went back to just the dex bonus.
Posted by: Miloch
« on: October 15, 2007, 09:06:05 AM »

Yeah, this is still on my to-do list.  A move necessitated my break from modding for a few months.

I guess I'll share one of my more harebrained ideas - the "restoration" of the Ioun Stone of Luck (long known as a hoax item):
Ioun Stone of Luck
Posted by: Bursk
« on: August 28, 2007, 09:35:55 AM »

I've just read through the topic again and must say that I'm really looking forward to Miloch's version of this mod.  I think it'll be a fine addition to the game.  I haven't seen him around recently, so hope he's still working on this!
Posted by: Bursk
« on: April 02, 2007, 02:39:52 PM »

Thanks, Miloch.  Nice to know it's still being worked on.

I haven't been around much recently (not that I ever really do anything other than request additions/changes to mods), but I'll be sure to take a look at the mod once it's released.
Posted by: Miloch
« on: April 02, 2007, 01:33:49 PM »

I'm still working on it - in fact it's been my primary project lately, because I thought I could finish it quickly :o.  I haven't posted any news because I think I've answered most of the questions and even coded the bulk of the changes - it's just come down to fine tuning the details (always the time-consuming part).  Though as I've mentioned elsewhere, I've expanded the scope of the mod quite a bit, so I may decide to call it something else and perhaps just add an option to install the original Lost Items if you so desire.  It's strayed quite a bit from the original author's idea to just add a single item to dewussify monks :D.
Posted by: Bursk
« on: April 02, 2007, 08:25:40 AM »

Any news?
Posted by: Gorilym
« on: March 04, 2007, 02:53:05 PM »

I don't think Tamoko is supposed to be that pacifist - cleric or otherwise.  As a cleric, she has Animate Dead and Flame Strike.  Not exactly peacekeeping spells.
Well, there's not that much to go on, but she's pretty adamant about wanting Sarevok to survive despite having recognized the lunacy of his plans. As for the spells, aren't they simply part of the standard selection for a cleric of her alignment?

How does she become a kensai in BG2?  A dual-classing the other way around might work, but not cleric -> kensai.
Since Tamoko is almost certainly dead beyond resurrection by BG2 (i.e. Yoshimo working with Irenicus because he believes that Charname was responible for the death of his sister, which may well be the case), I'm of the opinion that the kensai Tamoko is not the same creature as the BG1 cleric.

I believe her appearance in ToB is basically a what-if scenario (albeit in hell, so it can kill you): if Gorion had not rescued Charname, would he/she have become like Sarevok? Thus you fight a party (including modified "incarnations" of Tamoko and Sarevok's other dead cronies) led by an alternate reality "Charname" with the opposite alignment as the PC.

If not the "Drop Weapons in Panic" opcode (which may be flaky, causing someone to drop any piece of equipment), then maybe just a temporary THAC0 penalty.
"Drop weapons in panic" is evil because creatures are too dumb to pick up items after morale failure ceases, and very few creatures carry multiple weapons.
Posted by: Miloch
« on: March 04, 2007, 01:16:24 AM »

Well, funnily enough, I was just reading up on them.
Quote
A flindbar is a pair of chain-linked iron bars.  In combat, the bars are spun around at great speed, striking up to twice in a round.  In addition, flindbars can be used to disarm opponents.  Each successful hit requires the victim to save vs. wands.  If the saving throw is failed, the victim's weapon becomes entangled in the chain and is torn from his grasp.
Flindbar
Cost: 8, Wgt: 6, Type: Blunt, Speed: 4, Damage 1d4 (from the Complete Book of Humanoids)

The disarming feature could probably be implemented with an effect opcode on the flindbar.  If not the "Drop Weapons in Panic" opcode (which may be flaky, causing someone to drop any piece of equipment), then maybe just a temporary THAC0 penalty.
Posted by: SixOfSpades
« on: March 04, 2007, 12:41:53 AM »

If you ever find out what the heck the flindbar is supposed to do on each hit (other than make the victim automatically succeed on their Save vs. Wands roll), please do let me know. :)
Posted by: Miloch
« on: March 03, 2007, 05:25:08 PM »

The BG1 proficiences aren't unused in BG2 - they're larger groupings that entail the smaller ones.  So if you give someone the Large Sword proficiency, for example, they'll get skilled in longswords, katanas, scimitars, etc.  Plus I'm pretty sure we can't rename any proficiencies as they're hardcoded.  There are a bunch of unused ones (intended I think for things like gun and blackjack originally) but they would have the issues you describe.

I don't think Tamoko is supposed to be that pacifist - cleric or otherwise.  As a cleric, she has Animate Dead and Flame Strike.  Not exactly peacekeeping spells.  Though a kensai is not necessarily militaristic either - many see swordplay as an artform.  How does she become a kensai in BG2?  A dual-classing the other way around might work, but not cleric -> kensai.

Flindbars are essentially nunchaku:
Quote
Flinds use a nunchaku-like weapon called a flindbar, which consists of a pair of metal rods linked together by a chain.
I think there are three flinds in BG1 - two in the bandit camp and one at the archaeological site.  I guess I could dig up some weapon stats and make some flindbars.
Posted by: SixOfSpades
« on: March 03, 2007, 01:48:26 PM »

Well, if you're wearing leather or chain armor, a good blow from a nunchaku is still going to cause a heavy bruise--even splint wouldn't be able to shrug it off completely. Whereas, if you're up against somebody armed with a whip, all you have to do is wear a half-decent cloak and make sure to protect your head, and you're invulnerable.

I do hear you, whips would make a very nice roleplaying addition--I just don't think they're that feasible. I mean, I'd like to introduce an enemy whose favored weapon is a short-handled spear with an envenomed whip at the butt end, I simply realize that it ain't gonna happen. As far as I know, BG2 (and therefore Tutu) still has BG1's proficiencies of Blunt, Large Sword, Spiked, etc., still lying around unused, and you could theoretically hijack those (or at least one of them, and rename it "Exotic"), but I don't believe you'd ever be able to increment that proficiency at Character Creation or Level Up--meaning the best you could do is have a recruitable NPC who specializes in exotic weapons, and give them a script to increment the Exotic proficiency at certain levels.
Failing that, all you could do is slap Whips into the Flail proficiency. As I've said, Whips are almost entirely unlike Flails, but at least that makes more sense than, say, Halberd.

Personally, I kind of like Tamoko as a Cleric. Making her an Assassin or Kensai goes against the grain of her dialogues, which are very pacifist--but Dragon magazine wants her to be Ninja. Either way, she's supposed to do a single hitpoint of damage to CHARNAME in the first cutscene, and I feel that a Cleric could accomplish that the easiest--just turn the (nerfed) Flame Arrow into a Magic Stone and there you go. As for a Kara-Turan Cleric wielding a Katana, I would have no problem with that at all.
Posted by: Miloch
« on: March 02, 2007, 10:03:44 AM »

Nunchaku have moderate armour-piercing capacity? ???

Let me put it this way: if I were to introduce a whip (and I will :P), which proficiency should I give it?

I'll think about introducing the nunchaku, but offhand, I don't have any Sword Coast CREs in mind that would have them.

Also, does anyone know about this:
So, any particular reason they have Tamoko as a cleric in the game?
Or to put it another way, does anyone give a flying gibberling's bollock if I make her an assassin or kensai (her BG2 kit) and give her a katana +2?
Posted by: SixOfSpades
« on: March 02, 2007, 08:56:29 AM »

The whip and flail both have a handle, a flexible part in the middle, and a "business end" used to strike the target.  And they're both used by raising the handle quickly and delivering the business end in a whipping or flailing motion.  How are they "entirely" different, apart from looks?
LENGTH
Flail: 3-4 feet
Nunchaku: 2.5-3 feet
Whip: 4-10 feet

RANGE
Flail: 2-4 feet
Nunchaku: 1-3 feet
Whip: 5-10 feet (useless in true melee)

DAMAGE
Flail: Momentum generated by weight, breaks bone
Nunchaku: Momentum generated by speed, breaks bone
Whip: Momentum generated by speed, raises welts & cuts skin

MOTION OF USE
Flail: Swinging or spinning, then powerful swing
Nunchaku: Swinging or spinning, then powerful swing
Whip: Pulling back to bring length into the air, then powerful downward stroke to aim the whip at a specific point, then reverse follow-through from the wrist to crack the whip & begin backswing for next attack

ARMOR-PIERCING CAPACITY
Flail: High
Nunchaku: Moderate
Whip: None

BINDING CAPACITY (ability to wind around opponent's weapon, limb, or neck, restricting its movement)
Flail: Very Low
Nunchaku: None
Whip: High
Posted by: Bursk
« on: February 28, 2007, 06:23:43 AM »

I still care!