Author Topic: Trying to make a Fighter  (Read 8861 times)

Legacy_MrZork

  • Hero Member
  • *****
  • Posts: 1643
  • Karma: +0/-0
Trying to make a Fighter
« Reply #15 on: September 25, 2015, 10:54:45 am »


               

LOL. I am about to kill Kurth and Baram in my latest OC run-through. I started it a while back and sort of lost the love for a few weeks, but I am probably an hour or so behind where you are when I pick it up again.


 


I used Moneo (letoscript) to run through the module files and increase the encounter difficulty for each encounter in the OC's modules. Basically, I ran a script on the module before I opened it to make the encounters pick more/tougher creatures from their lists. The same thing would work on a saved game (and would be safer). Anyone with Moneo installed could do it. The problem is that the creatures that aren't part of a spawned encounter (which includes most bosses) aren't affected. So, it's the easy part of an approach that would be better coupled with a modified default on-spawn script to buff the non-encounter creatures, maybe giving them some extra AC, STR, etc. I was too lazy to do the second part for the OC.



               
               

               
            

Legacy_Lilura

  • Full Member
  • ***
  • Posts: 233
  • Karma: +0/-0
Trying to make a Fighter
« Reply #16 on: September 26, 2015, 02:22:33 am »


               


   Spoiler
   


 


Thanks for the info on Moneo, I've never even heard of it. I don't blame you for not buffing the non-encounter creatures, as going though them all individually would be a huge task.



               
               

               
            

Legacy_allen179gmail

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Trying to make a Fighter
« Reply #17 on: September 27, 2015, 09:11:03 am »


               

@Empyre65 I am trying to find the custom talk files for The Sands of Fate.



               
               

               
            

Legacy_Empyre65

  • Hero Member
  • *****
  • Posts: 662
  • Karma: +0/-0
Trying to make a Fighter
« Reply #18 on: September 27, 2015, 10:37:08 am »


               

if you are missing a needed talk file, you probably don't have CEP2.6 installed. It is linked at the bottom of each Sands of Fate page as a required project. It is nice to have anyway because lots of modules use it. Any module that requires CEP2.xx, where xx is 60 or less will work with CEP2.6, but if the module requires CEP1.xx, then you will need to get that separately. The two (CEP1 and CEP2) will not step on each others toes, so you can have both installed with no problem. You only need CEP1 if you want to play an old module that uses it, and Sands of Fate does not.



               
               

               
            

Legacy_allen179gmail

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Trying to make a Fighter
« Reply #19 on: September 27, 2015, 03:57:46 pm »


               

When I load the module and press create a new char/select a premade char I get "Could not load the module. Missing required custom talk table"


 


I have CEP installed



               
               

               
            

Legacy_MrZork

  • Hero Member
  • *****
  • Posts: 1643
  • Karma: +0/-0
Trying to make a Fighter
« Reply #20 on: September 27, 2015, 11:47:42 pm »


               


When I load the module and press create a new char/select a premade char I get "Could not load the module. Missing required custom talk table"


 


I have CEP installed




 


What are all the files that are in your tlk folder? Which module are you trying to run? Is it "Sands of Fate 1- Shadows over Heliopolis.mod"?


 


Also, is this related to the fighter build for the OC or are we on another topic?


               
               

               
            

Legacy_allen179gmail

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Trying to make a Fighter
« Reply #21 on: September 28, 2015, 07:45:39 am »


               

All Sands of Fate modules.  cpe.tlk is in the tlk folder. I think we are going to another topic but I want to use this Fighter build in the Sands of Fate.



               
               

               
            

Legacy_MrZork

  • Hero Member
  • *****
  • Posts: 1643
  • Karma: +0/-0
Trying to make a Fighter
« Reply #22 on: September 29, 2015, 03:19:01 am »


               

That's not the right talk file. Sands of fate is looking for cep2_v1.tlk. I have not checked what's in the newest release of CEP, but it used to come with all of the previous talk files, for backward compatibility. If 2.6.x doesn't have that file, you may have to grab CEP 2.4 to make sure you have it.



               
               

               
            

Legacy_allen179gmail

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Trying to make a Fighter
« Reply #23 on: September 29, 2015, 08:00:32 am »


               

I will try that


Thank You



               
               

               
            

Legacy_Empyre65

  • Hero Member
  • *****
  • Posts: 662
  • Karma: +0/-0
Trying to make a Fighter
« Reply #24 on: September 29, 2015, 08:03:44 am »


               

Here's a similar build I actually did play in SoU, HotU, and Sands of Fate, with great success. The Rogue levels are for skill dumps. The longsword was chosen because of a certain talking longsword in HotU, but if you're not going through HotU then a scimitar is better because it will give you more crits.



   Spoiler
   



               
               

               
            

Legacy_allen179gmail

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Trying to make a Fighter
« Reply #25 on: September 29, 2015, 10:49:15 pm »


               

Ok. Got cep2.4 downloaded and SoF is working now. Needed some of the haks in 2.4 also. Empyre65 I will try out the Devastator 2 in SoU '<img'>


               
               

               
            

Legacy_MagicalMaster

  • Hero Member
  • *****
  • Posts: 2712
  • Karma: +0/-0
Trying to make a Fighter
« Reply #26 on: September 30, 2015, 09:38:09 am »


               

Abilities:
STR: 17 (34)
DEX: 13
CON: 14
WIS: 8
INT: 14
CHA: 8


This is basically your standard starting stat spread as most Fighter types. It's also possible to drop 2 Con and 1 Int to start with 18 Strength for modules that won't reach 40 (or if you'd rather take something like Epic Fortitude rather than Great Strength VII).
               
               

               
            

Legacy_allen179gmail

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Trying to make a Fighter
« Reply #27 on: October 01, 2015, 01:53:16 am »


               

Starting at lv12 I'll put skill points into 'open lock' instead of 'disable trap' I have an item and the 'Gloves of the Rouge'. My char is in SoU and doing well. 



               
               

               
            

Legacy_allen179gmail

  • Jr. Member
  • **
  • Posts: 93
  • Karma: +0/-0
Trying to make a Fighter
« Reply #28 on: October 01, 2015, 04:30:53 pm »


               

Doran died. Should I spend over 4000gp to bring her back to life or should I take Deekin with me?  ':unsure:'



               
               

               
            

Legacy_Empyre65

  • Hero Member
  • *****
  • Posts: 662
  • Karma: +0/-0
Trying to make a Fighter
« Reply #29 on: October 01, 2015, 11:09:02 pm »


               

I would load the last save before she died. Remember to save often, and not always on top of the same save game.