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

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  • [Deleted User][Deleted User] Posts: 0
    edited February 2015
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  • AquadrizztAquadrizzt Member Posts: 1,069
    Cantrips are working fine (across Mages, Dragon Disciples, Bloodlines, Specialists and Magi). Metamagic doesn't seem to be appearing. I see no new item abilities appear upon leveling up (and even after resting after a level up).
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  • AquadrizztAquadrizzt Member Posts: 1,069
    Just tested it with Sorcerer, Invoker and trueclass Mage. No item abilities as far as I can tell.
  • GrammarsaladGrammarsalad Member Posts: 2,582
    I'll test when I have a chance.

    Just some quick ideas about cantrips.

    Selectability:

    I think that cantrips should be selectable. This especially make sense if you make two cantrips for each spell school as a generalist with access to all cantrips would have quite a few innates.

    I was thinking of something like this:

    Generalist:
    5 cantrips at first level. Additional selections at level up.

    Specialists:
    3 total cantrips, two of which must be from their school, and the other from and non restricted school. More at level up


    Availability:


    I think specialists should have some access to cantrips from non restricted schools.

    Use:

    I think that they should just be usable at will. I see cantrips as something for the caster to do during encounters where it is not worth casting regular spells, when he has ran out of spells, or occasionally for utility when a better spell is not known or memorized. The generalist already has more spells, and the delay seems to add more work for little benefit.

    Spells per school:

    I don't think that there has to be absolute uniformity in terms of number of cantrips per school. For example, the evocation school lends itself well for different sorts of energy bolt like spells.
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  • GrammarsaladGrammarsalad Member Posts: 2,582

    Hang on, I'll post a copy with working metamagic in about 15 minutes.

    EDIT: weird, my .eff doesn't seem to be working on BGEE. But I believe it works fine on IWDEE. Hold on, I'll test.


    2 cantrips per school seems doable, maybe one offensive and one defensive, something like that. My only issue with choosing cantrips is that the only way I can see to do it would be via dialogue, and I have a pathological aversion to scripting in these games...

    Heh, that is my favorite part!

    Seriously, if that is the only thing holding you back, I'd be happy to provide the code
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  • DarkersunDarkersun Member Posts: 398
    edited February 2015
    To prevent the innate ability bar from getting to full, maybe the cantrips can be put under on button. Like the Innate Spells in the Duskbalde mod (from kensai). He has a button for each level. If you click it you get all the spells from the selected level as option.

    If you want to cast level 2 spell for example:
    1) select innate button -> you see buttons sorted by level 1/2/3/4
    2) select level 2 button -> bar changes an shows 3-4 level 2 spells
    3) select the spell and than a target

    Maybe this system would be got to sort innate ability's more:
    - button for all Bhaal ability's
    - button for Kit/class ability's
    - button for cantrips
    - etc.

    About the issues with my game, so far the rest seems to be working fine, I removed the profiences system (sadly). Without it naming an everything seems to be fine.
    And yes before the standard Bastard Sword item was named "Special" instead of "Bastard Sword"
    It could be the Mod combination (I think Spell Reversion is causing some small text issues, because its not optimized for BG:EE)

    Ps.: Love th Metamagic ideas so far :)
  • wolpakwolpak Member Posts: 390
    You could look to maybe script removing abilities based on class.

    Possibly if class = thief, run a script that casts a spell at player# that removes the spell. Thus, it would only be for specific classes.
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  • DarkersunDarkersun Member Posts: 398
    I like the idea that mages can block spells at will and remove/attack spell blocks at will.
    Makes for a nice battle of power. I think there was a mod that allowed changing spells to other spells.
    (http://forum.baldursgate.com/discussion/29604/mod-spontaneous-casting-for-clerics-and-druids/p1)
    So maybe mages spell protection and removal should be spontaneous ;)

    But what about the Spells that do more than remove spell protection?

    Also a Priest/Cleric/Durid would never be able to penetrate a Wizards spell protection. I'm not sure if I'm a fan of that.
    Is it possible to change how they interact with Divine spells?

    About the Bastard Sword issue: I will send you the information when I get home.
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  • wolpakwolpak Member Posts: 390

    So here are my latest thoughts for a much-simplified way to change the magic battle system:

    Here's a much easier alternative: simply make all spell attacks able to be cast repeatedly, full stop. No new innate abilities for PCs; no concerns about SCS understanding what's going on; just this: edit the .spl files to be repeatable, so if you decide to devote one of your 6th-level spell slots to Pierce Magic, you can cast Pierce Magic as much as you want.

    On the defense side, just turn Minor Spell Deflection into a 1st level spell, re-castable with a cooldown, and nerf it to block (level/5) spell levels. Then turn Spell Deflection at 6th level into Spell Absorption (or, Minor Spell Trap). That's it.

    So just changing about 8 files, you get a rough approximation of my idea, and SCS should be able to handle it perfectly.
    I'd love to hear any thoughts or suggestions people have about this.

    How do you propose to do this. There is no method (that I am aware of), using scripting or effects that will rememorize a spell.

    The best method is using Pecca's spontaneous casting (which has it's own limitations), by setting your character to a high level which then, in turn, changes the spell effect.

    It can be complicated, but it is feasible.

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  • DarkersunDarkersun Member Posts: 398
    edited February 2015
    Awesome, I will try to do some test with SR+IR+TaB ;) Thanks.

    Also some small questions:
    - Are the Totems to change Multiclass/Dualclass available in BG:EE ?
    - Is it possible to get a description what the new Multiclasses can do (Elven Bladesinger, Spellfilcher,...) ?
    - Some minor issues with the readme:
    "
    Component A9: Warrior Class Rebalancing

    This component has two main effects. First, it removes "+1," "+2," etc. from item names. Second, it standardizes the enchantment levels of weapons for purposes of which enemies they can hit. (wrong text copy here?)
    "
    - I think the CORSAIR could use 1 more advantage, the only positive thing he gets over the fighter is "Swashbuckling" and the Fighter can use better armor so right now it looks like the Corsair is just a limited Fighter ?

    Real feedback from testing will come soon"TM" ;)
    Thanks again for that much work you are putting in to this!
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  • Frank2368Frank2368 Member Posts: 3
    What's up with the quickstride abilities? Are they incomplete? They cause problems with SCS, makes it so the smarter general AI can't finish installing.
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  • Frank2368Frank2368 Member Posts: 3

    Frank2368 said:

    What's up with the quickstride abilities? Are they incomplete? They cause problems with SCS, makes it so the smarter general AI can't finish installing.

    How is that possible? It's just an ability that increases movement by 2...

    How do you determine that there's a conflict? Is there any talk on the SCS board? I'll look into it over there...
    I only installed the warrior tweaks, and the D5_STRI2 ... D5_STRI6 don't get copied over. Neither do D5_WALK or the D5_NSTR (which I assume removes previous stride abilities for monks), SCS can't find those files and gives up
  • [Deleted User][Deleted User] Posts: 0
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  • DarkersunDarkersun Member Posts: 398
    Great thank you :)
  • WithgilWithgil Member Posts: 39
    edited February 2015
    With the new version I get an error when installing the sniper kit.
    Error: unix.unix_error(20, "stat", "SoB/thief/d5_snipe.2da")
    There is no d5_snipe.2da only d5_sharp.2da which gets used in the sob.tp2
  • [Deleted User][Deleted User] Posts: 0
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  • WithgilWithgil Member Posts: 39
    Thank you for your quick response :)
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