View Full Version : Does Improved Initiative do anything?


Klorox
Fri, 11th Nov '05, 1:00am
I know what it should do, but I read that it is bugged and doesn't work.

I have the latest patch, and want to know if this feat is worth taking now.

TIA

Shrikant
Fri, 11th Nov '05, 4:28am
The patch does not address that issue. You will need to download a mod to make it work.
The mod list here for IWD II is pretty small anyway. You should have no trouble finding the "Improved Initiative Fix".

Merlanni
Sun, 13th Nov '05, 9:17am
Well I did but the instuctions are not clear enough for me to finish it. the downloading and putting it in your override folder is basic.

the instruction says import it trhough the console, so i call the console and typed import "ii_fix" as told and voila an item appears in my inventory to use on the quickbar.

But alas no item but an line which says nice try cheater. so what now?

As for the question of mister Klorox: yes it matters. With tabletop and/or real turnbased it matters a lot. When you have played Temple of elemantal Evil you know. Before any battle you trow a die for initiative. the one that has the highest goes first and controls the engagement in the first stage. Say a mage goes first. it can drop a fireball before any enemies can use spells or potions against it. Or a arcer can hit a mage, or a tank fighter can block a square.

so how does this relate to Icewind dale? you might have noticed that enemies always react fast and most of the time they hit first, well they have it, and we not. and i can say I hate it. In the latter stages it just is not nice when two or more party member are dead, held, stunnend, or halfway gone with hitpoint before landing a blow myself.

By the way i have the Icewind gate mod installed to play Baldurs gate 2 with the icewind2 engine and ruleset so can taht be a problem?

[ November 13, 2005, 09:45: Message edited by: Merlanni ]

Goon66
Sun, 13th Nov '05, 11:19am
In IWDII it dont affect innitiative rolls it just changes casting time and weapon speed doesnt it? And also they finished that mod???

Merlanni
Sun, 13th Nov '05, 11:31am
finished the mod although a bit buggy. lot of tekst scrolling in the window and crashes when talkin to non game essential npc. also first export npc that joins, delete npc, and import npc before saving to avoid crash. also some animation crash the game. i am in the slums now but a bit reluctant to go on.

Imp. Inin. is a feat I will need, so I stopped untitl it is sorted out. if the game does it not really by the book so be it, but i want that fraction of a second to hit first myself. i am fed up with every time being able to cast spells last and take action after all the enemies are done.

I bluntly (sorry)say why the **** is this problem not handeld with the patch.

Goon66
Sun, 13th Nov '05, 11:59am
BTW did you type the whole ctrlaltdelete:createitem("ii_fix",1) or wateva into the console?

Merlanni
Sun, 13th Nov '05, 9:09pm
import and not create. thanks that was what i was looking for. only took me two days

raptor
Mon, 14th Nov '05, 8:24pm
Initiative is much more important in a game like ToEE than it is in IWD2. Yes weaponspeeds and spellcasting time is what was "inititive" in these games.

Peronally i did not feel any big lack for the lack of this feat, you can stil hit first with missles, spells, and by sneaking etc if you just plan a bit. and a Tank is a tank, hes supposed to be pounded upon anyways ;)