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

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  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    @subtledoctor to be honest translation was made solely by @Etamin, I just proofread it. But thanks for including it!
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  • CahirCahir Member, Moderator, Translator (NDA) Posts: 2,819
    Much obliged ;)
  • GrimLefourbeGrimLefourbe Member Posts: 637
    @subtledoctor I'm not sure how much work it is but shouldn't the weapon category collapse group the items for usability as well?

    Fighter druids can't use mace but can use clubs, they can use scimitars but can't use anything else in the category.

    I'm not sure if it should, have you thought about it?
  • [Deleted User][Deleted User] Posts: 0
    edited September 2016
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  • HisterHister Member Posts: 15
    edited October 2016
    Doc, how do I properly install the newest version of Scales of Balance and is it save-game compatible? I already have the previous version installed.

    Thank you for your continuous support of this great game.
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  • [Deleted User][Deleted User] Posts: 0
    edited October 2016
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    Post edited by [Deleted User] on
  • HisterHister Member Posts: 15
    Hey. Don't worry about the late reply. I was into other games now. Also noticed that last revision was more of an WIP then a real finished trhing so it's OK, I haven't updated the game.

    As for the suggested changes I think they are really good. Personally found racial thieving skills odd but your current preposition makes this much better.

    Go with it please.
  • PandemicLegionPandemicLegion Member Posts: 38
    Intelligence is no longer a dump-stat. Bards and wizards get an extra spell of each level for as many points of intelligence they have above 12 - so, an extra 1st-level spell for 13 INT, and an extra spell of level 1 through 9 at 21 INT. (This is only measured once, however - drinking a potion for bonus INT points will not give you extra spells.) In addition, at 15 INT the player has a +1 bonus rolling for critical hits; at 17 INT this is a +2 bonus, and at 19 INT it is a +3 bonus to crit. (To make up for this, *everyone* will have a -1 penalty to crit rolls. So the only way to score critical hits is to have 15 or greater INT, or to have points in Single-Weapon Style or Two-Handed Style.)

    Does a Sorcerer gets the extra Spells too?
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  • [Deleted User][Deleted User] Posts: 0
    edited October 2016
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  • MeaninglessMeaningless Member Posts: 51
    edited November 2016
    doc, thanks for helping me understand the process for extra 0.5 APR in Single Weapon Style / Fencing.

    I've a nother request that may be a bit troubling for you... lets see how is your mood these days ^^

    Tested the shield bash around since it is cool in theory and something I have been hoping to do for a while myself, however, some issues with wing buffet effect as it likely pushes back creature despite sizes (ogre or something similiar/larger is... ankward), wing buffet also causes creatures to slide over/around each other and "moonwalk" at nearby walls/objects, even after reducing the distance to 1 it is still looks weird, then I tried to remove the wing buffet and leave only the damage, however, it seems to make no distinction between melee/ranged attackers, so it is again ankward =X

    Is the 124_WPO_styles.tpa the file that does all the weidu check/encode for style changes? Could you possibly upload a modified version that removes the shield bash part? Guess shields still gotta carry the protection from spell D5_SWS2 to avoid getting 0.5 APR increase of Fencing.
    Would change it if I knew weidu coding, but don't =[ and since it is your coding maybe its easy/fast for you to code leave those parts out. No Need to change the dialog or all other *.2da, I can do that part afterwards.

    Anyway, if you don't feel like it, no problems too :P
    Guess I should also make a post in requests since this is a needed one, even though the mod can do it almost perfectly.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2016
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  • GawainBSGawainBS Member Posts: 523
    Would that mean that only Fighters and Rangers could get weaponstyles? That would be a bummer.
  • MeaninglessMeaningless Member Posts: 51


    But, do you have the most recent version? I thought the shield bash effect is now using the Stun opcode, not the Wing Buffet opcode... but i'll double-check.

    Ah it is likely me, will re-download then.
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  • GawainBSGawainBS Member Posts: 523
    It sounds intresting and with the way you make everything modular, everyone would find his or her cup of tea. :smile:
  • ALIENALIEN Member Posts: 1,271
    BEGIN @125 // wspatck for all DESIGNATED 125 REQUIRE_PREDICATE GAME_IS ~bgee bg2ee iwdee~ @8
    + EET?
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  • [Deleted User][Deleted User] Posts: 0
    edited November 2016
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  • GawainBSGawainBS Member Posts: 523
    I don't think limiting non-warriors to being proficient would be a good idea. It would be fair, though, to have them devote feats to more specialising, so that it's a matter of choice. (For example, a Bard may choose to be better at weapons instead of his rogue-abilities.)
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  • jigglefloydjigglefloyd Member Posts: 21
    edited November 2016
    @subtledoctor thanks for revising this mod and making it compatible with 2.0. For what it's worth, below are my two-cents regarding my first impressions of the mod and the installation process. All I ask is that you consider it and weigh it with what others are saying, thanks.
    • Component 124: Weapon Style Overhaul - I'm not seeing +% crit in the readme for single-weapon style. You allude in component 200 that single-weapon style should offset the crit changes based on Int, but you don't mention it in the readme. Maybe an oversight?
    • Component 200: Stat Bonus Overhaul - If I'm reading it right, the INT change basically says you cannot crit unless you have 15 int (unless you have weapon styles to compensate). This seems a little harsh. I would rather see crit penalties for int below 10 to avoid the dump stat mentality along with more modest crit bonuses for weapon styles and high int.
    • Component 200: Stat Bonus Overhaul - I would like to see the changes you make to the races a separate installation option. Also, I don't agree with both a -1 str and -2 con nerf for the elves, maybe 17 str / 17 con. Having -1 str and -2 con really nerfs a warrior based elf.
    • Component 202: Full Strength form 2-Hand Weapons Only - Your reasoning makes sense from a damage perspective, but Str also affects your accuracy, and I can't see a logical case for a two-handed weapon being more accurate than a one-handed weapon. I think you should make this only penalize damage a little bit.
    • Component 210: Experience Point Overhaul (XPO) - I like this concept, but the HLA being reduced led me to avoid installing this. I would like to see a separate option to have HLA unaffected, or a few different HLA options.
    • Component 212: No Murder XP - I like this concept, but /5 being the only option led me to avoid installing this. I would like to see a scaling option, like 20%, 40%, 60%, 80% exp reduction or something.
    Thanks again, great mod.
  • ALIENALIEN Member Posts: 1,271
    edited November 2016
    Component 202: Full Strength form 2-Hand Weapons Only - Your reasoning makes sense from a damage perspective, but Str also affects your accuracy, and I can't see a logical case for a two-handed weapon being more accurate than a one-handed weapon. I think you should make this only penalize damage a little bit.

    Having 50% longer sword you can stay away and still hit opponent :)

    Component 210: Experience Point Overhaul (XPO) - I like this concept, but the HLA being reduced led me to avoid installing this. I would like to see a separate option to have HLA unaffected, or a few different HLA options.

    Same here: less HLA = no go

    Component 212: No Murder XP - I like this concept, but /5 being the only option led me to avoid installing this. I would like to see a scaling option, like 20%, 40%, 60%, 80% exp reduction or something.

    This component is completely unnecessary and it's "yet another lover xp mod". There is very efficient implementation of lowering XP in EETTweaks.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2016
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  • ALIENALIEN Member Posts: 1,271
    1-unrelated because
    2-yes, specific components are designed to work not only with EET
    3-EET Tweaks was released on 30.12.2015
    4-EET Tweaks Components from 3 to 9: https://htmlpreview.github.io/?https://github.com/K4thos/EET_Tweaks/blob/master/EET_Tweaks/readme-EET_Tweaks.html#components

    Look, I'm just pointing at duplicated components because you could set you desired XP, save time for coding and maintaining it.
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  • ALIENALIEN Member Posts: 1,271
    @subtledoctor
    I'm looking at bigger perspective here. Community starting to getting more and more the same components/mods/tweaks like "Change Imoen class to x"/"Reduce XP to x". Nothing wrong here. But when several identical mods will have to be added to BWS with all those conflicts and exclusion, that would be much unnecessary work. We can also try "dear Danny, we don't add you new mod X to BWS even if you do everything which was necessary because ..." and immediately cast Chain Contingency packed with Sanctuary. I don't have solution for such situation.

    P.S. I agree with you that all non-EET exclusive tweaks should fine a new home, best one is Tweaks Anthology.
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