BG2 Tweaks v11 Released
CamDawg
Member, Developer Posts: 3,438
The BG2 Tweak Pack is a WeiDU compilation of fixes, cosmetic changes, and tweaks. Some of these were fan requests, others are needed fixes, and others simply make dealing with the more irritating aspects of the game engine easier. Each component can be installed separately so the player can pick and choose only which ones they wish to install. Version 11 is mainly a series of bug fixes for the previous version.
v11 changelog:
- Reputation Resets at Beginning of BG2 will now be suppressed if the same component from BGT Tweaks is installed
- Two-Handed Bastard Swords and Two-Handed Katanas were using a blank icon for the ability to change into two-handed swords
- Two-Handed Bastard Swords and Two-Handed Katanas will now set appropriate tooltips for their items
- Allow Arcane Spellcasting in Armor was causing 100% miscast on all items due to a typo
- Alter Weapon Proficiency System had a couple of bugs. The Rebalanced option was not updating item descriptions for scimitars, wakizashis, and ninja-tos while the two BG options would not install due to a removed library
- Unlimited Jewelry and Gem Stacks was not installing due to a really dumb typo
- Make Khalid a Fighter-Mage really should work for BGT and BGEE games. Really this time. Honest.
- Tsu-O-Shi no longer has a double unusable block in its description in BGEE
- Breakable Nonmagical Armor, Helms, and Shields now works on BGEE
- The NWN-style option of Higher HP on Level Up was actually setting HP in the lower, instead of higher, half of the range
- Ioun stones from the Exotic Item Pack will no longer protect from critical hits if the relevant TobEx component is installed
- Updated Russian translation (thanks prowler)
Post edited by CamDawg on
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Comments
Not sure if this has been reported yet; I tried to report using the gibberlings3 forum but I was having server trouble.
Thanks for a really useful set of tweaks!
Get to work on the NPC Project you! :-P
lol.
j/k.
Awesome work camdawg. :-)
Never used BG2 Tweaks before.
Neera & Rasaad now walks as if she is encumbered.
A game I ran on Saturday was working fine. I had Neera in my party and there was no slow down.
Started a new game on Sunday.
Installed BG2 Tweaks v11 today.
Found Neera and added her to my group.
She walks very slow behind everyone.
Just added Rasaad to my group. He walks slow as well.
Added Minsc, he's full speed, passes Rasaad, who should be moving at monk speed.
I wonder if this is due to BG walking speed tweak?
It appears that new characters are some how bugged now with BG Tweaks.
Going to uninstall and see what happens.
Minsc walks as intended. Rasaad walks slow.
I'm pretty sure it's BeamDog NPC's specifically.
Things it cannot install for me:
Avatar Morphing Script
More Interjections
Reveal City Maps
Weapon Proficiencies for All
Remove XP Cap
Multi-Class Grandmastery
Trap Cap Removal
NPC's Don't Fight
I've done the Near Infinity tutorial extract and have an override folder and everything since v10 worked for all those components, but with the latest patch these fail for me.
A question about the one-handed/two-handed switch implementation and its proficiencies if I may:
If I have a bastard sword (or a katana) equipped one-handed, I would expect the respective weapon styles to apply (sword and shield style/single weapon style/dual weapon style).
But I would like to know what happens, weapon-style wise, if I switch my bastard sword to two-handed use? Does it still use the same weapon styles as before (so basically single weapon style now) or does it switch to the two-handed weapon style?
To me it would make sense to switch to using the two-handed weapon style, because it reduces the speed factor by -2 (-4 with two pips) and adds +1 to damage, while allowing criticals on rolls of 19-20. This adequately reflects what happens when using bastard swords/katanas two-handed IMHO. It would also be super cool, to be perfectly honest.
In comparison, the single weapon style only improves AC by -1 each pip while allowing criticals on rolls of 19-20.
What is your take on this?
P.S. I'm sorry to see that you are having so many problems with G3 -- are you being attacked or was it just the influx of traffic from new BG:EE players that caught you out?
As for G3, we resolved the initial problems pretty quickly. Everything's back up except the forums, which are being updated to the newest version of the software. We figured as long as we were down, we'd go ahead and make some updates.
May I then humbly suggest adding this to the description?
The current description reads:
Two-Handed Bastard Swords
It always seemed odd that the general description of bastard swords implied they could be wielded with two hands. This tweak adds an ability to all bastard swords that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. This component will not affect items introduced by mods.
I would suggest adding this sentence:
Two-Handed Bastard Swords
It always seemed odd that the general description of bastard swords implied they could be wielded with two hands. This tweak adds an ability to all bastard swords that will create a two-handed version of the sword in your inventory. The one-handed version will be removed. The new sword will have the animation of a two-handed sword but, in all other respects, will be the same as the one-handed version. If you have pips in the Two-Handed Weapon Style proficiency, bonuses from this proficiency will apply when you equip the two-handed version of your bastard sword/katana. You can switch back to the one-handed version at any time. The ability is found behind the backpack icon, once the sword is equipped. This component will not affect items introduced by mods.
How does that sound to you?
Do you have to start a new game for some of them to work?
The problem with the legs being coloured seems to be with the Knave's Robe and Traveller's Robe, but not with the Robes of Electrical/Cold/Fire resistance, I also used Shadowkeeper to test the Robes of the Evil Archmagic and these also colour the exposed leg.
Is this a bug?
And yes, stores and areas are kept in the save games so you'd need a new game (or at least one that hasn't visited a particular store/area) to see changes.