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

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  • HisterHister Member Posts: 15
    @sub, I have Scales_of_Balance-5.4.2 and want to upgrade to the latest version. I reckon my old savegames won't work properly with the new update and I need to restart the game? I'm not deep in so it won't be a big problem but still...
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  • HisterHister Member Posts: 15
    OK, thank you. :D
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  • GawainBSGawainBS Member Posts: 523
    The idea has merit. Also, giving 0.5 attacks at specialised gives everyone bar pure mages more than one APR, which is A Good Thing.

    Also, THAC0 bonus + AC vs THACO penalty & extra equipping effect seems ok, as long as dualwielding no longer requires three i.s.o. two pips.
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2016
    Hi, I have a question about Component 121: Weapon Proficiency Overhaul (WPO): Weapon Category Combination.

    As far as I can tell, it works, and Greatswords, Bows, etc. appear on the proficiency selection screen during character creation and level-up; but unlike the weapon proficiency changes in Tweaks Anthology, in my game Component 121 does not 1) change the description of the combined proficiencies on the selection screen (the new greatswords prof get the two-handed swords description, the new bows prof gets the shortbow description, the new scimitar/katana prof still comes up in the description as scimitar/wakizashi/ninja-to, etc.) or 2) change the name of the proficiency on the weapons themselves - two-handed swords still are described as two-handed swords proficiency, etc.

    Is this a bug?

    Post edited by Contemplative_Hamster on
  • airgonauticsairgonautics Member Posts: 1
    I also have a question regarding 121: Weapon Category Combination - how do the changes apply to .cre files?

    I intend to install this componment post-SCS (which changes creature proficiencies according to the original system) and was wondering what would happen.

    It seems to me the best behavior would likely be to choose the highest of the combined proficiencies (e.g. Bows becomes the highest of long bows / short bows for each .cre)
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  • GawainBSGawainBS Member Posts: 523
    edited December 2016
    My lvl 4 Bladesinger in IWD:EE with 2 pips in Longswords & Fencing each only has 3/2 attacks with a longsword. (Obviously, WPO & Styles installed.)
    I've tried re-equipping and changing weapons, but it keeps coming up with 3/2 attacks. He should have 0.5 from 2 pips in Longswords and 0.5 from 2 pips in Fencing, right?

    EDIT: Read some earlier posts and indeed, after re-equiping & waiting 6 seconds, it shows 2 attacks. Why did it revert back to 1.5 after loading a game? (And having played a while?)
  • [Deleted User][Deleted User] Posts: 0
    edited December 2016
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  • BlueRaithBlueRaith Member Posts: 6
    Hi, I've been reading over the readme, and I have one question regarding component 121, Weapon Proficiency Overhaul. I don't see where flails fit in. Are they grouped with clubs/maces? If not, I don't believe I saw a category for flails when I was making my character. Thanks for the mod!
  • GawainBSGawainBS Member Posts: 523

    GawainBS said:


    I've tried re-equipping and changing weapons, but it keeps coming up with 3/2 attacks.

    Unfortunately this is going to be counterproductive. You need to equip a single-handed weapon, then have the game clock running, and wait for six seconds of game time to pass. Then the extra .5 APR will kick in.

    Switching weapons a lot will make this hard to keep up. Switching from ranged to melee, it will take six seconds before your APR is corrected. Think of it like a momentum kind of thing - you need to get going a bit before you get the full benefit of the fighting style.

    (Unfortunately this is the only possible way to code it - I've put in feature requests for Beamdog to extend certain effects to make it cleaner, we'll see what happens with the 2.4 patch.)
    Thanks. But I think my point wasn't clear. It worked as you described, then I loaded a savegame the next day, never touched the weapon and even after playing several minutes, it still showed 1.5 APR.
    Removing & re-equiping and then waiting 6 seconds, restored it to 2 APR.
    My point: it seems like it doesn't work after loading a savegame.

    Mind, it's very playable now that I know.
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  • GawainBSGawainBS Member Posts: 523

    GawainBS said:


    My point: it seems like it doesn't work after loading a savegame.

    Oh. Well that's... certainly a problem. I'll look into it.
    If you do the weaponswitching/re-equipping after loading, it works, though, but it's a rather cumbersome workaround.

    Keep up the good work!
  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited December 2016

    Hi, I have a question about Component 121: Weapon Proficiency Overhaul (WPO): Weapon Category Combination.

    As far as I can tell, it works, and Greatswords, Bows, etc. appear on the proficiency selection screen during character creation and level-up; but unlike the weapon proficiency changes in Tweaks Anthology, in my game Component 121 does not 1) change the description of the combined proficiencies on the selection screen (the new greatswords prof get the two-handed swords description, the new bows prof gets the shortbow description, the new scimitar/katana prof still comes up in the description as scimitar/wakizashi/ninja-to, etc.) or 2) change the name of the proficiency on the weapons themselves - two-handed swords still are described as two-handed swords proficiency, etc.

    Is this a bug?

    Error report: The issue outlined above persists on on a fresh install with careful attention given to mod installation order and a conservative selection of mods. Weidu log attached.

    EDIT, because some things are important: Thank you for all your hard work bringing more life and options to our beloved game.

    EDIT 2: I think component 121 WPO has real potential. I particularly like the spear/halberd and bastard sword/two-handed sword combination and would dearly like them to work properly.

    EDIT 3: In my earlier install I deliberately avoided the similar component in Tweaks anthology (which you warn about in the readme) but got the same issue. This time around I installed both, WPO 121 last, but the outcome was the same.
    Post edited by Contemplative_Hamster on
  • BlandingsBlandings Member Posts: 7
    Hi - Just started using this mod and noticed what looks like a few minor bugs. I am using component 100 (revised armor system) and noticed the changes are not applied to the ankheg armor found in naskell. Also, he plate armor that is sold by the merchant in naskel also doesn't have the dex penatly and resistances. I'm not using any other mods that affect armor. All the other armors I have come across so far seem to work fine. Just those two in naskell seem unaffected by the mod.
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  • BlandingsBlandings Member Posts: 7
    It's the regular basic plate mail (resource codes in Shadow Keeper is PLAT99, PLAT 98, PLAT 01, PLAT 07). The full plate armors work fine. I checked in a few more stores and so far all of them are not affected. The Ankheg plate has a resource code PLAT06.

    I am not sure how to find the .ITM names.
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  • GrimLefourbeGrimLefourbe Member Posts: 637
    I believe the 1) issue is during level up screens with thief skills on top right etc.

    The Proficiencies description isn't updated there I believe.(can't test right now)
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  • BlandingsBlandings Member Posts: 7
    Thanks for looking into this. The problem is with my EET installation. I started a new install with Item Revisions instead of Scales of Balance and I have the same problem with the ankheg armor. Somehow that armor is being overwritten at the end so I'm always getting the vanilla version.
  • I believe the 1) issue is during level up screens with thief skills on top right etc.

    The Proficiencies description isn't updated there I believe.(can't test right now)

    That's correct, that's what I meant by "selection screen"

  • I'm not sure I understand which screens you are talking about. Which "selection screen" are you talking about in 1)?

    Also, note that the mod component generally does not alter item descriptions. If a weapon says it uses the proficiency of two-handed swords, and two-handed swords use "Greatsword" proficiency, that gives you the information you need. Your choices are constrained when actually spending pips so it's not like there's any danger you'll put a pip in long swords by mistake.

    Perhaps not ideal, but the effort involved in doing inline text edits with tools like REPLACE_TEXTUALLY, in a way that works with multiple languages, is basically nuts. And even if you go to those lengths, the result might only be semi-functional. So I'm defaulting to a rule of thumb of, "if it doesn't confuse the player into making a bad choice, it's good enough."


    EDIT 2: I think component 121 WPO has real potential. I particularly like the spear/halberd and bastard sword/two-handed sword combination and would dearly like them to work properly.

    Just want to be clear: are you reporting text bugs? Or are you seeing actual gameplay bugs like weapons not being in the right categories?
    Yes, I was referring to the character creation and leveling-up screens, where you choose weapon proficiencies. No, I am only reporting text bugs, not gameplay bugs.
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  • biffbamboombapbiffbamboombap Member Posts: 2
    edited February 2017
    Hey, has anyone else experienced an issue with SoB where numerous asset descriptions (kits, spells) are replaced with random dialogue from Siege at Dragonspear?

    I'm running the latest version of BG:EE w/ Seige of Dragonspear (obviously) no other mods.

    I figure it has something to do with dialog.tlk not being modified correctly, but I have no idea why that would be or how to fix it.
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