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

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  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    @subtledoctor Didn't know that the ki fists was an "anytime" skill, but thanks for giving me the heads up. Actually, the un-enchanted fists do have a nice use: they knock monsters out! What I've been doing is using normal unarmed attacks to put monsters in unconscious states, and then finish them off with another character while my Monk moves on to knock out the next monster. It's actually been working pretty awesomely! I figured that was an intentional design on your part...to give the player the option to either A) knock out a baddie or B) kill them outright with the ki fists. If this style of play is more of a happy little accident, my vote is to keep it the way it is! It's a pretty interesting way to play the Monk class. I just find it funny to "knock out" a skeleton or a shadow. Funny, but very effective!

    And it sucks about the armor restrictions for Bladesingers, but I had a feeling it wouldn't be possible. BG2Tweaks is a possibility and I remember using it and other mods years ago, but I don't prefer having all these mods active at the same time or reading lots of readme files on what mode to turn on or off when using such and such mods. Frankly, I'm having a ton of fun with SOB right now and I don't want to risk screwing it up by enabling a lot of other mods at once (I remember doing that once and having Baldur's Gate 1 crash after Candlekeep).

    Oh, and I don't know about the Blade's Offensive spin and if it removes your spells from your quick-spells slots, but it's worth investigating. Maybe I'll check it out later.
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    One little oddity I noticed is when you try to select the ki fist (or whatever it will be called) with a Sun Soul Monk, you have to go into Special Abilities, select a fist icon, wait for an animation to finish, then select the glowing hand icon and wait for that animation to finish before you can finally use the ability. I only bring this up because with a standard Monk, the glowing hand icon is present in the special abilities section naturally. There's no fist icon with the standard Monk...just the glowy hand.

    I almost feel like it's nitpicking to even make a post about this, but in the heat of battle, having to wait a couple of turns to use a mode in one kit while that same mode can be used quicker with another kit just seems unnecessary. What I've been doing is clicking on the fist icon after resting, so the glowing hand can be present on the special abilities bar. Then I click on the glowing hand whenever I need to turn on/off that ability. This isn't a huge deal, but I just thought it was weird to go through that little hoop everytime.

    I don't know if it's the same situation with the Dark Moon Monk; I'll try that kit out later.
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    @subtledoctor Thanks for the reply! Like I said, it's really more of an annoyance than a bug as the ki fist skill still works though it does dispell whenever you rest, making you click the fist icon and then the glowing hand icon all over again. I felt like posting about this more like a suggestion to improve gameplay a bit. Fixing this would be more like handling "minor gameplay improvements" than "bug fixes", but I figure the more you know about the little stuff, the better the mod will be.

    I think what I'll try to do soon is to create a character for every kit and class and level them up through EEKeeper. The goal will be to see if in IWDEE do all the skills, spells, and innate abilities come naturally and per level as described in OP of this thread. I'll make a list and if I see any irregularities I'll write them down and post back. I'll see if I can do all this by the weekend.

    EDIT: After I rested with my normal Monk, I was getting the same bug I was getting with the Sun Soul Monk - the fist icon appears in the Special Abilities bar, and I have to click on that to access the ki fist ability. Right now it seems like all three Monks have the ki fist ability dispelled after your party rests. If you click on the fist icon before you rest, the ki fist ability will still present in the Special Abilities bar.

    EDIT 2: This is unrelated to the Monk bug, but I noticed something that may have to do with the reworked weapon proficiencies of SOB. I just made a Dragon Disciple Sorcerer and noticed that while I have a weapon point in crossbows and can equip a crossbow, I can't use crossbow bolts. I can't drop them in the quiver slots at all. I don't know if that's something the SOB mod changed or is a bug with the un-modded game as this is my first time really using a Dragon Disciple, but it definitely seems like a bug.
    Post edited by Swifty_Magee on
  • skaterfezzskaterfezz Member Posts: 43
    can someone please tell me how to install refinements?
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
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    Post edited by [Deleted User] on
  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    I just posted this in the IWDEE Kit Pack beta thread, but apparently using that mod with Scales of Balance borks weapon proficiencies: it seems like if you make characters from IWDEE's kit, they lack weapon proficiencies.

    This isn't a problem with Scales of Balance, but just like I said in the other thread, I thought I'd post a comment as a head's up to anyone thinking about using the two mods together. IWDEE Kit Pack adds a lot of interesting kits and it seems worth the download, but if you want to use it together with SOB it seems like you need to edit characters in EEKeeper to set some things right.

    EDIT: Turns out that if you multi-class or dual-class into one of the non-IWDEE Kit pack classes (as I did in EEKeeper), you will get the weapon proficiencies of the Scales of Balance class upon leveling...so that's good.
    Post edited by Swifty_Magee on
  • skaterfezzskaterfezz Member Posts: 43


    @skaterfezz‌ I have no idea whether Refinements is compatible with the EEs. Two of its authors are no longer around; the third, the_bigg, has stated this:
    In addition to any terms that are stated in the readme, all of my mods are also available under the GPL v3 license (you are free to choose between the readme terms and the GPL v3 terms).
    As a consequence of that, anybody is free to modify any of my mods and upload their changes to their own server (either as a diff or as a stand-alone package).
    No one has yet stepped up to fill the_bigg's shoes (frankly I'm not sure anyone can). If I can make sure it's okay with everyone at SHS, if I can sort through the code (that's a big if), and if I have some free time, I might take a stab at updating the HLA portion of the mod. But we're probably talking early 2015 before I could get around to it.


    Oh ok I thought you needed to download it because in the read me it says to install th shape change Druids after installing refinements.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    @subtledoctor I read your recent post in the IWDEE Kitpack beta thread, followed your advice, and now the weapon proficiencies are coming in fine! I uninstalled all the mods I had (Duskblade kit, IWDEE Kitpack beta, and Scales of Balance), made sure my "override" folder was empty, reinstalled IWDEE Kitpack beta and then Scales of Balance, created a test Mystra Paladin and it worked. Perhaps my mod order was the issue, or maybe I just needed to clean the "override" folder.

    Anyway, thanks for looking into it, and sorry for any inconvenience on my part I caused you or elminster. I'll make sure to keep all my SOB problems on the right thread from now on.
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    I guess this is more of a question than a bug post. I recently installed the new version of the Duskblade kit that was uploaded today and was having the no weapon proficiencies bug again with a newly made Duskblade character.

    I did what worked the last time, which was uninstalling all my mods (Duskblade kit, IWDEE Kitpack, and Scales of Balance), clearing out my "override" folder, and re-installing them again (in the order of Duskblade kit, IWDEE Kitpack, and finally Scales of Balance). That once again fixed the issue; I created a Duskblade and all the correct weapon points a fighter should get with SoB installed came in.

    The question I have is, anytime a new mod or an update of a mod comes out, will I have to uninstall/re-install all my mods to prevent this bug from occurring? Is this just a process you have to do when Scales of Balance is installed, or does it seem like something strange may be happening on my end...like, am I constantly installing the mods in the wrong order?

    Don't get me wrong; I love Scales of Balance and what it does to Icewind Dale, and I'll keep uninstalling/re-installing the mods if that is necessary to get everything to run smoothly. I'm just wondering if there isn't an easier way to update other mods without things getting glitchy.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2014
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    @subtledoctor Thanks for the answers! I know when I played the original games I would just install things like BGT or the Tweaks and never touch anything again until I'd play the games like, a year or two later. But with IWDEE, there are a bunch of great mods coming out and getting updated that it's a bit detrimental to do nothing when you know a new version just dropped.

    It looks like I might just keep doing the uninstall/re-install cycle until the mods I use the most stay at steady versions. It only takes about 5 minutes and it cleans any inconsistencies, so it's not that bad. Thanks again for the post.
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  • Swifty_MageeSwifty_Magee Member Posts: 229

    ha ha, five minutes... wait until a bunch of mods come out, and you start getting the way people are with BGT, taking 2 days to install ~100 mods... good times

    Dude...a year ago...two hours of installing BGT and a host of other mods...game constantly crashed at Candlekeep...wound up uninstalling the whole thing and playing something else.

    Because of situations like that, I LOVE the fact that the Enhanced Editions exist!
  • elminsterelminster Member, Developer Posts: 16,317
    edited November 2014

    @subtledoctor Thanks for the answers! I know when I played the original games I would just install things like BGT or the Tweaks and never touch anything again until I'd play the games like, a year or two later. But with IWDEE, there are a bunch of great mods coming out and getting updated that it's a bit detrimental to do nothing when you know a new version just dropped.

    A new version could simply mean more features (kits, etc). It doesn't necessarily mean its fixing an issue. Unless you are encountering an issue yourself with the current version of whatever mod you have (or you really want something that was just added to a mod) I probably wouldn't try to keep up too much with the updates. Especially if its my kitpack because sometimes "updates" are just minimal things like description updates. Pretty insignificant stuff that isn't too important.
  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited November 2014
    @elminster I'm one of those types of people where the small imperfections are the most annoying things, and can ruin an experience for me if I don't get it taken care of. Like, that minor text error that's not even a big deal will become a big deal if I'm aware that it exists.

    Plus, I almost see forgoing an update as a minor insult, for lack of a better word. I mean, if you take a ton of time and effort to make an addition to a mod, whether it's a small typo update or a major system overhaul, I feel like the least I can do as a player is play it!

    You, subtledoctor, camdawg, and others; you make so many excellent pieces of content and really don't ask for anything other than feedback. Playing outdated versions just seem like a disservice of sorts; like it's almost saying "Oh...so you spent some amount of effort with all this, huh? Yeah...that's...that's great...who cares...".

    I don't know...I just like staying updated with the latest and greatest, you know. All you guys make fun stuff and I just don't want to miss out. So I can deal with the uninstalls/re-installs for now.
  • WithgilWithgil Member Posts: 39
    An update for the mod would be great. It seems it doesnt work with the new BG2 EE patch. :)
  • [Deleted User][Deleted User] Posts: 0
    edited December 2014
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  • WithgilWithgil Member Posts: 39
    Sorry the second part of my post didn't show up. Have to try the install a second time today. When creating a new character I got invalid ... for the new kits. But I think it was an error on my side....german was set as language before I installed sob.
  • wolpakwolpak Member Posts: 390
    Love what you have done, and the only real adjustment I plan on making is going the complete opposite direction with proficiencies. They allow mid game customization that most classes lack that aren't mages.

    More proficiency points for all classes, more spread out bonuses to proficiencies and 5 points in weapon styles gives an added component while leveling up.
  • [Deleted User][Deleted User] Posts: 0
    edited December 2014
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  • wolpakwolpak Member Posts: 390
    I appreciate the fact I have inspired anybody to do anything. I can barely get my kids to do their homework :) I can't agree more that metagame knowledge kills variety. I mean, you build your Paladin in BG1 to get a weapon half way through the sequel. Really, the alternative would be to use a random item mod, but that has it's drawbacks as well. The best solution would be to be able to limit the number of pips per level, but that is likely way out of the scope of what OH would likely do.

    I never thought of the hidden kit trick (though I think I tried that a couple of times in HS and got slapped). Anyway, thanks for your work and I plan on trying it out asap.
  • wolpakwolpak Member Posts: 390
    I haven't played yet, but looking at the files, I noticed that D5_NUMAT did not copy over (despite me adjusting for all classes to get APR for specialization). So, I would assume that fighter types would not get their class APR bonus without this spell moved.
  • wolpakwolpak Member Posts: 390
    Forgot to put @subtledoctor.
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