I managed to get SCS to install on top of Ascension and Scales now, so that seems to work. I have noticed a few problems with effects being granted at level up. Swashbucklers get way too high THAC0 and Diviners get massive amounts of lore. Kensai's and archer seem to work fine, but I use Kit Revisions versions of them.
I think the THAC0 of the Swashbuckler is being edited by the Weapon Proficiencies mod, and somehow the effect gets added every level on top of the normal THAC0 progression.
Edit: on second thought it might a problem caused by Rogue Revisions? They do change the swashbuckler after all
Just a quick bug report regarding the Harrier and Barbarian Ranger kits.
1) Harrier kit actually copies over the Barbarian Ranger no-spell files. 2) Barbarian Ranger kit doesn't copy over any no-spell files at all, so he doesn't have his spell restrictions.
EDIT:
A quick report on inter-mod compatibility: Your APR on Spec (and by extension your Prof Overhaul) component breaks the Multiclass Multikit Builder mod. This component removes the CLSWPNBON.2da entries of several of your kits, which the builder needs to process kit APR. Would it be possible to leave them in?
Funny enough, the multikit builder is what pointed out that your no-spell files for Barbarian Ranger were missing. It stopped when I tried to make a Barbarian Ranger multiclass kit because it went "wait, d5_rnosp.eff for Barbarian Ranger isn't in chitin.key, abort!". So I read the component scripts.
Harrier installs d5_rnosp when it does not actually use it in any way in its ability table. It is the only component that installs it from what I can see. d5_rnosp is an effect that disables priest magic.
Both your Barbarian Ranger kit and your Halfling Slinger kit need d5_rnosp to work, but they do not actually install it.
As for CLSWPNBON.2da, it's not just the Multikit Builder it's affecting. After further research, what is actually going on is that your Proficiency Overhaul and APR on Spec components implement WSPATCK For All by copying over your edited copy of CLSWPNBON.2da, which results in the destruction of the entries for any mod kits installed prior to that component. This is doubly unfortunate when you consider that you're honestly supposed to install mod kits before Scales.
Unfortunately, the only real fix to this is to write something that parses the 2da and just replaces every integer in the APR column with 1. I haven't worked with WeiDU before so I have no idea how big a trial that might be.
Any eta for a new version? I'm always exited to see what you have changed or invented I need more time! Its been some time since I last had time to play BG:EE + BG2:EE with SoB!
I must say I played around with your wizard tweaks and really enjoyed the flavor they added to single class mages. I started playing a single class Abjurer, but for now RL has got in my way as well.
@subtledoctor it is sad to hear that there will no longer be much development. I really enjoyed you mod with IWD. But RL is always more important, than some game. I hope you can handle the thinks RL throws at you. Thanks for making such an awesome mod, you have my best regards.
I've read through the readme, but one thing isn't 100% clear: how will this affect Cleric/Ranger (multiclass)? I take it they would be able to useallthe weapons & styles, with Mastery restrictionsasper the ranger. Is that correct? It would be great.
Just a couple of notes from my most recent BGII play through: Minsc, Barbarian Ranger, can cast spells and does not move faster than other characters as per description.
I don't generally use npc's, but I would think that 3 might be inconvenient for some. If you are keeping the class/kit stuff in SoB, it seems to make sense to keep anything that might depend on that in the mod.
I've read through the readme, but one thing isn't 100% clear: how will this affect Cleric/Ranger (multiclass)? I take it they would be able to use all the weapons & styles, with Mastery restrictions as per the ranger. Is that correct? It would be great.
Is there anything in this mod that could turn all the peasants into brown mud monsters? Just wondering because I have brown pudding people everywhere and this is one of the 2 new mods I installed for my new plsythrough. It's the "drab colours" bug but I didn't install drab colours.
Vanilla Rangers are underpowered, period. Their spells aren't enough to compensate, given how late they get them and how few. Stealth barely cuts it, since it doesn't give any advantage pers se AND forces you into lighter armour. Especially in SoA & ToB, the two extra pips in Two Weapon Fighting are hardly an advantage. On top of this, Rangers have higher XP requirements than Fighters. Compare them to Paladins, who have the same XP requirements, but bring more to the table, especially in their kits, which are a lot less limiting than the Ranger's.
On a sidenote: how are Bards affected with the weapon proficiencies of Scales of Balance? Can they Specialise? Get Mastery? Or only in limited weapons? If so, which ones? Thanks in advance!
BTW, something I noticed: Bard Blades don't get their innate three pips in Two Weapon Fighting and they can only add max. one at creation. The automatic three pips come from the Rogue Rebalancing mod, I think. However, the limitation at lvl one seriously hurts, since the TWF style is virtually useless without the maximum three pips.
However, I'm still going to re-install that part of the mod right now!
Fair enough. The three pips came from the original P&P kit, IIRC. (See the Rogues Rebalanced mod.) I do think, however, that your readme should mention this and other changes to the Bard class, just to be clear. I really appreciate the modular nature of Scales, since it allows us to cherry-pick.
Alright. I think it's my 3.5 background that makes me read "Rogues" as "Thieves". However: Bards are normally proficient (in the IE games) with Twohanded Swords, Halberds, Spears and Quarterstaffs. Ever since installing the Proficiency overhaul, they can no longer put pips in Twohanded weapons.
Comments
I managed to get SCS to install on top of Ascension and Scales now, so that seems to work. I have noticed a few problems with effects being granted at level up. Swashbucklers get way too high THAC0 and Diviners get massive amounts of lore. Kensai's and archer seem to work fine, but I use Kit Revisions versions of them.
I think the THAC0 of the Swashbuckler is being edited by the Weapon Proficiencies mod, and somehow the effect gets added every level on top of the normal THAC0 progression.
Edit: on second thought it might a problem caused by Rogue Revisions? They do change the swashbuckler after all
1) Harrier kit actually copies over the Barbarian Ranger no-spell files.
2) Barbarian Ranger kit doesn't copy over any no-spell files at all, so he doesn't have his spell restrictions.
EDIT:
A quick report on inter-mod compatibility: Your APR on Spec (and by extension your Prof Overhaul) component breaks the Multiclass Multikit Builder mod. This component removes the CLSWPNBON.2da entries of several of your kits, which the builder needs to process kit APR. Would it be possible to leave them in?
Harrier installs d5_rnosp when it does not actually use it in any way in its ability table. It is the only component that installs it from what I can see. d5_rnosp is an effect that disables priest magic.
Both your Barbarian Ranger kit and your Halfling Slinger kit need d5_rnosp to work, but they do not actually install it.
As for CLSWPNBON.2da, it's not just the Multikit Builder it's affecting. After further research, what is actually going on is that your Proficiency Overhaul and APR on Spec components implement WSPATCK For All by copying over your edited copy of CLSWPNBON.2da, which results in the destruction of the entries for any mod kits installed prior to that component. This is doubly unfortunate when you consider that you're honestly supposed to install mod kits before Scales.
Unfortunately, the only real fix to this is to write something that parses the 2da and just replaces every integer in the APR column with 1. I haven't worked with WeiDU before so I have no idea how big a trial that might be.
I need more time! Its been some time since I last had time to play BG:EE + BG2:EE with SoB!
Thanks in advance!
Just a couple of notes from my most recent BGII play through: Minsc, Barbarian Ranger, can cast spells and does not move faster than other characters as per description.
I don't generally use npc's, but I would think that 3 might be inconvenient for some. If you are keeping the class/kit stuff in SoB, it seems to make sense to keep anything that might depend on that in the mod.
Especially in SoA & ToB, the two extra pips in Two Weapon Fighting are hardly an advantage.
On top of this, Rangers have higher XP requirements than Fighters.
Compare them to Paladins, who have the same XP requirements, but bring more to the table, especially in their kits, which are a lot less limiting than the Ranger's.
On a sidenote: how are Bards affected with the weapon proficiencies of Scales of Balance? Can they Specialise? Get Mastery? Or only in limited weapons? If so, which ones? Thanks in advance!
BTW, something I noticed: Bard Blades don't get their innate three pips in Two Weapon Fighting and they can only add max. one at creation.
The automatic three pips come from the Rogue Rebalancing mod, I think. However, the limitation at lvl one seriously hurts, since the TWF style is virtually useless without the maximum three pips.
However, I'm still going to re-install that part of the mod right now!
I do think, however, that your readme should mention this and other changes to the Bard class, just to be clear.
I really appreciate the modular nature of Scales, since it allows us to cherry-pick.
However: Bards are normally proficient (in the IE games) with Twohanded Swords, Halberds, Spears and Quarterstaffs. Ever since installing the Proficiency overhaul, they can no longer put pips in Twohanded weapons.