If you don't mind my asking, do you have any clue what caused the bug? It seemed as bizarre as the dual-classing bug (which was mainly due to a counting typo).
@subtledoctor Heya Is it possible (or could it be possible in future releases) to install certain class rebalancing components without having new kits automatically added? For example:
Is there a way to install Component 8: "Warrior Class Rebalancing", so my Rangers and Monks can get the spiffy Quickstride ability, but without having the Mage Hunter, Marksman, Halfling Slinger, Elven Archer kits added?
@subtledoctor Coolness I'll look into that. I'm not actually playing with SoB installed atm. I've just read through the Readme, and had it on a past install just to check it out. I'm still working on my first playthrough of BG1 (and then on to BG2) and thought I should install components from SoB on my 2nd playthrough since I'll have a better understanding of all the mechanics by then. Anyway, props on the mod!
Some ideas and questions. (I'm still running 2.5.4 because I didn't want to restart my IWD playthrough) This mod is really great!
First what happens if I try to put multiclass kits on Dual class ? For example make a Spellflicher with a Mage dualed to thief?
Kit Idea: How about making a Wizard Slayer/Assasin Multiclass kit, feels like a natural combo to me. He can get close to the Mages and bring them done Maybe without the Magic resistance, but with the spell disruption ability?
But maybe the Mage Hunter is enough. My problem with the Mage Hunter is that he gets ability's so late and slow. Any chance to give him some more disadvantages but better spell/ability progression?
I would love to have Fighter/Mage Multiclass kit that does not require to be an elf (Maybe I'm a little bit racist there but elfs are just not my style). How about making a Hexblade this way, I just love the background and style of it (I know I talk to much about it, just tell me and I shut up )
Hexblade/Shadowblade (Fighter/Mage): - Specalist Mage -> can only use Illusions, Necromancy, Enchantment, Divination - Normal Spell progress - Cast in Light Armor (this could be hard to do, but its not so important to have) - Use one handed Blade weapons - Cannot use Missile weapons - Get Curses as innate or spell (improves per level, get area effect etc. Man I would love to have something like this
Also I remember that in the beginning the Thief got a better THAC0 progress. Is that still true?
As soon as I have more time, I will post more ideas/feedback. Can't wait for my BG:EE+BG2:EE walkthrough with you mod after I finished IWD
Hm about Mage Hunters, than somehow I broke mine. He didn't get spells in IWD till level 6 (I need to check again) and I installed all components from SoB. I will check tomorrow. Now its time for bed. Thanks for the fast reply.
@subtledoctor Does/Would the "Wizard Class Changes" and "Wizard Spell School Changes" components conflict with the Arcane and Divine Spell Pack components from the IWDification mod for BG1?
UPDATE: Also, I noticed the component "Summoning Spell Changes", but (unless I just completely missed it) there's nothing about it in the Readme.
UPDATE (again): About "Generic +1 weapons become "Mastercraft" weapons, forged with unusual materials and skill." Does that mean that they'll no longer affect enemies who are immune to normal weapons (i.e. I'd have to use and "Enchanted" weapon (+2)?
Update: Maybe it's because I'm using the BWS to install mods, but I noticed that there used to be an option to change Khalid's class into a Harrier Ranger. I'm no longer seeing it though. Was it removed? If, so: Why? I thought that was great and made him and Jaheira compliment each other even further.
@subtledoctor Hmm... Personally, I don't really see Khalid as a healer. I think that role fits Jaheira better, imho.
Also:
aTweaks has two components: "Restore Innate disease immunity to Paladins" & "Rangers' Animal Empathy improves with experience".
Does SoB's "Warrior Class Tweaks" also implement these changes? And if not; could they? As of right now I THINK the components from the two mods conflict. But theoretically if SoB implemented the same bonuses as aTweaks for Paladins and Rangers, we could just deselect those two aTweaks components and get the best of both worlds by just using "Warrior Class Tweaks". Would that be do-able?
Update: Just to make sure I'm reading this right (long day, tired, foggy-headed)... "Rangers and Scouts (if installed, see component 9a below) get the Quickstride ability at 10th level." That doesn't mean that I need to install the Scout Kit in order for my trueclass Ranger to gain Quickstride, correct?
Update (again): Thanks again for this - "@Ser_Elryk here's a very quick, very small update. It adds a setting in the .ini file that should enable you to install the warrior tweaks without adding any kits."
With the Rogue Tweaks, I'm interested in the Scout kit, but not the others. Anyway to add the option to remove them? =D
I haven't looked specifically at those aTweaks components, I don't know if they patch or overwrite or what. There's almost no way the Animal Empathy component could conflict with SoB, since I don't change that ability at all (except to remove it from a few kits). Paladin disease immunity is less clear to me, but it *should* be compatible. I'll take a closer look.
As I think I mentioned before; I always install my mods using the BWS. In the most recently updated version of BWS, on the Conflicts/dependencies section, it says that aTweaks component 120: "Restore Innate disease immunity to Paladins" & component 125: "Rangers' Animal Empathy improves with experience", has a conflict with Scales of Balance Component 300: "Warrior Class Tweaks". Maybe you could ask @ALIEN about it? It also automatically skips SoB Component 6: "APR on Spec" now for some reason, when it didn't before.
Update: Also for some reason every time I install SoB, if I select Bard in character creation it says Bard twice. Example:
Bard Bard Jester Skald Jongleur
any clue on what might cause this?
Also (again), and admittedly this is a VERY MINOR gripe, and I'll be the first to admit it's because I have OCD: In character creation when you click on a class or kit, in the description box it always starts with the class/kits' name in all caps/colon and then the description starts; i.e. PALADIN: ..., DRUID: ..., WIZARD SLAYER: ..., etc.
But under the Harrier and Barbarian Ranger descriptions it does not. Just to have mercy on me and scratch my obnoxious OCD itch, would you consider updating the descriptions so that they read like all the others? XD
It was on BGEE that I was installing it. But I wrote to Silent/Quiet over at the SHS forums about the APR on Spec thing. Here's an excerpt from our correspondence:
"The SoB: APR on Spec problem has never happened before.
Update: subtledoctor just now posted SoB v2.8, but I don't know if it fixed the APR on Spec issue, or not."
"Yes, there was a bug in the code, because of which to install the component required to have installed the same component. In new version this problem is solved."
In response to a PM with @subtledoctor (since I can't post screenies in a PM):
So I had an importing character issue with weapon proficiencies, but for some reason it seems now I can't recreate it, lol! XD
Below are screenshots of when it did occur though. Also, sorry for the vague description of "their proficiencies get all screwed up". I wasn't sure how to describe it:
1) I was importing just to see how importing worked (I'm still a newbie, remember? XD)
2) His proficiencies (pre-export) were:
Long Sword+ Short Sword+ Axe+ Scimitar/Katana+ Daggers/Darts+ Club+ Spears/Halberds+ Quarterstaff+ Crossbow+ Bows+ Sling+ Two-Weapon Style++
3) Same group of mods, no alterations were made.
But now, for whatever reason, I've been trying and trying the past few minutes to recreate the bug, but can't seem to get it to happen again. Strange... sorry for the confusion XD
Comments
Is there a way to install Component 8: "Warrior Class Rebalancing", so my Rangers and Monks can get the spiffy Quickstride ability, but without having the Mage Hunter, Marksman, Halfling Slinger, Elven Archer kits added?
This mod is really great!
First what happens if I try to put multiclass kits on Dual class ?
For example make a Spellflicher with a Mage dualed to thief?
Kit Idea: How about making a Wizard Slayer/Assasin Multiclass kit, feels like a natural combo to me.
He can get close to the Mages and bring them done
Maybe without the Magic resistance, but with the spell disruption ability?
But maybe the Mage Hunter is enough. My problem with the Mage Hunter is that he gets ability's so late and slow. Any chance to give him some more disadvantages but better spell/ability progression?
I would love to have Fighter/Mage Multiclass kit that does not require to be an elf (Maybe I'm a little bit racist there but elfs are just not my style). How about making a Hexblade this way, I just love the background and style of it (I know I talk to much about it, just tell me and I shut up )
Hexblade/Shadowblade (Fighter/Mage):
- Specalist Mage -> can only use Illusions, Necromancy, Enchantment, Divination
- Normal Spell progress
- Cast in Light Armor (this could be hard to do, but its not so important to have)
- Use one handed Blade weapons
- Cannot use Missile weapons
- Get Curses as innate or spell (improves per level, get area effect etc.
Man I would love to have something like this
Also I remember that in the beginning the Thief got a better THAC0 progress. Is that still true?
As soon as I have more time, I will post more ideas/feedback.
Can't wait for my BG:EE+BG2:EE walkthrough with you mod after I finished IWD
UPDATE: Also, I noticed the component "Summoning Spell Changes", but (unless I just completely missed it) there's nothing about it in the Readme.
UPDATE (again): About "Generic +1 weapons become "Mastercraft" weapons, forged with unusual materials and skill." Does that mean that they'll no longer affect enemies who are immune to normal weapons (i.e. I'd have to use and "Enchanted" weapon (+2)?
Update: Maybe it's because I'm using the BWS to install mods, but I noticed that there used to be an option to change Khalid's class into a Harrier Ranger. I'm no longer seeing it though. Was it removed? If, so: Why? I thought that was great and made him and Jaheira compliment each other even further.
Also:
aTweaks has two components: "Restore Innate disease immunity to Paladins" & "Rangers' Animal Empathy improves with experience".
Does SoB's "Warrior Class Tweaks" also implement these changes? And if not; could they? As of right now I THINK the components from the two mods conflict. But theoretically if SoB implemented the same bonuses as aTweaks for Paladins and Rangers, we could just deselect those two aTweaks components and get the best of both worlds by just using "Warrior Class Tweaks". Would that be do-able?
Update: Just to make sure I'm reading this right (long day, tired, foggy-headed)... "Rangers and Scouts (if installed, see component 9a below) get the Quickstride ability at 10th level." That doesn't mean that I need to install the Scout Kit in order for my trueclass Ranger to gain Quickstride, correct?
Update (again): Thanks again for this - "@Ser_Elryk here's a very quick, very small update. It adds a setting in the .ini file that should enable you to install the warrior tweaks without adding any kits."
With the Rogue Tweaks, I'm interested in the Scout kit, but not the others. Anyway to add the option to remove them? =D
P.S. Sorry if I'm requesting too much.
Update: Also for some reason every time I install SoB, if I select Bard in character creation it says Bard twice. Example:
Bard
Bard
Jester
Skald
Jongleur
any clue on what might cause this?
Also (again), and admittedly this is a VERY MINOR gripe, and I'll be the first to admit it's because I have OCD: In character creation when you click on a class or kit, in the description box it always starts with the class/kits' name in all caps/colon and then the description starts; i.e. PALADIN: ..., DRUID: ..., WIZARD SLAYER: ..., etc.
But under the Harrier and Barbarian Ranger descriptions it does not. Just to have mercy on me and scratch my obnoxious OCD itch, would you consider updating the descriptions so that they read like all the others? XD
@subtledoctor
I sent you a PM with some additional questions and comments so I wouldn't be spamming the thread too hard, lol.
So I had an importing character issue with weapon proficiencies, but for some reason it seems now I can't recreate it, lol! XD
Below are screenshots of when it did occur though. Also, sorry for the vague description of "their proficiencies get all screwed up". I wasn't sure how to describe it:
---
Character After Import:
2) His proficiencies (pre-export) were:
Long Sword+
Short Sword+
Axe+
Scimitar/Katana+
Daggers/Darts+
Club+
Spears/Halberds+
Quarterstaff+
Crossbow+
Bows+
Sling+
Two-Weapon Style++
3) Same group of mods, no alterations were made.
But now, for whatever reason, I've been trying and trying the past few minutes to recreate the bug, but can't seem to get it to happen again. Strange... sorry for the confusion XD