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-   Baldurs Gate II: Shadows of Amn & Throne of Bhaal (http://www.ironworksforum.com/forum/forumdisplay.php?f=12)
-   -   No Need for a Thief (http://www.ironworksforum.com/forum/showthread.php?t=16373)

Gangrell 03-14-2005 12:13 PM

This has struck me as very odd in the last couple of games I've played in Bg2. I started out the game without a thief and didn't bother taking Yoshi, but all the areas where traps should trigger, don't. Is this part of a mod or something I've missed?

Xen 03-14-2005 12:34 PM

Well Ease of Use has an option to disable all traps in the game so that might be the reason.

White Lancer 03-14-2005 12:49 PM

I also never take Yoshi now... I've played CI so many times that I know the location of every trap in there, and its effects. Playing a solo character without spell protections or trap disabling is easy, you can either eat some traps or miss out on some loot. All the traps that are on the floor rather than on containers can be walked around if you know where they are. All ecxept the one on the bridge before the wand room. But even that can sometimes be missed if you are hasted.

Poison traps giving you trouble? Remember your remove poison Bhaal spawn ability? If you pause the game just after you've taken some damage from the trap you can get the spell off before you get interupted.

All in all those tips and the rest until healed/healing abilities make traps a minor annoyance at worst. At least the ones in CI that is.

BlackPeter 03-14-2005 03:55 PM

i think tactics removes traps, at least a lot of them anyhow

Xen 03-14-2005 04:04 PM

Quote:

Originally posted by BlackPeter:
i think tactics removes traps, at least a lot of them anyhow
Tactics certainly doesn't remove traps.
From the Ease-of-Use readme:
Quote:

No Traps or Locks
~~~~~~~~~~~~~~~~~
All floor traps that can be disarmed are removed from the game. All
door and container traps are removed from the game. All locked doors
and containers have their lockpick difficulty set to 0 (they can be bashed
open by anyone in one blow). All hidden doors have their detect difficulty
set to 0 (anyone will detect them by standing around long enough).
"Special" traps like the wand traps in Chateau Irenicus or the Monster
Summoning Thing in the Guarded Compound remain. Note that since the traps
are gone entirely you cannot get XP by disarming them. Note also that
some doors that you "should not be able to open early" can now be bashed
open early, like the entrance to Harper Hall or the house of Rayic Gethras.
Don't do that if it will annoy you.

The theory here is to make playing (or soloing) the game without a Thief
less painful. Rather than going over a trap and then running back to the
inn to heal, or drinking a strength potion and bashing on the lock for
minutes until the random number generator decides to like you ... you can
just skip it all. Aside from making the game convenient for rogue-less
parties, it also makes a small number of battles a bit easier (e.g., the
upstairs Guarded Compound traps are gone, so your part can advance toward
Koshi and Sion without fear of dispelling).

Note that this component should be installed after all other components
that replace ARE files (like the Improved Torgal component of Tactics, say)
if you want the traps and locks in those areas to be disabled.

Finally, note that this component will have no effect on areas you have
*already visited* at least once. If you load a saved game after installing
it, only areas you have not seen will be changed. If you start a new game,
all areas will be affected.

Gangrell 03-14-2005 04:19 PM

Hmm, odd, never remember reading that. I'll run back through my mod folder and adjust it. Thanks Xen.


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