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Baldur's Gate 2: Throne of Bhaal For posts concerning Baldur's Gate 2 with the Throne of Bhaal expansion installed. Please post here even if you are playing only the SoA part of the game, but have ToB installed. Any unofficial modifications to the game (mods) should also be discussed here.
NOTE: If you have installed the BG1Tutu or BG Trilogy mods, or intend to play with them installed, you should be posting in this forum!

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Old Mon, 13th Nov '06, 10:05am   #76
Marvin^42
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Quote:
Nah, summoned allies by an enemy mage should not give XP when you kill them. Because, they are allready a part of, let's say, the extension of the mage's power, and you get the full XP when you kill the mage allready!
Keep in mind I'm playing unmodded, only Bioware patch installed.
I'm fighting drows in the Underdark, and I killed a summoned Nishruu, which awarded me 1000 xp. I know it's not much, but it's against the "summons are a part of a mage's power", which I agree with. Have you done anything about this in IA?
I just noticed their summoned skeletons give xp too, if only 150.

Edit: I want to report that I HATE Mind Flayers. Damn things stun and kill Minsc and Jaheira at once, they resist my spells, only working tactic is Improved Power Word: Reload. I dread the improved Mind Flayers :s
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Old Mon, 13th Nov '06, 10:41am   #77
Sikret
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One of the two things can be done about Nishruu: Either changing its script to ensure that once you attack your own summoned Nishruu, it will turn to enemy and will attack you OR omitting the XP value you gain for killing it. Tell me your opinion: Which one is better and why?
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Old Mon, 13th Nov '06, 2:41pm   #78
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@Marvin^42

You hate mind flayers, then you should see improved mind flayers:they use all of their PnP psionic powers, without restrcition:funny things like disintegrate, drain life, heal, ballistic attacks to knock back you, big bad explosions, psionic drains (which causes the afflicted victim to commit suicide) etc. plus they now see through invisibility and can dimension door at will to the enemy! Real fun!

Back to topic...

Nishruus summoned by a mage should not give out XP, like all other summons; but I am not sure if there are seperate CRE files for summoned and wild Nishruus. Wait a minute, were there wild Nishruus in the game? (a trap used to summon one in Guarded Compound IIRC)
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Old Mon, 13th Nov '06, 2:55pm   #79
Marvin^42
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Quote:
One of the two things can be done about Nishruu: Either changing its script to ensure that once you attack your own summoned Nishruu, it will turn to enemy and will attack you OR omitting the XP value you gain for killing it. Tell me your opinion: Which one is better and why?
Actually, I'd like to see both. 0 xp due to it being part of the hostile casters power and killing the caster gives xp already. Well, the turn hostile part depends on the rulebooks. How strong is the summoners control over the monsters? Can he control them even as he attacks it? If so, it should not turn hostile, but still give 0xp. Unless someone with more of a clue says "you should be able to summon monsters, attack them (and they turn hostile) for xp".
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Old Mon, 13th Nov '06, 3:54pm   #80
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The trap in Guarded Compound casts the same Summon Nishruu spell as if cast by an enemy. Hence, it is the same cre file. In fact, there is no separate Nishruu cre file in the game.

I will think about the Nishruu case a bit more and will tweak/fix it.

PS: Improved Anvil doesn't improve Mind Flayers in general (though the illithid hideout in sewers is improved).
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Old Mon, 13th Nov '06, 5:53pm   #81
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Quote:
PS: Improved Anvil doesn't improve Mind Flayers in general
That's nice to hear. Fear of Improved Mind Flayers and hundrers of reloads would've scared me from playing. I need to learn/develop/copy better tactics first
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Old Mon, 13th Nov '06, 7:14pm   #82
Sikret
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@Marvin^42

I fixed the Nishruu problem and applied both changes (i.e. revising the script and changing the XP value to zero).

You are doing a great job by reporting these cases to me. Thanks!

EDIT: I just found some more flaws in Nishruu's cre file and fixed them.

EDIT 2: More similar problems (and more) detected and fixed for summoned Hakeashar, Djinni and Efreeti. (Especially, Hakeashar's cre file had lots of flaws.)

EDIT 3: The XP exploit issue fixed and blocked for all other summoning spells as well.

[ November 14, 2006, 01:00: Message edited by: Sikret ]
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Old Tue, 14th Nov '06, 10:04am   #83
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You are doing a great job by reporting these cases to me. Thanks!
Thanks, I like contributing too. But since I play unmodded, I expect that stuff I notice might already be fixed in your mod, so there might be some unnecessary reports, hope you don't mind
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Old Thu, 23rd Nov '06, 2:29pm   #84
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Hi all.

Off-topic here, but I just decided to go through bg2 again after a long absence, and reading around here this mod seems to be the current flavour.

Unfortunately the download site is down, and though I made the donation to DH, it looks like it's gonna be a while before it's up again.

So I'm wondering if anyone here can provide an alternative download location, or better still email me a copy of the mod to asaroha@netspace.net.au. Any help would be greatly appreciated.
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Old Thu, 23rd Nov '06, 3:21pm   #85
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Okee
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Old Thu, 23rd Nov '06, 5:39pm   #86
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Thank you to whoever sent me the mod. Much appreciated.
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Old Thu, 23rd Nov '06, 5:51pm   #87
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Nice Asaroha, I am glad you can play it now too! I think you should thank Shaitan for it though.

Care to tell us about your experiences of the mod later? I think this mod is one of the best ever made!
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Old Thu, 23rd Nov '06, 5:56pm   #88
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Looks like Silverstar liked IA 3. IA 4 will probably be better, and that's definitly something.
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Old Thu, 23rd Nov '06, 6:21pm   #89
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No no, I did not like IA V3. I actually fell in love with it! Really! I never thought I could have more difficult fights than my old mods offered, but there it is! And with less cheese&cheat, and more quality scripting too!
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Old Thu, 23rd Nov '06, 7:33pm   #90
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yeah it's giving me a hard time - from time to time
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Old Thu, 23rd Nov '06, 7:35pm   #91
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@asaroha:
Don't you want to wait for IA v4.0 before starting your game? (I recommend that you do so, because you will need to start a new game after updating the mod to version 4, anyway. And v4.0 is much better than v3.0) Of course, you can start a testing game-session with v3.0 if you wish, but keep checking the mod's forum for v4.0 and start a new game as soon as it is released. I hope that the downlaod center will be working again by the time the new version of the mod is ready.

By the way, a new version of Auramaster Druid Kit is also coming soon.

@Silverstar:
Thanks for the kind words.
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Old Thu, 23rd Nov '06, 7:57pm   #92
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Improved Anvil makes my head hurt. I spent 3 hours (RL) trying to take down Samia & co before giving up and not bothering to get the stuff that makes them show up now (got to go back to the Windspear Hills to kill Firkraag anyway), only to find Tazok was beefier than I remember, he sucked up all my healing potions and memorised spells... then Firkraag's mage buddy decided to re-read his spellbook too! What used to be a nice simple xp giver turned into a nightmare! To quote McDonalds... "buh buh bah buh... I'm lovin' it!"
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