I think I've found a bug. I've installed the BG2tweaks component that gives Bards the PnP spell table progression. I've installed the revised stat-component component from SoB, but whenever my Bard with 19 INT equips an item that adds to available spellslots (Amulet of Metaspell Influence and Reed of Echoes both had this happen), he reverts to having 3 1st lvl slots, 2 2nd lvl, 3 3rd lvl slots and no 4th lvl slots. Also, leveling up no longer spawns a new character, which is a script (IIRC) that SoB uses to apply the INT Bonus slots. This occured both in BG:EE & SoD. Importing my character to SoD fixed the problem initially, i.e. I got spells as per the table & INT. Then I equipped the Reed of Echoes and I got the same problem.
Nevermind, apparently it happens when going from lvl 10 to lvl 11. The lvl up box says "Additional Mage Spells", instead of detailing the number & the level. Not sure if it's SoB, but it didn't happen when I was only using BGTweaks.
EDIT: I tested it with a new character and leveled her up one level at a time. She got the vanilla Bard spell progression and the INT bonus never allowed her to exceed the 3 spell slots per level of the vanilla table. However, they did kick in the regard that she obtain more slots per lvl faster. I seem to remember SoB featuring a spell progression table revision too, at one time?
My current character is probably damaged from all the different game versions, but the newly created one does show something is amiss. Not sure if it's 2.0, the way SoD works with GoG (I used the chitin.key extractor), BG2 Tweaks or perhaps some remnant in SoB.
EDIT 2: I also tested the exact same mod configuration in IWD:EE. Same deal: High INT gave slots faster, but never more than three. However, the P&P spelltable was followed 100 %.
@subtledoctor First SoD bug! It seems that component ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO part 2 - functional weapon tweaks: v5.1 will cause crash/hang to Skie cutscene when you arrive at Coast Way Fores - after uninstalling this component, cutscene went fine. Those are the only mods which I have installed for SoD:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 23900
~SETUP-BWS.TP2~ #0 #0 // Expert Click-Properties Selected
~SETUP-BWS.TP2~ #0 #1 // Expert Mod In Selection: Faiths_and_Powers
~SETUP-BWS.TP2~ #0 #2 // 20160201 - Updated by agb1 (installation started 10.04.2016)
~BGEE_PL/BGEE_PL.TP2~ #0 #0 // Pliki dzwiekowe z polskiego wydania BG1 dla BG:EE: v1.2
~BGEE_PL/BGEE_PL.TP2~ #0 #1 // Filmiki z polskiego wydania BG1 dla BG:EE: v1.2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2 BWP Fix
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #1080 // Dodaj Torby przechowywania: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #2140 // Rozszerzone opcje dla dwuklasowcow: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #2352 // Zmien ograniczenia dla wieloklasowcow -> Zainstaluj obie z powyzszych opcji: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #2360 // Usun ograniczenia rasowe dla jednoklasowcow: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #2371 // Zmien ograniczenia dla dwuklasowcow -> Zezwol nieludziom na dwuklasowosc: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #2380 // Usun ograniczenia rasowe dla podklas: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3020 // Wszystkie przedmioty zidentyfikowane: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3031 // Latwa nauka czarow -> 100% szansa na nauczenie sie czaru i brak maksymalnego ograniczenia ilosci czarow: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3040 // Uczyn Torby przechowywania bezdennymi: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3050 // Usun zmeczenie z czarow przywrocenie: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3080 // Increase Ammo Stack Size -> Nieograniczone grupowanie amunicji: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3090 // Increase Gem and Jewelry Stacking -> Nieograniczone grupowanie klejnotow i bizuterii: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3100 // Increase Potion Stacking -> Nieograniczone grupowanie mikstur: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #6 #3110 // Increase Scroll Stacking -> Nieograniczone grupowanie zwojow: Beta 3
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #225 // Revised Stalker: v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #270 // Revised Blade & Skald: v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #275 // Revised Shadowdancer: v2
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #101 // Select an installation method below: -> install ALL of the new kits, AND the deity selection system, AND the sphere system: 0.24
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO part 1 - aesthetic & enchantment tweaks: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO part 2 - functional weapon tweaks: v5.1
Just did an installation with Scales of Balance and am interesting in checking it out further. One thing I did notice is that the weapon classifications have been changed and this seems to be working correctly. That said, I notice that in-game descriptions have not changed. So, for instance, Bastard Swords and Two-Handed Swords are in the Great Swords classification (according to the readme) but in game, the weapons themselves just show the original classification. As I said, it works and both a 2-Handed Sword and Bastard Sword show the proper THAC0 when you have proficiency in Great Swords but there's no way to tell that in-game. I kind of expected the descriptions on the weapons to be changed to what class it belongs to (ie., a Bastard Swords would say "Great Swords") but I'm guessing that's a lot of work. Alternatively, is there any plan to update the proficiency descriptions to say what's included. So, for Great Swords, it only talks about 2-Handed Swords as per the Vanilla game. Is there some in-game way to see what weapons are included in a class without having to refer back to the readme?
This is minor but think it would be a nice aid for the player.
Thanks for the work on the mod. Looking forward to it though I didn't have the guts to try out the revised Magic Resistance system.
@wsmithjr Good points. I honestly don't remember what I did with bastard swords. I thought I folded them in with long swords, but I guess I put them with 2-handed? (I always play with CDTweaks "bastard swords can be 1-handed or 2-handed" and that changes the behavior of my mod, so I haven't looked at how my mod works with the vanilla game for a while.)
Anyway updating descriptions is definitely feasible, I'll tackle it when I can.
Actually, I tried adding in that tweak to make bastard swords 2-handed but I thought it made the proficiency not work correctly. I'm going to check it again as perhaps I had something else installed that messed it up and it wasn't the 2-handed thing at all.
Anyway, bastard swords are definitely lumped in with 2-handed swords which suits me just fine seeing as how my paladin wants to be able to use the Holy Avenger down the road but would like the help of a shield for a few levels.
That component of Tweaks needs to be installed before SoB for them to work together.
Hmm. I just checked this and it doesn't appear to be working. I double-checked it against a clean install of BGEE with only the 3 2-handed options from CD Tweaks enabled and then Scales of Balance. Upon starting a new game with a Paladin with 1 star in Greatswords, I found the following:
Equipping the starting staff gives me an THAC0 of 19: -2 Strength (18) +2 (no proficiency) and -1 (light weapon).
Equipping a 2-handed sword gives me a THAC0 of 18: -2 Strength (18)
However, equipping a bastard sword gives me a THAC0 of 20: -2 Strength (18) +2 (no proficiency)
OK ... upon further testing, it appears the bastard sword is indeed in the same category as the long sword. However, the README states it's in the Greatsword category. I created a new character with only Long Sword proficiency and the THAC0 was the same for both a long sword and a bastard sword at 18 with the 2-handed sword being at 20 due to no proficiency.
I wonder if it would be possible to change the bastard sword from the long sword category to the greatsword category depending on whether it's set for 2-handed use or 1-handed? That seems like it would make a lot of sense but have no idea if it could be coded that way.
FWIW.
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~SETUP-WEIDU.TP2~ #0 #0 // 23900 ~SETUP-BWS.TP2~ #0 #0 // 20160201 - Updated by agb1 (installation started Thu 04/14/2016) ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: Beta 3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: Beta 3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: Beta 3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO part 1 - aesthetic & enchantment tweaks: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO part 2 - functional weapon tweaks: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO part 3 - light/heavy weapon distinctions: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO part 1 - weapon category collapse: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO part 2 - systemic proficiency changes: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #123 // WPO part 3 - dual-class restrictions - TEMPORARILY UNAVAILABLE: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO part 4 - weapon style changes: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO part 5 - APR on Spec: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO (Saving Throw Overhaul): v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO (Magic Resistance Overhaul): v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // Revised Stat Bonuses: v5.1 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // Revised XP Tables: v5.1 // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
That is precisely what happens. When you wield the bastard sword in one hand, it operates under the longsword proficiency. When you wield it in two hands, it operates under the 2-handed swords proficiency.
Hmm. I'm not seeing that. Just checked it again and with proficiency in Great Swords but NOT Long Swords, the bastard sword has a THAC0 of 20 in both 1-handed and 2-handed mode. With the Great Sword proficiency, it should be 18 in 2-handed mode.
@subtledoctor Another possible documentation issue: for component 122 Weapon Proficiency Overhaul, it says that paladins (and others) get 6 proficiency points. In my tests, my paladin started with 7 points. Is there some stat that gives extra proficiencies?
This is an interesting system. It's interesting because as you indicate, it's a bummer to get a new magical weapon that you can't use because you have no proficiency in it. The 6 vs 7 points is not a big deal, but thought I'd mention it to see if there is something undocumented else that adds points for this.
That seems fair enough. I think it would be a pity to not make use of the increased functionality of the new engine, but it would also be a pity if the people who stick with the originals had no working version.
1) Is there anything else I can do to give more info regarding the fact that Bards don't seem to add the bonus spells due to high INT? EDIT: Tested from a fresh, clean BGII:EE install, latest version. Base game + SoB = bonuns spells work as intended. Base game + Rogues Rebalanced + SoB = also works as intended. Seems like the second cleain install fixed it. Sorry to bother.
2) Is it intentional that Fighter/Druids don't get access to Shield-Fighting?
I'm not sure if this is due to your mod, but it seems likely because this mod is the last one installed that affects the weapprofs 2da file, in that i find the styles max proficiencies are kind of wierd, some of them (mages) end up with 4 which doesn't exist, some kits aren't getting consistent styles with their main classes. i only noticed cause i went in and gave every kit/class access to all styles, but it probably needs to be cleaned up.
Anyways, thanks for the great mods.
Edit: also attached what i think is my most recent weidu file. I tend to fresh install/restart game wayyy to often. and have multiple installs on different computers. But i'm 98% sure i encountered this bug on this install.
Edit2: After doing another fresh install, with only scales installed, the mages with 4 max profs in a style disappeared. So, Feel free to ignore me.
Edit3: Meh, there is still some bugs that probably need to be ironed out in the Proficiency System Overhaul component. Since right now, FMT are definitely still getting a prof every other level, compared to the readme/other multiclasses getting every 3rd level. And i'm done whining for the day.
I'm having this weird bug that I can't explain. I'm playing a F/M/C, and I am definitely not getting a proficiency point every 2 levels. At 5/5/6, I have only 9 points, meaning I've only gained 2 from level-ups. My profs.2da does look correct though in NearInfinity.
I also can't put more than 3 points into any weapons proficiency, when the readme says I should be able to put 4. profsmax.2da confirms this, but the level-up interface just refuses to let me do it.
Am I not understanding how 3-way multiclasses work in the mod and how the .2da files are supposed to be configured? (SoB was my last mod install, and I can see that its profs.2da and profsmax.2da are the active ones in the override folder.
I can just use EEKeeper to force my character to look right, but I'm really confused as to whether this is intended or not (in which case, I won't). Having... 15 proficiencies at this point does seem a bit overboard!
@hippofant Well, I should probably let the mod creator answer this, but since I'm here ...
To me it looks like it's acting the way it's supposed to. When the character is created at lvl 1, only a single pip can be put in any weapon. Fighter multi-class characters get a pip every 3 levels, so having 2 extra pips at your current level would seem correct. And given the starting condition, the most pips you can have in a weapon at this point is 3. 'Course, I didn't create a character to see how it reacted for me, but at least according to the readme, everything seems to be working as stated. Only pure fighters get a pip every 2 levels.
@hippofant to further clarify, as far as i know, there are 3 .2da files that deal with prof's.
There's Profs.2da which deal with how many starting profs and the rate at which you get them, with 2 being every other level, and 3 being every 3rd level.
There's profsmax.2da which controls the max pips in all profs that you can put in, both at first level and later. (this one also changed with 2.0/2.1/sod, so it's got some more columns which i'm not sure what they do.)
then there's weapprofs.2da, which breaks down types of proficiency per class, so that would edit how many max in each weapon/style you can have.
According to the SoB readme, multiclass are supposed to get a pip every 3 levels, further, fighter/mage/clerics are limited to 3 pips in the weapons they can wield. If you wanted to change this, you would have to change both the profsmax 2da and the weaponprofs.2da
Hello there, a little question about the Revised stats bonus (my favourite component by the way).
I get that the various bonus are applied once at the character creation, so how can one have for example all bonus spell from high INT? I'm planning to do a run with the "super frail genius archetype", so if I make a level 1 mage with 18 INT, export it, modify it with EEkeeper to up INT to 21 for example and then start a new game with the modified one it would work? I know it is probably not intended that way but well^^
@hippofant Well, I should probably let the mod creator answer this, but since I'm here ...
To me it looks like it's acting the way it's supposed to. When the character is created at lvl 1, only a single pip can be put in any weapon. Fighter multi-class characters get a pip every 3 levels, so having 2 extra pips at your current level would seem correct. And given the starting condition, the most pips you can have in a weapon at this point is 3. 'Course, I didn't create a character to see how it reacted for me, but at least according to the readme, everything seems to be working as stated. Only pure fighters get a pip every 2 levels.
@hippofant to further clarify, as far as i know, there are 3 .2da files that deal with prof's.
There's Profs.2da which deal with how many starting profs and the rate at which you get them, with 2 being every other level, and 3 being every 3rd level.
There's profsmax.2da which controls the max pips in all profs that you can put in, both at first level and later. (this one also changed with 2.0/2.1/sod, so it's got some more columns which i'm not sure what they do.)
then there's weapprofs.2da, which breaks down types of proficiency per class, so that would edit how many max in each weapon/style you can have.
According to the SoB readme, multiclass are supposed to get a pip every 3 levels, further, fighter/mage/clerics are limited to 3 pips in the weapons they can wield. If you wanted to change this, you would have to change both the profsmax 2da and the weaponprofs.2da
I am very confused. Looking at the 5.1 readme, it says nothing about F/M/Cs. It says:
Trueclass fighters and Kensai can attain Grandmastery (+++++) in any weapons they focus on.
Other kitted fighters, plus barbarians, paladins, and rangers can attain High Mastery (++++).
Thieves, bards, and druids can attain Mastery (+++) with any weapons they can normally use.
Clerics can attain specialization (++) with most weapons, but kitted clerics will gain Mastery (+++) with their deity's chosen weapon.
Multiclass fighter/mages can attain High Mastery (++++) in any weapon but the only available style is Single-Weapon Style.
Fighter/clerics and Fighter/thieves can attain High Mastery (++++) in any weapon they can use.
Mage/thieves and cleric/thieves can attain Mastery (+++) with any weapon they can use.
Cleric/Mages can attain Specialization (++) with any weapon they can use.
I see nothing in there about F/M/Cs, or any 3-way multi-class. I'd have expected 4 (F/M or F/C) or 2 (C/M), but a 3-star max is just for Thieves, Bards, Druids, and Clerics as far as I can see. (I've added more XP using the console to see if I can pass 3-stars, but I cannot.)
Also, maybe I'm misunderstanding what it means for a "pip every 3 levels". I start at 1/1/1. If I'm at 5/5/6, isn't that 13 additional levels? I don't even know how I could get 6 levels: I've gained 4 levels of F, 4 levels of M, and 5 levels of C. Nothing adds up to 6, 7, or 9 as far as I can tell. If it's only adding F and M levels, then that's 8?
Edit: Also, this is what my profsmax.2da looks like. It suggests to me that FMCs are meant to have a max of 4 stars per proficiency, so I'm not even sure how to edit it! (No idea what the last 3 columns are doing, but they're the same for every class, so I'm assuming they're not doing anything?):
profsmax_i.2da DOES have a 3 in the same position. I have no idea what that file is supposed to do though, and it seems to be quietly residing in my scales_of_balance directory, not in my override directory, which I think means it should have on effect on my game?
@hippofant How much experience did you try to give the character? Maybe add another 5-6 levels (all classes 10+) and see if it allows the 4th pip. Can't test it at the moment, but I did confirm that it only allows the 3 pips at the level you are at.
Comments
I think I've found a bug. I've installed the BG2tweaks component that gives Bards the PnP spell table progression.I've installed the revised stat-component component from SoB, but whenever my Bard with 19 INT equips an item that adds to available spellslots (Amulet of Metaspell Influence and Reed of Echoes both had this happen), he reverts to having 3 1st lvl slots, 2 2nd lvl, 3 3rd lvl slots and no 4th lvl slots.
Also, leveling up no longer spawns a new character, which is a script (IIRC) that SoB uses to apply the INT Bonus slots.
This occured both in BG:EE & SoD. Importing my character to SoD fixed the problem initially, i.e. I got spells as per the table & INT. Then I equipped the Reed of Echoes and I got the same problem.
Nevermind, apparently it happens when going from lvl 10 to lvl 11. The lvl up box says "Additional Mage Spells", instead of detailing the number & the level.
Not sure if it's SoB, but it didn't happen when I was only using BGTweaks.
EDIT: I tested it with a new character and leveled her up one level at a time. She got the vanilla Bard spell progression and the INT bonus never allowed her to exceed the 3 spell slots per level of the vanilla table. However, they did kick in the regard that she obtain more slots per lvl faster.
I seem to remember SoB featuring a spell progression table revision too, at one time?
My current character is probably damaged from all the different game versions, but the newly created one does show something is amiss. Not sure if it's 2.0, the way SoD works with GoG (I used the chitin.key extractor), BG2 Tweaks or perhaps some remnant in SoB.
EDIT 2: I also tested the exact same mod configuration in IWD:EE. Same deal: High INT gave slots faster, but never more than three. However, the P&P spelltable was followed 100 %.
It seems that component ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO part 2 - functional weapon tweaks: v5.1 will cause crash/hang to Skie cutscene when you arrive at Coast Way Fores - after uninstalling this component, cutscene went fine. Those are the only mods which I have installed for SoD:
EDIT: Correct component
This is minor but think it would be a nice aid for the player.
Thanks for the work on the mod. Looking forward to it though I didn't have the guts to try out the revised Magic Resistance system.
Anyway, bastard swords are definitely lumped in with 2-handed swords which suits me just fine seeing as how my paladin wants to be able to use the Holy Avenger down the road but would like the help of a shield for a few levels.
Thanks for the response.
Equipping the starting staff gives me an THAC0 of 19: -2 Strength (18) +2 (no proficiency) and -1 (light weapon).
Equipping a 2-handed sword gives me a THAC0 of 18: -2 Strength (18)
However, equipping a bastard sword gives me a THAC0 of 20: -2 Strength (18) +2 (no proficiency)
OK ... upon further testing, it appears the bastard sword is indeed in the same category as the long sword. However, the README states it's in the Greatsword category. I created a new character with only Long Sword proficiency and the THAC0 was the same for both a long sword and a bastard sword at 18 with the 2-handed sword being at 20 due to no proficiency.
I wonder if it would be possible to change the bastard sword from the long sword category to the greatsword category depending on whether it's set for 2-handed use or 1-handed? That seems like it would make a lot of sense but have no idea if it could be coded that way.
FWIW.
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 23900
~SETUP-BWS.TP2~ #0 #0 // 20160201 - Updated by agb1 (installation started Thu 04/14/2016)
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: Beta 3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: Beta 3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO part 1 - aesthetic & enchantment tweaks: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO part 2 - functional weapon tweaks: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO part 3 - light/heavy weapon distinctions: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO part 1 - weapon category collapse: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO part 2 - systemic proficiency changes: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #123 // WPO part 3 - dual-class restrictions - TEMPORARILY UNAVAILABLE: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #124 // WPO part 4 - weapon style changes: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO part 5 - APR on Spec: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO (Saving Throw Overhaul): v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO (Magic Resistance Overhaul): v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // Revised Stat Bonuses: v5.1
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // Revised XP Tables: v5.1
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
This is an interesting system. It's interesting because as you indicate, it's a bummer to get a new magical weapon that you can't use because you have no proficiency in it. The 6 vs 7 points is not a big deal, but thought I'd mention it to see if there is something undocumented else that adds points for this.
Thanks.
1) Is there anything else I can do to give more info regarding the fact that Bards don't seem to add the bonus spells due to high INT?
EDIT: Tested from a fresh, clean BGII:EE install, latest version. Base game + SoB = bonuns spells work as intended. Base game + Rogues Rebalanced + SoB = also works as intended. Seems like the second cleain install fixed it. Sorry to bother.
2) Is it intentional that Fighter/Druids don't get access to Shield-Fighting?
Anyways, thanks for the great mods.
Edit: also attached what i think is my most recent weidu file. I tend to fresh install/restart game wayyy to often. and have multiple installs on different computers. But i'm 98% sure i encountered this bug on this install.
Edit2: After doing another fresh install, with only scales installed, the mages with 4 max profs in a style disappeared. So, Feel free to ignore me.
Edit3: Meh, there is still some bugs that probably need to be ironed out in the Proficiency System Overhaul component. Since right now, FMT are definitely still getting a prof every other level, compared to the readme/other multiclasses getting every 3rd level. And i'm done whining for the day.
I also can't put more than 3 points into any weapons proficiency, when the readme says I should be able to put 4. profsmax.2da confirms this, but the level-up interface just refuses to let me do it.
Am I not understanding how 3-way multiclasses work in the mod and how the .2da files are supposed to be configured? (SoB was my last mod install, and I can see that its profs.2da and profsmax.2da are the active ones in the override folder.
I can just use EEKeeper to force my character to look right, but I'm really confused as to whether this is intended or not (in which case, I won't). Having... 15 proficiencies at this point does seem a bit overboard!
To me it looks like it's acting the way it's supposed to. When the character is created at lvl 1, only a single pip can be put in any weapon. Fighter multi-class characters get a pip every 3 levels, so having 2 extra pips at your current level would seem correct. And given the starting condition, the most pips you can have in a weapon at this point is 3. 'Course, I didn't create a character to see how it reacted for me, but at least according to the readme, everything seems to be working as stated. Only pure fighters get a pip every 2 levels.
There's Profs.2da which deal with how many starting profs and the rate at which you get them, with 2 being every other level, and 3 being every 3rd level.
There's profsmax.2da which controls the max pips in all profs that you can put in, both at first level and later. (this one also changed with 2.0/2.1/sod, so it's got some more columns which i'm not sure what they do.)
then there's weapprofs.2da, which breaks down types of proficiency per class, so that would edit how many max in each weapon/style you can have.
According to the SoB readme, multiclass are supposed to get a pip every 3 levels, further, fighter/mage/clerics are limited to 3 pips in the weapons they can wield. If you wanted to change this, you would have to change both the profsmax 2da and the weaponprofs.2da
I get that the various bonus are applied once at the character creation, so how can one have for example all bonus spell from high INT?
I'm planning to do a run with the "super frail genius archetype", so if I make a level 1 mage with 18 INT, export it, modify it with EEkeeper to up INT to 21 for example and then start a new game with the modified one it would work?
I know it is probably not intended that way but well^^
Also, maybe I'm misunderstanding what it means for a "pip every 3 levels". I start at 1/1/1. If I'm at 5/5/6, isn't that 13 additional levels? I don't even know how I could get 6 levels: I've gained 4 levels of F, 4 levels of M, and 5 levels of C. Nothing adds up to 6, 7, or 9 as far as I can tell. If it's only adding F and M levels, then that's 8?
Edit: Also, this is what my profsmax.2da looks like. It suggests to me that FMCs are meant to have a max of 4 stars per proficiency, so I'm not even sure how to edit it! (No idea what the last 3 columns are doing, but they're the same for every class, so I'm assuming they're not doing anything?):
profsmax_i.2da DOES have a 3 in the same position. I have no idea what that file is supposed to do though, and it seems to be quietly residing in my scales_of_balance directory, not in my override directory, which I think means it should have on effect on my game?