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

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  • DestinyDestiny Member Posts: 3
    Came here to say that this mod is top-notch.

    I would like only to ask you a question: why did you stop the stats bonuses at 19 when it comes to constitution and charisma?


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  • DestinyDestiny Member Posts: 3
    Why letting them kick at game's beginning only? There are a few instances where you are supposed to get a bonus in charisma that is pretty useless, if it wasn't for your mod:


    [BG1]
    Book

    [BG2]

    --> SoA
    Test of wrath, solved in the good way: +1 wis, +1 cha

    --> ToB
    Machine of lum the mad: Short, Red, Green: User gets +1 to Charisma.


    so that's 21 charisma

    I think that people around could install a few quest mods and I remember a few that give you a bonus in charisma, but I may remember badly. Well, your take :)
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    edited August 2016
    Couldn't your revised stats bonuses have an option to change the charisma items ? If people want to play a broken game, all power to them but it's quite drastic to render these items useless.

    Edit :

    On another note, do your IR like components rely on pre-generated lists? A dagger generated by thalantyr upgrade mod wasn't affected by the APR bonus.
  • [Deleted User][Deleted User] Posts: 0
    edited August 2016
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    Yeah, RL first, it's a great mod already.

    It's 2) then I guess. I'll keep an eye out for similar cases just in case.
  • [Deleted User][Deleted User] Posts: 0
    edited August 2016
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    Hmmm, I'll check that later when I can find the dagger again.

    On another note, would it be possible to have an option so the thieving penalties of the armor system are only applied to stealth and possibly find traps? Opening locks and stealing is mainly done in safe environments and removing/re equipping armors is tedious.
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  • FranckSFranckS Member Posts: 3
    Hello,
    I'm going for a BWS install of BGT, including SoB.
    I'm totally noob in modding (and quite so in using mods...) so I'm sorry if my questions are stupids!
    1. I was looking at the mxsplwiz.2da I have with my download of SoB (wasn't sure if SoB go up to lvl 50), and something seems strange to me :
      for Wizard's level of 48-50 the max number of 9th level spell is 5 while for levels 30 to 47 it's 6.

      Is it normal ?

    2. *I'm also thinking to use some of the components of Rogue Rebalancing (Thief Kits revision, Thief Kit HLA, Bard kits revision, bard kits HLA and Proper spell progression for bard). If it hasn't been answered elsewhere : Is it compatible (or even useful) with the SoB components I plan to install - 101,102,103,121,122, 160,180,200,206,210 ?

    Thanks!
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  • FranckSFranckS Member Posts: 3
    Thanks for your reply subtledoctor,

    1) I haven't re-installed yet, I just extracted the mxsplwiz.2da from : subtledoctor-Scales_of_Balance-5.3.1-0-g2445aaa.zip\subtledoctor-Scales_of_Balance-2445aaa\scales_of_balance\misc\

    I think the highest level I ever got was 42 or 44, so indeed very far from 48 :-)

    2) As I don't have access to Rogue Feats (I don't have EE) no problem then. (by the way is it normal that in BWS i have access to 390-Warrior Feats for Might & Guile? I prefer not to install it, if it is also only for the EE)
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  • FranckSFranckS Member Posts: 3
    edited August 2016
    Launching the install process, hope I haven't messed something else this time !

    OK, install ended, game launched.

    BWS was unable to install Might And Guile : 500-Multiclass Kit. Although BWS proposed them to install, the modules 123 and 124 of Scales of Balance were skipped (which is normal per the readme - for 123 : component disabled, and for 124 : I don't have EE)

    Bug in game: level 1 PC with 18 INT has only 1 lvl 1 mage spell.

    CLUAConsoled the PC to level 2 : got 3=2+1 lvl 1 mage spell as intended.

    At the beginning of the game, white text: Leave him as is, go to the next rogue.

    I have the same text after level up.

    Edit: (clean) Reinstalled with a lot less mods, (no RR, no divine Remix, no Might & guile, no big mods...), same problem with level 1 PC.
    2 things were different though :
    1/in the "big" install, Flails were not accessible to Cleric/Mage (although proficiency points could be spend on it), in the "small" install, flails are OK.
    2/ BWS downloaded a new version (??) and the CON bonus have changed in the description (no more 14: 2 HP min)



    Weidu message for the error while installing Multiclass kits in case it has something to to with level 1 INT problem :

    ERROR: [kitlist.2da] -> [override] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %k_rows_57_9%"))
    Stopping installation because of error.
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Add Multiclass Kits], rolling back to previous state
    Will uninstall 393 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 500.
    Uninstalled 393 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 500.
    ERROR: Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %k_rows_57_9%")
    PLEASE email the file SETUP-MIGHT_AND_GUILE.DEBUG to SubtleD
    Automatically Skipping [Add Multiclass Kits] because of error.
    Using Language [English]
    [.\dialog.tlk] created, 278824 string entries

    SUCCESSFULLY INSTALLED Revised Movement Bonuses (Quickstride)

    SUCCESSFULLY INSTALLED Revised Stalker

    SUCCESSFULLY INSTALLED Revised Archer

    SUCCESSFULLY INSTALLED Revised Beastmaster

    SUCCESSFULLY INSTALLED Revised Berserker and Rage

    SUCCESSFULLY INSTALLED Revised Kensai

    SUCCESSFULLY INSTALLED Revised Monk Fists

    NOT INSTALLED DUE TO ERRORS Add Multiclass Kits

    F:\Jeux\BG2-BWS>Revised Movement Bonuses ("Quickstride" toggle for applicable classes) (Might and Guile) was installed successfully.
    Revised Stalker (Might and Guile) was installed successfully.
    Revised Archer (Might and Guile) was installed successfully.
    Revised Beastmaster (Might and Guile) was installed successfully.
    Revised Barbarian, Berserker and Rage abilities (Might and Guile) was installed successfully.
    Revised Kensai (Might and Guile) was installed successfully.
    Revised Monk Fists (Might and Guile) was installed successfully.

    ERROR: [kitlist.2da] -> [override] Patching Failed (COPY) (Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %k_rows_57_9%"))
    ERROR: Failure("ERROR: READ_2DA_ENTRY_FORMER failed on variable %k_rows_57_9%")
    Add Multiclass Kits (Might and Guile) was not installed due to errors.

    You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.

    If you don't want to spent time for that now, you can also continue without the component or exit the program. The BiG World Setup will continue with the installation of that component.
    Enter [r]etry, [c]ontinue or [e]xit.
    [c]
    Removing might_and_guile #500
    Post edited by FranckS on
  • HisterHister Member Posts: 15
    A question - I have the SoB mod installed. I wanna play a Fighter/Thief. What would be the best build for it ie what race, what profficiencies should be picked?
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  • HisterHister Member Posts: 15
    edited August 2016
    OK, thank you for your nice answer - got it. Very kind with all the help you've given me!

    I've probably ran into a bug. On character record screen Eldoth has Club / Mace + positioned under the fighting styles. What's up with that?

    Edit: Actually, Imoen has it to.
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  • HisterHister Member Posts: 15
    Can't say if it doesn't work correctly - I'm new to the game. Sofar all seemed fine except this visual glitch.
  • BillyYankBillyYank Member Posts: 2,768
    That's a known bug in 2.3. It's just a display bug, it doesn't affect gameplay. It's marked as fixed in the next version in Redmine.
  • HisterHister Member Posts: 15
    Ah OK, good to know.

    Anyone knows when the next patch is supposed to hit us?
  • DragonKingDragonKing Member Posts: 1,979
    @subtledoctor
    Ok so this mod has been broken into different mods now? So there is no point in dealing with this mod when it comes to arcane class players? I can't remember if t was this mod or another that actually increased damage of the invocation specialization spells for those who went with the invocation school. I was running around with the mod in bgee and was hitting hard with fireball. (never got into bg2ee since I mostly was just running around for the banter's mod romances."
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  • DjinnDjinn Member Posts: 76
    Sounds great with the different types of bonuses to the different types of fighting styles!
    The word 'fencing' though refers to a very particular discipline of swordsmanship. The single weapon fighting style also applies to other weapons than swords, doesn't it?
  • DarkersunDarkersun Member Posts: 398
    How about 3 pips for all 4 weapon styles. Wit increasing benefits.
    - Dual-wielding: As before (having 2 weapons with diffrent bonus/option + APR is good enough.
    - Two-Hand Weapon: 3rd pip + damage/hit? (damage focus)
    - Shield-Fighting: 3rd pip +AC / maybe resistance (defense focus)
    - Single-Weapon: As before, 3rd pip +1/2 APR + thac0 (hit/strike focus)

    so investment would be almost the same to master the fighting styles.
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  • GawainBSGawainBS Member Posts: 523
    I'm in favour of truncating dualwielding to two pips. The problem is that it requires to be maxed before it's useful, but once it's there, it's incredibly powerful.
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