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zeee

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Everything posted by zeee

  1. occurred for me the second time. the first time i managed to fix it by loading a different save. this time even the starting save in the cabin cant be loaded. Please fix this ASAP.
  2. i second this, also i would like Xotis hair for PCs. I searched some of the files but have come up empty so far...
  3. Yeah i liked that, too. It shouldnt be too hard to create some logic to only show one weapon per slot, so for example if both sets contain a one handed sword than show only the currently equipped one. otherwise show the one handed sword from set one plus a spear on the back from set 2.
  4. You don't have static spells. A wizard still has more flexibility in choosing and changing their spells throughout the game and even in the middle of combat by switching Grimoires. But you cannot control which spells are in the grimoire, you might end up with grimoires full of spells you pick during level up, not much flexibility unless you start meta gaming...
  5. I completely agree with this one! Overall i have to say I am not a fan of the ability tree of the wizard. Having it only consist of spells is not a good thing. Especially if I a spell is chosen that later is found in a grimoire and therefore the previous choice is made redundant. What i really would like to see is some meaningful passives, maybe a perk that improves dual wielding of implements. or some modal buffs that use per encounter charges of the relevant level. The ui shows a "edit grimoire button" so i hope this feature will show up in this current state wizard just is not fun to play. On a side note: why is the tiniest of all the implements (rod) two handed?
  6. Hey tjayharvey I just encountered a bug. with the IEmod enabled the new fifth level wizard spell "Form of the helpless beast" cannot be cast. I would really appreciate if you could look into it. Thanks:)
  7. Hey Springwight, I was wondering if we could expect to see an update to the iemod some time down the line. Thanks dude
  8. couldnt agree more. add to this the horrendous loading times you have to get through at least twice in order to rest at an in and continue afterwards you are at at least 5 minutes in order to replenish the spell. the time i can spend playing games isn't all that much to begin with and this further diminishes the time i am actually playing the game and progressing through the story. i hope josh and co are willing to rethink this one..... I've got to wonder tho, why would you do that? If you don't have time to go trough contrivances of how the game was never intended to be played, why not just play it as it was intended and save a ton of time? Not only is it perfectly finisheable without constantly travelling back to inns trough all of those loading screens, it's even more enjoyable that way, so just why even do it? that was my point for having per encouter spells so resting isnt needed as much
  9. couldnt agree more. add to this the horrendous loading times you have to get through at least twice in order to rest at an in and continue afterwards you are at at least 5 minutes in order to replenish the spell. the time i can spend playing games isn't all that much to begin with and this further diminishes the time i am actually playing the game and progressing through the story. i hope josh and co are willing to rethink this one.....
  10. i really enjoyed being able to cast a lot during encounters at later levels so personally i am a fan of per encouter spells and dont like this change one bit. i find it quite a bit less fun to have my mage autoattack with his silly harry potter wand as oposed to cast spells. if preventing spaming of certain spells why not introduce a cooldown system instead? hopefully the iemod guys are able to work their magic and reintroduce per encounter spells after this change goes live!
  11. Sorry my bad That being said, we DO have a temporary fix for it until Obsidian fixes it, in case 2.02 takes a while longer. We're hoping to release that and a couple of other pieces this week. Good to hear! Thanks
  12. Hi guys, i just wanted to report another bug with the mod i encountered a couple of nights ago. i already reported it an the nexus as well. death ring and minolettas precisely piercing burst cannot be casted. i hope you can fix this bug. thanks for keeping the mod alive
  13. if i recall corectly it was said at some point in an update that if your wizard was of a high enough level his first level spells would become per encounter instead of per rest is this still the case? or has this been changed?
  14. in my opinion buffs should be modal and only one per character can be active at the same time. i liked the way it was done in dragon age. if i understand correctly that is the way the paladin auras work. to me priest buffs should work the same way
  15. hell yes. modding for the win :D has anyone had any success finding anything moddable in the beta?? or maybe obsidian wants to prevent modding during the beta in order to ensure reported bugs arent occurring due to faulty mods
  16. while i like the idea it is probably to late to change every quest at this point in the development cycle to reflect your idea.
  17. i want some kind of polearm or staff with a sword blade at the end :D
  18. A wizard's grimoire goes in a special slot that only wizards have. They carry it in their off hand if they don't have anything in that hand. Otherwise, it only appears during spellcasting. thats what i was hoping for thanks
  19. Wielding a staff as a mage in Baldur's Gate and casting a spell also made the weapon disappear for the time being. Relax. that i wont mind. maybe i have watched too many dark soul 2 on youtube
  20. thats what triggered me registering and asking the question :D
  21. thanks for the reply. i assure you this is no troll thread. was searching the wiki and didnt find that piece of information. the reason i am asking is this: i read on the wiki that there is a specific inventory slot for grimoires so is it equipped in the offhand or in a separate slot? or is this information unkown at this point? i am thinking about the possibilty of a staff wielding melee wizard build which would be impossible if no spellcastin was possible without the grimoire in the offhand. if i understand you correctly wand/scepters are basicly functioning like the staves in dragon age origins?
  22. agreed. the stamina/health system is a nice change of pace. i am sure it will be tested and balance properly
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