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

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  • Contemplative_HamsterContemplative_Hamster Member Posts: 844
    edited March 2017
    double post, mea culpa
    Post edited by Contemplative_Hamster on
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  • Woolie_WoolWoolie_Wool Member Posts: 153
    edited March 2017
    SoB appears to have compatibility problems with the Classic Adventures mod for the original Baldur's Gate II (not Enhanced Edition!). It installs just fine, but the game crashes when loading the character creator after clicking New Game with an assert failed.

    (God, I wish Classic Adventures could be ported to BG2EE. Modding the original engine sucks!)

    E: Functional Weapon Tweaks appears to be the particular component that causes the crashes.
    Post edited by Woolie_Wool on
  • CrimsonBardCrimsonBard Member Posts: 17
    edited March 2017
    Hello there. Wanted to say thanks for the great work you are doing on this mod. I've been using SoB and some of your other mods for quite a while now and I don't think I could play BG or IWD without them.

    I do have a problem though. On the latest version of SoB (5.6a), which I tried to install today, the WPO Systemic Proficiency Overhaul component keeps failing to install due to a string error ("SET_String 47968 Out of Range 0-44949"). If you'd like I could send the debug file to you to find out what the problem is.
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  • CrimsonBardCrimsonBard Member Posts: 17
    The install failed on IWD:EE GOG version. Here's the file.
  • [Deleted User][Deleted User] Posts: 0
    edited March 2017
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    Post edited by [Deleted User] on
  • kjeronkjeron Member Posts: 2,368
    122_WPO_proficiency.tpa
    Line 146
    STRING_SET 47968 @1234 // scimitar
    An unmodded IWDEE doesn't have string numbers that high, so it will fail, it should be:
    STRING_SET 36812 @1234 // scimitar
    This is IWDEE's unmodded string number for Scimitar proficiency description.
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  • ArizaelArizael Member Posts: 263
    The stats rework is breath taking. Great job as always.

    I've been thinking - we all know that the game is treating kitted mage multiclasses as specialists and thus giving them bonus spell slot. This makes Bladesinger, Ranger/Mage, Monitor of Azuth and co. significantly more power than ordinary F/M, M/T or C/M would have been (on top of their already powerful boni). This seems like something that could be easily remedied in CLAB tables with op code 42, yet M&G or F&P does not do that. What is your opinion about this?
  • kjeronkjeron Member Posts: 2,368
    edited March 2017
    Arizael said:

    I've been thinking - we all know that the game is treating kitted mage multiclasses as specialists and thus giving them bonus spell slot. This makes Bladesinger, Ranger/Mage, Monitor of Azuth and co. significantly more power than ordinary F/M, M/T or C/M would have been (on top of their already powerful boni). This seems like something that could be easily remedied in CLAB tables with op code 42, yet M&G or F&P does not do that. What is your opinion about this?

    That opcode is best not used to reduce spell slots because it has no bounds checking. If the value goes negative for any reason it wraps around to the highest value it can hold, which isn't just the "12" that are displayed, but sometimes several thousand. The bonus Priest spells opcode does the same. For example, a Blackguard with 3.3k level 1 spellslots and 8k spell-slots for each level 2-7.
  • ArizaelArizael Member Posts: 263
    kjeron said:

    Arizael said:

    I've been thinking - we all know that the game is treating kitted mage multiclasses as specialists and thus giving them bonus spell slot. This makes Bladesinger, Ranger/Mage, Monitor of Azuth and co. significantly more power than ordinary F/M, M/T or C/M would have been (on top of their already powerful boni). This seems like something that could be easily remedied in CLAB tables with op code 42, yet M&G or F&P does not do that. What is your opinion about this?

    That opcode is best not used to reduce spell slots because it has no bounds checking. If the value goes negative for any reason it wraps around to the highest value it can hold, which isn't just the "12" that are displayed, but sometimes several thousand. The bonus Priest spells opcode does the same. For example, a Blackguard with 3.3k level 1 spellslots and 8k spell-slots for each level 2-7.
    True, but can dropping to negative values practically ever happen ? The only instance I can see it occurring is stacking several of these effects an I cannot recall any moment in any game nor any mod where this danger can surface.

    I would probably take the risk of rare bug if this would fix another ever-present bug. On a side note T&B actually uses opcode 42 to penalize sorcerer kits with -2 slots.
  • ArizaelArizael Member Posts: 263
    edited March 2017

    There are tons of mods that might use the ammo4 slot, for many purposes. None do, as far as I know, because the first guy to break the stalemate must be a bit of a jerk for doing so. You don't cross the Rubicon.<</p>

    Well if every modder asumes this attitude than ammo 4 slot will remain unused forever and the possibilities it provides will remain unexplored.

    So I would say cross the Rubion. Somebody has to start afterall. If more modders would desire to use this method it may be in theory possible to share single item file amongst mod community that would be updated with Weidu with each specific content.
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  • ArizaelArizael Member Posts: 263

    I stopped using opcode 42 in that way a long time ago, and I'm not about to go back to it. If you install the TnB Revised Specialists, then all Wizards get the extra spells except dual-classes, and then the bonus for these kitted multiclasses becomes unexceptional. So that's my solution.

    Out of curiosity - was it bugging frequently and when? I ve been toying with it myself and T&B is using it, it's good to know what to expect.


    Well, thanks to kjeron I've implement dynamic stat bonuses without needing such an item.

    How do they currently adjust to Tomes, Trials, Machine etc. ?


    BUT I actually have a better idea, anyway. We should make a single item for the ammo4 slot, and create a standardized function to patch desired effects and abilities on it. There is theoretically a way to ensure that any number of mods can put their own effects onto it, and they will all work together. These could even affect single individuals by using spell states and stats... although, the problem there is, there is no simple way to have equipping effects with timing mode 2 that are filtered by splprot.2da. I've put in a feature request for such functionality for v2.4... but we'll see whether Beamdog gives it to us.

    You can simulate equipping effects with repeating spells, or maybe with a 232 effect. But it's a bit more complicated.

    Eh, anyway, at the moment this is a solution in search of a problem.

    Good luck with that, I am really curios what you can pull out if you get those tools.
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  • ArizaelArizael Member Posts: 263



    Also I forgot to mention, I nerfed the Ring of Human Influence to a simple +2 bonus to CHA.)

    I am using IR, so that's actually buffing it :P

    Ring of Human Influence:

    Special Abilities (once per day):
    Charm Person

    Equipped Abilities:
    Charisma: +1 bonus
    Human Influence: +2 bonus to AC and saving throws vs. humans
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  • JebbleJebble Member Posts: 27
    The readme through dropbox doesn't work. At least from my part. Just a heads up.
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  • zelurkerzelurker Member Posts: 168
    On the subject of armors : good idea to try to make "yet another armor system", I find the almost totally useless armors in tob quite depressing...
    Now you still give a high bonus to characters with high dexterity, but normally a heavy armor is made to be able to take the hits without having to avoid them, ok it's a game, and ad&d 2 is terrible at trying to simulate this but... So in bg2, Minsc is having a hard time at the beginning of the game with this system, with the best armor in irenicus dungeon, he is at 5 ac which means he takes a lot of healing potions !

    Anyway it's still playable. Maybe it would be interesting to block a constant minimum damage + some % as you do, because if you block only a % of the attack it means that all the attacks even the lightest ones, hit, which can be frustrating with a very heavy armor.
    It's right ad&d 2 sees armors as a way to avoid hits instead of blocking them so I'm used to that and it's already a good news that you try to improve things, thanks ! :)
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  • helo138helo138 Member Posts: 53
    edited April 2017
    Hello subtledoctor,

    I noticed a bug with the new dynamic stat bonuses, which is probably related to your faiths and powers mod. When i started the game with a cleric/thief with 16 dexterity, he gets the expected thac0-bonus. But when I use the select deity-ability (for every available deity) the bonus vanishes. Looking at the effects in ee-keeper it seems the deity-selection deletes all the dynamic effect bonuses (and I think some of the elven race specific effects as well).
    Just to be sure I upload my weidu-log (BG EET). Tomorrow I should have more time, so I can try to reproduce the problem with only scales of balance and fnp installed.
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  • helo138helo138 Member Posts: 53
    edited April 2017
    @subtledoctor this is a shame, because I really like the dynamic effects.
    I will test this some more, but I can´t do much more then report the problems I find.
    Is it possible to get the old version of Scales of balance? Only if you can´t solve the problem of course. The static ability changes of the mod are better then the vanilla stats any day.

    Edit: Forget the last two lines. I can download the old version myself (Should have checked before writing).
  • kjeronkjeron Member Posts: 2,368
    @subtledoctor I would presume that the AddKit action doesn't process any time between removing the old and adding the new CLAB, resulting in any Immunities from the former carrying over while the latter gets applied. Dual-classing does the same thing, but eventually fixes itself when the original class reactivates.

    It worked fine when I replaced the proceeding OP206 with a preceeding OP321 in D5_STAT1.spl. I was testing with the Console to "AddKit()", not FnP, but it shouldn't make a difference here. It might take a round for the bonuses to kick in again, but they did return.
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  • helo138helo138 Member Posts: 53
    edited April 2017
    @subtledoctor
    Thanks for the update. I didn´t get out of candlekeep yet, so no problem.

    Edit: Reached Friendly Armed Inn tonight, and so far the stats are working (even for the companions). :)
    Post edited by helo138 on
  • SizzSizz Member Posts: 15
    edited April 2017
    Hello thanks for the mod!

    I have some bugs? to report. One is for SOB one for Might and Guile.

    1. For SOB: In the read me you say "Warriors, rogues, and priests start with 4 proficiency points; wizards, sorcerers, and shamans start with 3. Warriors can get up the 3 more proficiencies, chosen by dialogue, if their INT score is 11 (+1), 12 (+2), or 13 (+3).

    At 1st level, you may only put one point in any weapon or style, so you must spread those proficiencies among many weapons. However, unusually warriors with an INT score of 14+ receive a "focus training" ability allowing them to specialize in 1 weapon immediately"

    But in my game even bards, and rangers get this not just warriors. Doesn't warriors mean fighter and fighter kits?

    2. For Might and guile : I havent installed the component "add scout kit and revise swashbuckler" fyi.
    The swashbuckler kit of the rogue in the description says that it also gets the combat skill : Trip opponent, but it isn't there at all at level 1.
    When choosing a feat, this particular feat doesnt exist at all. It doesnt even exist on the read me .

    Both happen in BGEE 1 and IWDEE.

    Again thanks for the awesome mod :)
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