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About saltynoodles

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    (1) Prestidigitator
  1. Doing an iroll20s-enabled POTD run with a console-hacked MC for fun. He's a single-class human Evoker with stats: MIG: 19 CON: 1 DEX: 18 PER: 18 INT: 18 RES: 1 SPECIAL TRAITS: FECKLESS: No Fighting Spirit racial bonus MAMA'S BOY: Woedica's Soul Power passive (+1 all power levels) BOOTLEG KENSAI: Fighter's Devoted passive: (only 1 proficiency, +2 PEN, +25% crit, etc..) KINKY: Cannot wear anything on the body, but boots/gloves/accessories are OK. ILLITERATE SAVANT: Unable to equip Grimoires in the normal fashion, but is able to permanently learn Evoker-compatible Gr
  2. What do you think of adding the Electricity keyword to a Monk's Lightning Strikes? Maybe for synergy with Deltro's Cage or Heart of the Storm. Edit: hmm, tried this but didn't work: (the keyword shows up but no extra penetration from Heart of the Storm) { "GameDataObjects": [ { "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "Lightning_Strikes", "ID": "3c85e6b0-275a-43b5-9b6f-da86f5e26be7", "Components": [{ "$type": "Game.GameData.GenericAbilityCompon
  3. Another question if anyone has time: Is there a file in which the game stores the words that cause a hover pop-up? (Like "Dyrwood") I see the actual hover pop-up entries in cyclopedia.stringtable.
  4. I'm trying to swap the icons for these potions: Potion of Merciless Gaze <--> Potion of Major Healing Potion of Imperfect Arcane Reflection <--> Potion of Miraculous Healing I tried the code below, but the icons are still the same in game. What did I do wrong? { “GameDataObjects”: [ { "$type": "Game.GameData.ConsumableGameData, Assembly-CSharp", "DebugName": "L2_Potion_of_merciless_gaze", "ID": "d796f43f-3f8b-43de-b872-121aa0fa5976", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp",
  5. Just found this mod, one of the things I was looking for and I thought no one else had this preference!
  6. I'm going to use this mod for my upcoming second playthrough and just wanted to offer encouragement and thanks for your work.
  7. Yes BG1 is not quite the same after BG2, though I did enjoy seeing the backstory of Imoen, Minsc, Jaheira, Sarevok. The city of Baldur's Gate was a little disappointing. Would rather BG3 be set in Athkatla than Baldur's Gate. TOB doesn't reach the heights of SOA. But it serves a strange comfort - I sometimes lose interest as I'm getting to the end of a game, but TOB makes the excellent finale of SOA into a middle chapter and allows me to fully enjoy it on each repeat playthrough. After I started playing for the combat on subsequent runs, TOB worked well as a collection of megabosses. Asce
  8. Turn-based is a factor, but mostly it was the overall vibe. The art style isn't compatible with me. There's a plasticky/MMORPG/mobile-game quality to it. The use of color is horrid. I didn't care for the itemization, combat mechanics, NPCs, or writing. The main story was dull. Some side quests were good. I find that I prefer, for this type of game, a fixed camera without rotation or close-up zoom, so as to leave some things to the imagination. I went into BG2 blind without having played BG1, having bought the game discs from my friend who told me the whole game was in a dungeon.
  9. I'll start with dislikes, then move on to what I liked. DISLIKES: At times, the writing felt like good fan fiction rather than a professional production. Especially during the storybook sections which were overdramatic. The flavor text felt insubstantial. I didn't care about Furrante's dimple, even though I liked him. What he says and the way he says it define him perfectly as a character. The main story was OK. I'm a bit tired of the Eoran Gods. And the first new NPC you meet is religious-themed. It was a novel idea in the first game but feels played out. T
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