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Let's Play - BGT with a Codex Crew

Nickless

Educated
Joined
Dec 16, 2009
Messages
960
I'll submit another wild mage later once the current reserves have been decimated.
 

MicoSelva

backlog digger
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Arx
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On a side note - You seem to have a little bit of trouble with traps there. I don't know if You're using hide in shadows at all, but maybe You should consider dumping HIS and move silently and bump up lockpicking / trap finding - or You can get two thieves, and focus one on LP and the other on TF.
 

Nickless

Educated
Joined
Dec 16, 2009
Messages
960
Oh! Do you keep invisibility potions on hand for each character in case the shit hits the fan? I imagine a lot of deaths can be avoided by a quick gulp of a potion.
 

Mrowak

Arcane
Joined
Sep 26, 2008
Messages
3,947
Project: Eternity
Nickless said:
Oh! Do you keep invisibility potions on hand for each character in case the shit hits the fan? I imagine a lot of deaths can be avoided by a quick gulp of a potion.

Grunker's last moment were truly amazing!

fengS.jpg
Paco..
HMW2_S.jpg
Yes old friend?
fengS.jpg
Paco, I hope.. I hope..
HMW2_S.jpg
Yes..
fengS.jpg
You burn in hell...
HMW2_S.jpg
You too my friend, you too.

:D

:rpgcodex: MOAR!!! :rpgcodex:
 

Morkar Left

Guest
Wow, epic ending. And I knew that Lord Paco is his own worst enemy :D

Lots of casualties right here.

Good char-development that fits in the story even with lots of dying chars.

If you decide to go on: :salute: For Gold and Carnage!
 

BethesdaLove

Arbiter
Joined
Aug 7, 2008
Messages
1,998
What can a rogue with Int 17 do?


And Wow. You are one insanely dedicated dudebro!
Considering this
Now I've completed BG1 twice and BG2 at least 3 times but I never seam to be able to take it to the end of ToB.
there must be something wrong with you.
:love:
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,150
Great finish paco, old man!

Man, trying to finish this battle without party deaths was an ordeal with SCS.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,623
Location
Fall
taplonaplo said:
Epic final battle indeed, but it's kinda lame you could take down sarevok with 2 guy in the end.

Didn't really show all the exta/super healing potions Morkar and Paco were drinking. I had to have one step back and drink a few potions then get back in a few times.

MicoSelva said:
Holy shit, what a massacre. Dominating Lord Paco really turned the tide. Pity that Grunker died, though. I hoped to see him in BG2 too. Only tanks survived - crapload of HP FTW.

Pretty much. I thought I was going to have no casualties until that Domination thing happened.

MicoSelva said:
On a side note - You seem to have a little bit of trouble with traps there. I don't know if You're using hide in shadows at all, but maybe You should consider dumping HIS and move silently and bump up lockpicking / trap finding - or You can get two thieves, and focus one on LP and the other on TF.

Our last 'thief' was an Assassin who gets far fewer points than regular thieves do. Since locks that I cannot open bother me intensely I pumped most of her points into open locks.

Also most of the traps I set off (pre-Blondie)were because of impatience on my part.

Nickless said:
Oh! Do you keep invisibility potions on hand for each character in case the shit hits the fan? I imagine a lot of deaths can be avoided by a quick gulp of a potion.

What kind of little girl action is that.

Also I always think to do this but never remember to do it in the moment.

BethesdaLove said:
What can a rogue with Int 17 do?

Duel to mage. Need 17 int for that. Doesn't really matter now.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,526
Location
Copenhagen, Denmark
Codex 2012
Hah! The inquisitor fell, and aided the coming god of murder in his battle for supremacy before being killed by the very same man! :love: :thumbsup: :smug:
 

chzr

Erudite
Joined
Jun 26, 2010
Messages
1,252
Azira said:
Hah! The inquisitor fell, and aided the coming god of murder in his battle for supremacy before being killed by the very same man! :love: :thumbsup: :smug:

Compare his death to other paladin's. :smug:
 

Silverstar

Novice
Joined
Oct 11, 2010
Messages
11
Hey there, sorry for the sudden entrance, I just had to register to post a comment here, for this thread has been an excellent read, I am impressed and inspired. What an amazing way to play the good old BG! And I kept on laughing hard too, this was so much fun! So thank you for all your huge effort!

I need to ask you though, I really envied your mega mod installation. I have always been a mod freak for BG games too, but nothing in that grand scale. I checked your weidu log you posted in a page somewhere and damn. I know you used BWP but still it is impressive.

Do you know which mod adds so many small portraits for nearly all quest-related NPCs? I simply loved them in your screen shots, I know BG1NPC project adds some but not that many, I want to have them in my game too! Also, what about those goblin elite archers and stuff with gnome slave and all, which mod adds them? I checked your weidu log throughly and I have no idea, so if you can help I will be grateful!

Once again, such a grand and amazing thread this is, I bookmarked and added to my favourites. This is truly a classic! Thank you!
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,623
Location
Fall
Silverstar said:
Do you know which mod adds so many small portraits for nearly all quest-related NPCs? I simply loved them in your screen shots, I know BG1NPC project adds some but not that many, I want to have them in my game too! Also, what about those goblin elite archers and stuff with gnome slave and all, which mod adds them? I checked your weidu log throughly and I have no idea, so if you can help I will be grateful!

I believe most of the portraits where added by the BGT_NSC Portraits v1.8 mod. Many mods have components that add one or two portraits though.

SCS was responsible for the added difficulty of the goblin/hobgoblin/gnoll spawns. Those encounters are scaled to your level and one of the components of SCS causes them to spawn much harder than in the original game. The encounters were always built into the game (I think) but people rarely see them because they are generally at lower levels when exploring the southern part of the map. Throw in SCS’s mage/cleric enchantments and you get yourself a disaster waiting around every corner.
 

JrK

Prophet
Joined
Oct 2, 2006
Messages
1,764
Location
Speaking to the Sea
oldmanpaco said:
I believe most of the portraits where added by the BGT_NSC Portraits v1.8 mod.
I just looked through my BWSetup (I have the beta version with components) and indeed it is the BGT portraits mod which adds a buttload of portraits for npcs. I also like the animation mods, which add model animations from IWD and PST. So you get a little variations in what you see (and also can't predict as well what class something is). Besides, PST in particular has awesome animated models. Those mods are quite big though.

SCS was responsible for the added difficulty of the goblin/hobgoblin/gnoll spawns. Those encounters are scaled to your level and one of the components of SCS causes them to spawn much harder than in the original game. The encounters were always built into the game (I think) but people rarely see them because they are generally at lower levels when exploring the southern part of the map. Throw in SCS’s mage/cleric enchantments and you get yourself a disaster waiting around every corner.
Not completely true. The level-adjusted random encounter spawns (which I assume are what you mean with gnoll spawns specifically) add various critters to the spawn locations. It beefs up the maximum level of the spawns so that you won't come across 4-8 melee hobgoblins later on. Some of the added monsters are variations of the basic theme (which I assume you all know what the basic theme is, that which I am circumlocuting in order to get this text....nvm) like shamans and chieftains.

The kobolds in the mines are a different story, they are added by SCS as part of beefing up the standard non-random encounters in the game. Normally you would encounter a few weak kobolds and at the end a commando or 2. Those commandos could instakill lvl1 chars with their fire arrows but otherwise there is little that challenges even a lvl1 char. In SCS there are literally swarms of the cretins, challenging even a 3rd lvl party with their constant crits. It also adds a nasty kobold shaman/chieftain encounter and beefs up the reinforcements of Mulahey. Makes the mines a bit of a survival run, which is cool.

Finally, as Paco noted, SCS really beefs up casters by just letting them cast more intelligently and by simulating the enemy having some buffs up.
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,623
Location
Fall
JrK said:
It also adds a nasty kobold shaman/chieftain encounter

I was wondering if that was new. I didn't recall that being there the last time I played. Little bastards killed two people.
 

Silverstar

Novice
Joined
Oct 11, 2010
Messages
11
Thank you so much for your answers!

SCS was responsible for the added difficulty of the goblin/hobgoblin/gnoll spawns. Those encounters are scaled to your level and one of the components of SCS causes them to spawn much harder than in the original game. The encounters were always built into the game (I think) but people rarely see them because they are generally at lower levels when exploring the southern part of the map. Throw in SCS’s mage/cleric enchantments and you get yourself a disaster waiting around every corner.

I am an experienced SCS player as well, and I know how much fun enemy clerics/mages are with it. However, I don't think SCS adds elite goblins and captains (with IWD animations even!) and such, but either Aurora's shoes mod and/or Secret of the Bonehill mods add them:and I have never played them before, they sound so promising! So thanks, I will try them now. I will use an Easy TuTu install though, as it is easier and less time consuming.

I believe most of the portraits where added by the BGT_NSC Portraits v1.8 mod.

I googled it up and it is in a German (I think) language which I don't quite understand. (heck even English is not my native language, but thanks to games like BG and like, I can say I understand it quite well.) So I will get this mod too, but I am not sure if it will install on Easy-TuTu, gotta try.

Lastly, have you done a biffing on your override? And have you experienced lags (mild to serious) in your game? The problem with mega mod installations that so many files are clustered in override that it causes lags in certain areas and such and I have suffered from it in the past as well. (even abandoned my games because of it) And I heard biffing the override (there are mods to do that) would ease the lags though I never tried it, I might give it a try as well!
 

oldmanpaco

Master of Siestas
Joined
Nov 8, 2008
Messages
13,623
Location
Fall
Silverstar said:
Lastly, have you done a biffing on your override? And have you experienced lags (mild to serious) in your game? The problem with mega mod installations that so many files are clustered in override that it causes lags in certain areas and such and I have suffered from it in the past as well. (even abandoned my games because of it) And I heard biffing the override (there are mods to do that) would ease the lags though I never tried it, I might give it a try as well!

Biffing is done automatically at the end of the BiG World setup.

The only stuttering and slowdowns that I encounter are from putting to many items in cases (Spell Books, Ammo Belts, Bags of Holding).
 

JrK

Prophet
Joined
Oct 2, 2006
Messages
1,764
Location
Speaking to the Sea
The biffing will only happen if you install the "general biffer" mod or somesuch.

The reason the kobolds are such bastards is that the shaman casts nasty disabling spells and the chieftain has those nasty arrows of biting which deal 30% of your HP in poison damage. For low lvl chars this is übernasty.

I got them back by casting hold person on them with a lvl3 cleric. :smug:
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,526
Location
Copenhagen, Denmark
Codex 2012
Alright, signing up for more meat-shield duty. You'll be needing plenty before the end of the saga, that's for sure. :thumbsup:

Cromwell is up for duty!

Race: human
Class: Fist of Order 13/dual to Priest of Helm (I know, this won't happen for a while, but those 2 attacks per round are worth it, should he live that long)
Alignment: Lawful Neutral

Str: 18.xx
Dex: 15 (or 18, if you'll allow a charisma of 5)
Con: 18
Int: 8
Wis: 18
Cha: 8 (or 5, see above)

Pic, something along the lines of this:
cleric_by_benji248.jpg
 

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