Skip to content

[MOD] -Scales of Balance- a post-hac tweak mod

1111214161785

Comments

  • GrammarsaladGrammarsalad Member Posts: 2,582
    I may have found a solution for the unarmed proficiency issue. As a reminder, if you set unarmed items (i.e. fist.itm, etc) to a selectable proficiency, say Bastard Sword--chosen as an example because you have folded bastard swords into greatswords--and you change the strings corresponding the the proficiency name and descriptions. The problem was that if the character has single weapon proficiency, then it would display on the character sheet (though it did not actually give the bonus).

    Apparently, the solution is to set the item as 'lefthanded'. I have tested it, and it seems to work. Just in case, I tested it when the character has single weapon proficiency and two weapon proficiency.

    Obviously, Monks should be able to achieve grandmastery (or its equivalence in your system).

    Screens:
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • elminsterelminster Member, Developer Posts: 16,317
  • The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582

    Jeez, this thread almost slipped off the first page in General Modding! Clearly I've been letting real life get in the way of my duties! :P

    Okay show of hands: I have a big update on the way, with full IWD:EE compatibility. And it looks like I'll have this properly hosted soon. So, I think I'm going to stop being coy and talk about the hidden kits in the Readme/1st post. Let me know if you think
    a) that's a good idea, better for marketing; or
    b) that's a bad idea, the surprise/scavenger hunt is fun; or
    c) you haven't found the hidden stuff and have no idea what I'm talking about.

    Sorry, where specifically is the information about the hidden kits?
  • The user and all related content has been deleted.
  • GrammarsaladGrammarsalad Member Posts: 2,582

    It's not anywhere, at the moment. Question is, should I change that. (Sounds like maybe the answer is yes...)

    The answer is definitely yes...
  • [Deleted User][Deleted User] Posts: 0
    edited January 2015
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • LillyhimeLillyhime Member Posts: 36
    edited November 2014
    Are the hidden kits already in the mod? Would I be able to change Xan to a Bladesinger in BG1EE? :3
  • FunkaveFunkave Member Posts: 31
    Hi Subtledoctor, I think the idea of choosing a kit later in game is very interesting RP wise... So congrats and keep up with the good work! A couple of tips you could kindly welcome:

    1. Kit books and totems available at the end of some relevant quest/interaction to justifiy the change of the main protagonist or fellow NPC

    2. Find some icon resources and add at least a HLA to each o your amazing kits!

    3. Allow somebody with a more "orthodox" mind to rewrite your kit descriptions to make them more in line with the originals

    Your mod is going to enter soon the Olympus of BG mods ;)
  • The user and all related content has been deleted.
  • LillyhimeLillyhime Member Posts: 36
    edited November 2014
    I know its suppose to be hidden, but who exactly sells this tome? And in what chapter? Can it(they) be bought in chapter 1 or do you need to wait till you return to Candlekeep?

    edit: I found it~ I had the mod installed wrong. Yay~ I def. feel Xan is more suited to be a bladesinger than other things, given his moonblade. :3
    Post edited by Lillyhime on
  • dreamtravelerdreamtraveler Member Posts: 377
    "This file has been truncated, but you can view the full file. " thats what i get when i try to download it
  • The user and all related content has been deleted.
  • dreamtravelerdreamtraveler Member Posts: 377
    edited November 2014

    click "view the full file"

    then i get page was not redirected correctly
    Post edited by dreamtraveler on
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • dreamtravelerdreamtraveler Member Posts: 377
    thanks
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
    The user and all related content has been deleted.
  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    I don't know if this has been brought up, but I noticed something strange: I'm using v1.5 of Scales of Balance in Icewind Dale EE and after creating a Half-Elf Fighter/Druid, I noticed I have no weapon proficiencies. I didn't see any in the character creation page and I'm not seeing any in the character record window. In the character record window, under the section "Weapon Proficiencies" there is nothing. When I made a Paladin Inquisitor of Helm earlier, the weapon proficiencies showed up when I finished creating the Paladin. That's not happening with my Fighter/Druid.

    Are the weapon proficiencies there but just not showing on the character record window, or will the weapon proficiencies show up after I level the character? Or is this just a bug and my character has no proficiencies at all?

    EDIT: I just opened up the save file in EEKeeper and noticed that my Fighter/Druid character has no weapon proficiencies at all, so this definitely seems like a bug. I also just made a Half-Orc Fighter/Thief and received no weapon proficiencies either in character creator or in-game. Maybe the bug has something to do when you multiclass the Fighter class with something other than a Mage...I made a Human Fighter/Mage earlier and while the weapon proficiencies didn't show up in character creation, they DID show up in-game.

    EDIT 2: Okay, I think I figured out what's happening: when I create a multiclass character by way of the "Pregenerate Character" option in the Single Player menu, I get no weapon proficiencies. When I create a character by just clicking "New Game", deleting the starter party and creating my own characters, I do get weapon proficiencies. I figured this out by creating another Half-Elf Fighter/Druid through the "New Game" option and she had all her weapon points. I did the same for another Half-Orc Fighter/Thief and got the correct weapon points as well. Originally, I created my Fighter/Druid and Fighter/Thief through the "Pregenerate Character" menu and they had no weapon points, but my new characters (made through "New Game") do! And in the last paragraph when I said I made a Human Fighter/Mage, that was through the "New Game" way and he did have weapon points.

    What is weird is that I created my Human Paladin of Helm through the "Pregenerate" route and did get weapon proficiencies when I started a game. Not only did the weapon proficiencies show up in-game, I could see them near the end of the character creation process; they popped up around the time I had to name the character. Maybe the bug only occurs with multiclass characters, or non-Human characters?
    Post edited by Swifty_Magee on
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    @subtledoctor‌ Thanks for the info! It seems like pre-generating characters that multiclass causes the no weapon proficiencies bug; they won't appear during character creation or when you start the game. They may show up after one of the classes level or enough in-game time passes, but I haven't experimented with that yet. Also, with my experience with the bug, it seems like some single class characters are unaffected.

    Like I said in my post, if you just select "New Game", delete the default party, and create your characters (which is how I've done it pretty much every time I play), you don't get the bug. To be honest, yesterday was the first time I tried the "Pregenerate Character" option, and I wonder how many people actually use that feature. I don't know if the bug will affect a lot of players in that case, but I guess it's still good that you know about it.

    It certainly doesn't ruin the mod, which I'm really liking BTW. I haven't played much of Scales of Balance, but I'm enjoying it so far. And if this bug winds up being unfixable, you can just put up a warning in the mod description..."Don't choose 'Pregenerate Characters', as you may not get weapon proficiencies in-game". If someone really needs to create a stock character like that, they can just go through the "New Game" route and export their character as soon as the game starts...it's basically the same thing.

    Anyway, thanks for the reply, and the awesome mod!
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I've noticed that changes you mod don't necessarily apply to pregen characters. But they are basically cre files, like npc's, yes? Can't you add the features to these characters I the same or similar way you added kits to npc's?
  • Swifty_MageeSwifty_Magee Member Posts: 229
    I'm sure you already know this, but there are a number of typos on the tool tips for Innate Skills for several classes when playing Scales of Balance in IWDEE. For instance, one of the skills of my Sun Soul Monk doesn't display the name of the skill; when you hover your mouse cursor over it, it says "We are seeking information. Perhaps you can answer a few questions for us?" Another example: on several of my mages, when you right-click on Cantrips to learn more about them, you get the message "I seek an old colleague of mine. I heard he may have relocated somewhere in this region. I thought perhaps I would drop in and surprise him...you know, catch up on old times and such." The cantrip spells themselves have no right-click description menus at all.

    Relatively small bugs that can be fixed in future versions, but it is slightly annoying that I don't know the names and features of some of the skills my characters have.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
    The user and all related content has been deleted.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
    The user and all related content has been deleted.
  • Swifty_MageeSwifty_Magee Member Posts: 229
    @subtledoctor The tooltip error I was referring to was the non-magic-to-ki-powered glowing hand skill (does that have a name?). It's not a huge deal, and I imagine finding and writing out text description for all the skills is indeed a very time-consuming deal. Take your time with all of this; I'd rather have minor features mildly glitched than major features broken.

    On a related note, I love the changes to the Monk! Running around literally knocking monsters out and having the other party members finish them off is fantastic, and adds another strategic level to play.
  • The user and all related content has been deleted.
  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    @subtledoctor "Ki Fist" would do...maybe "Ki Blow" or "Sun Strike". "Energy Impact" sounds cool, but also sounds like a straight-to-DVD movie or something you'd see on the SyFy Channel.

    Unfortunately Sun Soul Monks don't get Stunning Blow or Quivering Palm, so I can't test those skills with the Monk I'm running right now. I might create a standard Monk later in the week and test that out.

    Right now with the game, I'm just doing things like installing mods and seeing how they work, or editing characters in EEKeeper and seeing what I can do...one of my guys is a Wild Mage/Thief (thank you, EEKeeper) that I just turned into a Mage/Spellflicher with the Tome I bought in Kuldahar, and I'm seeing how that works. I don't know if I'll retain spell surges and get that extra spell per level now that I don't have the Wild Mage subclass, but I have kept Reckless Dweomor, Chaos Shield, and Improved Chaos Shield. A nice trade off!

    And again, kudos to the Monk changes, although it is funny that I can knock out Skeletons instead of just busting them apart!
  • Swifty_MageeSwifty_Magee Member Posts: 229
    Another minor bug: One of my characters is an Elven Bladesinger, and when I turn on Bladesong, all of the spells I had quick-keyed to her hotbar get removed. I can reset them, but whenever I use Bladesong, they once again disappear.

    Also, a suggestion: have you thought about being able to allow Bladesingers to wear leather armor and still allow spell use? The reason why I brought it up is that I just quickly scanned a D&D article about Bladesingers and it says they can be proficient with leather armor, and when I think you're "proficient" in something, you should be able to do something without any major detriments. I don't actually know if they lose spell casting abilities in pen-and-paper games, but it would be cool if they didn't in the video game. I don't even know if this is something you can change in the mod or if it is hardcoded into the game, but it would be nice if I could at least put on some sort of leather armor for my fighter. Lack of physical armor will probably be less of a hassle as the character levels, but armor for the early game would be pretty nice.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I would think skeletons would be immune to Sun damage...
Sign In or Register to comment.