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

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  • wolpakwolpak Member Posts: 390
    It didn't throw an error, just noticed it going through the files. I didn't look at the scripts, so, I am not sure how or what updates the fighter clab files, just that D5_NUMAT was there at 6 and 13, but no corresponding file. (I actualyl found it while looking at the clab and then searching for the file, which then didn't exist).
  • rainlitrainlit Member Posts: 12
    Would you mind incorporating the Elemental kits from the mod "44 Priest Kit" @ (http://forum.baldursgate.com/discussion/15433/44-priest-kit/p1)? I would really appreciate the Waterwalker kit.
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  • FrozenCellsFrozenCells Member Posts: 385
    "Misadventurer of Brandobaris" <-- the tome/totem/whatever isn't with the priest of oghma?
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    edited January 2015
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  • FunkaveFunkave Member Posts: 31
    Hi Subtledoctor, are you still planning to add some specific HLA to your kits? Cheers
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  • [Deleted User][Deleted User] Posts: 0
    edited January 2015
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  • Abdel_AdrianAbdel_Adrian Member Posts: 430

    ...

    You can easily restrict [to specific weapon styles, but that first bit--selecting one weapon with which you can reach grandmastery--is difficult and may not be satisfactorily feasible. The easiest way that I can think of is you could implement the choice at installation...

    I'm not at all sure that I can do this. I tend to make somewhat minor changes to things (re-using existing powers/spells, etc) not because I'm so in love with balanced kits, but because my modding skills are not very good. I'm investigating whether this kensai change is something I can do; I have a lead on a method that might work - we shall see. But no promises, and no promises about implementing any other good ideas, such as your notes on thieves, because creative ideas = hard, usually, and for me hard = impossible.
    This suggestion would be pretty easy, I think. I have very little time these days, but I'll investigate and get back to you. (probably next week)
    Hi, I was hoping someone could explain how I could get a similar function to work on my Bladesinger bard kit, if I wanted them to pick one weapon at lvl 1 to use exclusively, possibly limiting proficiencies at a certain number, total or for weapons outside the chosen one, or maybe a thac0 penalty for all others.
    I'd definitely prefer an in-game choice like an item or spell, rather than a choice at installation. I'm competent at making custom items and some spells, and adding them to the game, but this is beyond my skills.

  • GrammarsaladGrammarsalad Member Posts: 2,582

    ...

    You can easily restrict [to specific weapon styles, but that first bit--selecting one weapon with which you can reach grandmastery--is difficult and may not be satisfactorily feasible. The easiest way that I can think of is you could implement the choice at installation...

    I'm not at all sure that I can do this. I tend to make somewhat minor changes to things (re-using existing powers/spells, etc) not because I'm so in love with balanced kits, but because my modding skills are not very good. I'm investigating whether this kensai change is something I can do; I have a lead on a method that might work - we shall see. But no promises, and no promises about implementing any other good ideas, such as your notes on thieves, because creative ideas = hard, usually, and for me hard = impossible.
    This suggestion would be pretty easy, I think. I have very little time these days, but I'll investigate and get back to you. (probably next week)
    Hi, I was hoping someone could explain how I could get a similar function to work on my Bladesinger bard kit, if I wanted them to pick one weapon at lvl 1 to use exclusively, possibly limiting proficiencies at a certain number, total or for weapons outside the chosen one, or maybe a thac0 penalty for all others.
    I'd definitely prefer an in-game choice like an item or spell, rather than a choice at installation. I'm competent at making custom items and some spells, and adding them to the game, but this is beyond my skills.

    Take a close look at @subtledoctor‌'s kensai remake
  • GrammarsaladGrammarsalad Member Posts: 2,582
    @Abdel_Adrian‌

    You will essentially create x phantom kits (ie without k_x_x entries) where x is equal to your number of specializations, and then you will use the "invisible monster trick"to summon a creature that gives you the kit via script. See tome of magic for a variation that gives kits via dialog...
  • Abdel_AdrianAbdel_Adrian Member Posts: 430
    edited January 2015
    @Grammarsalad‌ I see what he did for the most part, changing kensai's clabfi04 file to give a spell d5_kenfo linked to a 2da of selectable weapons and a different clab (e.g. d5_klswo) for each, but I don't know this invisible monster trick. I've written a little custom dialog but having a creature assign me a kit sounds more challenging than my Cespenar mod. I'm also realizing this might be more difficult to do in bg2 at lvl 7, but maybe not.
    Post edited by Abdel_Adrian on
  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited January 2015

    @Grammarsalad‌ I see what he did for the most part, changing kensai's clabfi04 file to give a spell d5_kenfo linked to a 2da of selectable weapons and a different clab (e.g. d5_klswo) for each, but I don't know this invisible monster trick. I've written a little custom dialog but having a creature assign me a kit sounds more challenging than my Cespenar mod. I'm also realizing this might be more difficult to do in bg2 at lvl 7, but maybe not. I'm actually not seeing how the initial proficiencies are accounted for since all the stat:proficiency effects are set to 0.

    It's actually pretty easy... You have a summon spell that summons a monster with a script that gives the kit.

    Attached is an example (you have to COMPILE the baf (I'm sure you will find that somewhere in this mod).

    The spell file "b_lgcl.spl" will summon the creature "b_lgcl.cre" which has the script "b_lgcd" which will give a kit to the summoner if the summoner has a certain property (is trueclass).

    That is, if you look at the baf file, you will see that the monster will give a cleric of lathander to the summoner iff that summoner is a trueclass (though this will only work with a trueclass cleric, so put the spl in the clabpr01.2da). Feel free to make some changes (put it in the assassin clab, and change the added kit to a swashbuckler or whatever--find the internal kit names in KIT.IDS.

    Feel free to use these files and make changes as you see fit.

    EDIT: @Abdel_Adrian‌

    I'm thinking about it and you should probably start a new topic. Feel free to 'summon' me if you have more questions
  • ElysiumElysium Member Posts: 28
    Seeing as this thread is still active, I'm amazed it took me so long to find this mod. Even when I installed it, I didn't think it would work (I still have BG Tutu installed and a lot of EE mods don't work with it), but with some muddling with SK, I finally have my Arcane Archer (Fighter/Mage multi with Marksman kit). Completely unarmored, I'm putting together one hell of a ranged party of death, complete with Webs, Stinking Cloud, Sleep, and every other "Get the hell away from me" spell I can get my hands on.

    Keep up the good work. It's an amazing mod and even if you're just translating it from BG2, then well done nonetheless. (I actually made an account to leave this comment, so cheers!)
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    I've heard it's best to contact thefaces(or something like that) to get things moving at gibberlings...

    Also, I actually just COMPILE the baf file and it creates the bcs for me...simple pimple
  • wolpakwolpak Member Posts: 390
    @subtledoctor I find the best way is just to test and then copy the cre file over. You don't even need weidu to compile. Edit the bcs in NI in your override, test your stuff out and then copy it to your game directory.
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    edited January 2015
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    edited January 2015
    Oh, dltcep doesn't work like that (ie a drop down list). You can put the title of your script in the cre file even if it doesn't (yet) exist in the game. I compile the baf before copying over the creature just in case, but it works fine.

    So:

    COMPILE ~path/scriptname.baf~ ~override~
    COPY ~path/creaturename.cre~ ~override~//with correct 'scriptname' already added in dltcep.

    ...that's it
  • DarkersunDarkersun Member Posts: 398
    edited January 2015
    Lets say I would like to make a walkthrough in BG:EE with you Mod and some others, what would be the recommended installation order for it:
    (my intended installation order for now)

    1) More Style for Mages
    2) Item Revesion
    3) Spell Revision
    4) BG1NPC for BGEE Prerelease
    5) BG2 Tweak Pack
    6) Rogue Rebalancing (are the HLAs compatible? What should I skip in this mod?)
    7) Wizard Slayer Rebalancing
    8) Faerunian Monastic Orders
    9) Tome and Blood: More Options for Wizards and Sorcerers
    10) aTweaks
    11) SCALES of BALANCE

    Are there any components that can conflict and I should skip?
    (Don't worry about BG2 Tweak Pack I only use some minor tweaks)

    Thanks for feedback, I would be really grateful :)
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    edited January 2015
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  • DarkersunDarkersun Member Posts: 398
    Thanks @subtledoctor for the information. Great I will use you post as guide and begin installation today. Feedback will be incoming ;)
  • AquadrizztAquadrizzt Member Posts: 1,065
    @subtledoctor‌ , I don't believe that you have listed the monk features anywhere in the top post, but going by your list in the post above. Here is a list of the suspected issues between our mods (FMO/TnB and SoB).

    I am pretty sure that the monk components of this mod and the features of my monks in FMO are incompatible. There are ways to fix this, but I'm not sure if the work required is worth it.

    Furthermore, is there a specific component of TnB that you are worried is incompatible? The cantrips and the casting speed penalty of SoB's wizard components are both incompatible with various components of TnB. Again, its probably an either/or in terms of which mod you use (use TnB or SoB's Mages, but not both.)

    Given time, I am willing to implement compatibility with other mods into mine. Let me know if you would be interested.
  • DarkersunDarkersun Member Posts: 398
    So if I understand everything fine I will do the following installation:

    1) More Style for Mages
    2) Item Revesion
    3) Spell Revision
    4) BG1NPC for BGEE Prerelease
    5) BG2 Tweak Pack
    6) Rogue Rebalancing
    7) Wizard Slayer Rebalancing
    8) #Faerunian Monastic Orders (I think I need to skip this because I would lose to much SoB components if I don't want to have incompatibility problems)
    9) Tome and Blood: More Options for Wizards and Sorcerers
    10) SCALES of BALANCE - Without WIZARDS REWIRED (because of Tome and Blood)
    11) aTweaks

    Thanks again, I love it that BG has an active modding community again.
    I need more free time to learn modding BG myself ;)
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    edited January 2015
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  • AquadrizztAquadrizzt Member Posts: 1,065
    @subtledoctor‌ ,

    My monk mods use my own movement speed bonuses, I believe. (I coded them a year ago, so I might have incorrectly remembered some stuff.)

    I also change the monk fists progression by changing MONKFIST.2DA to use my new progression. So if you don't touch that, then it should be compatible.

    The main compatibility issue that I would foresee is SoB cantrips with TnB Specialist Mage kits. It would be easy enough to make these compatible, but I have no qualms with you overlaying modifications to what I do in your mod. The reason the TnB Specialist Kits component might not work ideally with cantrips because Specialists declare an actual kit after creation, which uses AddKit, instead of AddSuperKit. (This is intentional.)

    On the subject of component detection, every component in any mods I have released has a detection file that uses a .QD file format (for example, the Core Component of TnB adds a "QDTNB00.QD" file to the game). If you need the detection files for certain components, I can send you a list.

    I would love any suggestions you have about metamagic; @Grammarsalad‌ and I have been grappling with concepts for it for awhile now. I always appreciate your feedback and suggestions.

    I believe that you intend for your mod to be installed after mine, so the compatibility checks should probably be in your mod.

    And yes, I believe most of the interactions between our mods are more conceptual and less technical issues, but I think that the few technical issues can be easily ironed out with some component checks.
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  • GrammarsaladGrammarsalad Member Posts: 2,582
    Addkit should wipe out all abilities of the previous kit, which should include cantrips. So, the clabs of the tom kits should be appended to add them
  • DarkersunDarkersun Member Posts: 398
    edited January 2015
    So some feedback of my installation, somehow something went wrong with the proficiencies:

    1) I tried it with the MAGUS from Tome and Blood -> He does not get new proficiencies, he should be able to get a second point in some weapons. I gave him xp to test him and at level 12 he still got no new proficiencies. (Start proficiencies are correctly set)

    2) The Item "Bastard Sowrd" is renamed in SPECIAL

    3) I'm not sure if the proficiencies should have new names
    - Curved Blades instead of Scimitars
    - Heavy Swords is correct shown

    I can make a screenshot later today, if that will help.
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