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About XxDarkonxX

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  1. Nobody minds, aside from the creator of the IE mod, that autosave takes place after a map transition instead of before it?
  2. Currently I'm a little bit confused as to why summoned creatures to not contribute to specific combat stats. Suppose my character, Darkon, has an entire village watching him as he steps into a monster-infested hovel. A few minutes pass. Darkon steps out unscathed. The villagers peer into the hovel and find a bloody mess of what used to be real and living threats. Even in instances that directly are related to the lore and immersion in the game, Darkon has killed the enemies. The villagers know it and so does Darkon and songs will sung for years to follow of the deeds that took place th
  3. I'm sure this happens in several portions of the game and is not isolated to the below example. Particles generated passively (by monsters etc?) appear to loop behind the scenes while the game is paused. Upon unpausing after a long wait the particles all attempt to animate at once and cause massive stuttering and leave the game unplayable for upwards of a minute while all of the effects attempt to play out in a giant explosive mess. If you assume that a monster such as a Greater Earth Blight generates it's particles once every 10 seconds (or it's particle animation loops after 10 seconds)
  4. I suggest a temporary fix that could work and is worth trying. FindCharacter (Your Watcher's Name Here) FindCharacter Kana Make note of both ID's and make sure the game still thinks Kana is named as you described above. For example we'll pretend Kana still has the same ID. AddToParty Companion_Kana(Clone)_-1 ChangeClass Companion_Kana(Clone)_-1 Chanter TeleportPartyToLocation (Your Watcher's ID Here) Since the game is saying Kana is a chanter, but no traits of a chanter present, then maybe assigning Kana to be a Chanter and leveling back up may fix it. If that does nothing,
  5. http://forums.obsidian.net/topic/75304-gamebreaking-bug-in-visions-and-whispers/ Bug in Visions and Whispers. If you Kill Raedric before talking to Caldara in the tree then the quest will permanently become unavailable for completion as all the corpses in the trees will have been removed. If you kill him before resting for the first time then even the dream portion of the quest will not trigger. Say goodbye to progressing as you cannot even make it to the stronghold. I posted a temporary fix in the thread that I found to work in case this happened to anyone else.
  6. Heh I typed a reply to a post but had hit the back button. Thought I was posting in a 1.03 bug tracker thread. Ignore this comment lol
  7. I think for me the solution you presented wouldn't solve a lot in the long run as I'd still be forced to initiate combat with an action. Being a chanter (and I'm sure other solo classes could run into this as well) I don't have an immediate supply of per encounter or even per rest castings. So in your suggestion I'd be able to start combat with a scroll, or maybe a figurine summon if they worked the details out in that scenario, but it wouldn't be a viable solution for me once my inventory of castings is exhausted. In my current save I could probably start combat about 5 times that way before
  8. Thank you Abel. I've started reading a lot on the player input around "combat-only" and can agree with a lot that's said. I can also play the devil's advocate loosely in a lot of those scenarios. Questions like "what happens to per encounter spells outside of combat?" and "what happens to chanter verse counters outside of combat?" are very good points that would likely take a large amount of theorycrafting. In it's current state though the only solution I can see is a declare combat button as it'd allow users to: use currently combat-only abilities as an opening move, start an encounter fo
  9. Why is the answer so obvious? Is it because it makes sense? Is it because we've seen the scenario a thousand times already and know how it plays out? If the right answer is so obvious then why isn't that an available option for players to start combat with? Why must the player, like a solo spellcaster, be forced into choosing option 1, 2, or 3 to start combat with any enemy? Why have we been content to sit back and sign it off as "oh, well, that's just how it is?" I don't mind some abilities being restricted to combat-only. I agree that many should be combat-only in fact. What I do min
  10. Yeah the formatting could use a change. Because my post isn't about the absurdity of "Combat Only" spells and abilities. I'm okay with the restriction on a lot of them aside from active boosts to Stealth, Lore, etc. Those should assuredly be allowable outside of combat. My complaint is that a character is forced to either take an action or be too close to an enemy to start combat. You do not have a button to press to simply initiate combat with the same functionality as how an aggressive dialogue choice inititates combat. I get that I shouldn't be able to (as in an example above) charm an enem
  11. My qualm isn't with chanter being a challenge. I love the class. And I'm not complaining at having undertaken a difficulty like this. I'm complaining at the senselessness of having to declare combat by either A) being too close to the enemy so that they initiate or B) having to take a wasted action and suffer the recovery frames to declare combat and give up any advantage you would have had in range. I'm suggesting the functionality of a means to initiate combat outside of those two options as they are currently our only two options. And being thusly restricted does not make sense for solo spe
  12. Yeah I mentioned that a couple times too =P You can either be close enough that they see you and suddenly you don't have time to cast your spell since they are too close or you can pull with a ranged attack and suffer the recovery frames which will also result in not having enough time to cast the spell you wanted to open with.
  13. tl;dr- I play a triple crown chanter with zero rests. Every. Second. Counts. Fireball as an example may have been jumping the gun lol My apologies there. My main concern is, in place of the spell or ability you actually want to cast, you have to select a different ability or open with a physical attack because there isn't an option present to just instead initiate combat. It's not a matter of being able to cast certain spells before combat it's a matter of having to initiate combat and waste time locked in recovery in what's often a senseless and needless action. Take your example
  14. I initially formatted it that way thinking it'd be easier to pick out the important parts and then allow the reader to bypass the unbolded additional details/reasoning lol I didn't even see the update as I formatted it then left the thread =/ I'd edit the formatting if I could but at this point it will no longer allow me to. If a blue would be so kind as to save our eyes I'd be thankful as I'd really like some input around this functionality. Thanks!
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