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

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  • Swifty_MageeSwifty_Magee Member Posts: 229

    I'll check it out when I can. Meantime, it would be helpful if you guys could tell me exactly when it crashes. Like, when pressing the Abilities button, or the Skills button, or the Appearance button, etc.

    No worries; I know you have a full plate, mod-wise.
    And packing steel!

    I should have seen it coming...
  • [Deleted User][Deleted User] Posts: 0
    edited April 2016
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    edited April 2016

    I used the Steam version of BGEE and Siege of Dragonspear, and this was before I found out about the Modmerge program.

    heh heh, that's probably why I ignored your post :tongue: oh well, joke's on me :)
    I just figured you missed it because it was wedged between two other long posts (one of which was mine and another was a reply of it).

    Anyway, take your time with all this. Until all the 2.0 and SoD madness dies down a little, I'm just playing IWDEE with all your other mods...here's hoping Grammarsalad releases the next version of Faith and Powers soon.

    Also playing the game UnderRail, which is pretty great! If anyone likes the old Interplay Fallout games, you should check it out.
  • BennettBennett Member Posts: 14
    Hello and thanks for a great mod!

    I just installed SoB and it is working very well.

    I hope you can help me with a small problem though.

    I just tried creating a Cleric/Ranger that I want to be using a bow, and sadly it is not possible due to class restrictions.


    A link to two screenshots showing the problem:
    https://www.dropbox.com/sh/zwwevz6prlo664p/AADuDhiMA-KV9RKQbycYQ-yRa?dl=0

    I just grabbed this from the SoB documentation:

    "Weapon use is slightly liberalized: all weapons are usable by clerics, but single-class clerics can only be proficient in traditional cleric weapons (the exception being kitted clerics' favored weapons.) Multiclass clerics primarily benefit from this: cleric/thieves can use thief weapons, and fighter/clerics can use any weapon."

    The restrictions are set so that a Fighter/Cleric and Cleric/Ranger can use the bow, but not the arrows. :)

    Can anyone help me with this problem?

    Thanks in advance.
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  • BennettBennett Member Posts: 14
    @subtledoctor I will give it a go using Near Infinity. I've not tried using it before though, but it might be possible. :)

    Thanks for the fast reply. :) And yes I am only looking for Cleric/rangers to be able to use bows, since I am doing an Elven Archer/cleric build using your and the Might and Guile mod. :)
  • BennettBennett Member Posts: 14
    LOL now THAT was easy. :D Thanks for the headsup and pointer.
  • KhamacKhamac Member Posts: 10

    M&G doesn't change any strength bonuses.

    And I don't think SoB affects the shaman at all, except for its weapprof.2da entry, and maybe druids' item usability.

    This will take some testing.

    when click the skills button
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    edited April 2016
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    I'm liking the ranger/mage so far. My character is only lvl 2/2 right now, but I'm expecting her to be pretty deadly at later levels.

    Only nitpick I have is that it sucks you can't wear any sort of armor and cast spells. It'd be nice to wear something at least up to studded leather. It's not too bad though, since I can just cast something like Armor.
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  • Swifty_MageeSwifty_Magee Member Posts: 229
    @subtledoctor , the armored casting component from Tome and Blood never seems to work for me, but I usually have 3 to 5 mods installed at a time. I figure something is overlapping that component. If I only have TnB installed armored casting usually works fine, but I gotta have my Might & Guile and Scales of Balance.

    I might give the Spell and Item Revision mods a try though, as I've heard good things about them. I'm not familiar with Full Plate & Packing Steel, but I might have to download and try it...having a Ranger/Mage be more like a slower-casting Magus from TnB seems too good to pass up!
  • [Deleted User][Deleted User] Posts: 0
    edited April 2016
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  • BennettBennett Member Posts: 14
    @subtledoctor
    Hello again,

    I have been looking at a problem with component 124 WPO part 4: Weapon Style Overhaul.

    When Dualwielding, do you intend that it is harder to hit with the main weapon than it is to hit with the offhand one?

    As it is right now the mainweapon gets a penalty 2 points higher at all levels of Dual-Wielding. It seems that you have the bonuses turned the wrong way arround.

    https://dropbox.com/sh/ob0whwaahsx4d18/AAD2QytmPzxgR0wJcbkuCEVca?dl=0
  • BennettBennett Member Posts: 14
    In game it looks like this. 15 Thac0 with a +2 mainhand and 13 Thac0 with a +2 offhand and I have 3 pips in DW of cause. :)

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  • BennettBennett Member Posts: 14
    @subtledoctor

    I guess this part of SoB is not for me then, I will make due with the standard game version. Thanks for the reply. :)

    Again Amazing work! I am enjoying BG more than ever thanks to your mods. ;)

    Oh and did you make changes to the arrows, quivers and bows when it comes to Ranger/Clerics? Because now it just works without me making changes with NI after reinstalling. :)
  • Swifty_MageeSwifty_Magee Member Posts: 229
    You continue to do amazing work, my friend! If only fixes and patches by Beamdog could come in such a timely manner, but that's a complaint for another thread.
  • TheMetaphysicianTheMetaphysician Member Posts: 76
    I'm really intrigued by the magic resistance overhaul in this mod. I always thought magic resistance was an odd, often game-breaking mechanic, and I really like the idea of replacing it with saving throw bonuses. I am curious about the qualifier in the readme -- that you don't really know how it affects game balance.

    Has anyone played at all with the magic resistance overhaul part of this mod? Especially with SCS (I also plan to use item and spell revisions)? How does it affect gameplay? Even speculation on your part, subtledoctor, would be appreciated. I'd love to hear your thoughts about it.
  • TheMetaphysicianTheMetaphysician Member Posts: 76



    If you combine that component with the "IWO - Distinctions between Light & Heavy Weapons," you can reduce the penalty even more, because you get an overall +2 thac0 bonus when wielding two light weapons.

    So a light weapon in either hand improves thac0 for both hands?

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  • TheMetaphysicianTheMetaphysician Member Posts: 76
    Thanks so much for your responses. Love your stuff. Your changes to the weapons styles all by themselves makes this one of the best mods around; I've thought it pretty well through, and it makes all of the weapons styles really interesting and fun options! I'm going to make sure to have characters doing all four different styles.

    One last question: is a ninja-to a light weapon? It wasn't on the list in the readme.

    Enjoy your playthrough!
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  • TheMetaphysicianTheMetaphysician Member Posts: 76
    Will SCS spellcasting demiliches have their MR removed? They are still immune to level 6 and below spells, but vanilla's versions were immune to all spells, and SCS allows 7-9 spells to affect them.

    That might make me actually install that part of SCS. Spellcasting demiliches scare me. :smile:
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  • TheMetaphysicianTheMetaphysician Member Posts: 76
    Ok, great. That makes me think that, with MRO installed, I'll be able to damage SCS's "spellcasting demiliches" with level 7-9 damaging spells, where that would not be true if that SCS component is not installed (per the SCS readme). I think I will install that component, then.

    When I finally get to one (like you, I'm starting a trilogy run from the start as soon as the next patch drops), I'll let you know if it works as I expect.
  • DarkersunDarkersun Member Posts: 398
    edited April 2016
    Thanks for the feedback, I know my post is on the other page, but it took me some time to answer.
    Can't wait to use this mod with SoD ;)
    Are there also some other mods you recommend to use together with your mods for a playthrough from BG:EE over SOD to BG2:EE?
  • KhamacKhamac Member Posts: 10
    Proficiency benefits 4* and 3* are misplaced each others. Description about class is not the same as readme, still the same as BG:EE version.
  • GawainBSGawainBS Member Posts: 523
    I've noticed that the details regarding which kits can get more or less weapon pips are no longer in the readme. Could you add those again, please? It just says "certain kits can get more or less."
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