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

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Comments

  • subtledoctorsubtledoctor Member Posts: 11,336
    1) WIS now gives a very very small XP bonus, and CHA gives a more substantial one. I think they work fine.

    2) I don't know. I think the XP bonus opcode can combine multiple spurces and sum the total adjustment. But if it cannot stack - if it's like the caster level bonus opcode - then there will be a conflict. I'm pretty sure it works fine.

    StummvonBordwehrSergio
  • southfla79southfla79 Member Posts: 192
    edited July 8
    What wisdom issue? I'm using version 5.16.3? I'm getting the bonus XP for higher wisdom scores.

    As far as Geomantic and this.....my current character is a Geo. When I look at effects, he's getting a 6% bonus for having 15 wis but there's also another effect that reduces XP to 85%. However, never actually paid attention in game to see how it pans out. I'll play around and check it out.

    Edit: Ok the SoB effect appears to be overruling the Geomantic Sorc effect. I'm not getting any reduction (tested by giving 200k XP. Instead of having the expected 180,200 XP (200,000 x 1.06 x .85) I'm getting 212k XP).

  • CyberfanCyberfan Member Posts: 9
    Hello subtledoctor

    Just a really quick question on correct installation order and BGEE game version compability.

    1) So, is this mod fully functional with the latest BGEE 2.5 version?

    2) BGEE NPC Project --> SCS --> Scales of balance. Is this the correct order?

    Thanks :)

  • subtledoctorsubtledoctor Member Posts: 11,336
    1. yes

    2. might want to i nstall this before SCS... honestly I've done it both ways and never noticed a difference.

  • CyberfanCyberfan Member Posts: 9
    edited July 10
    Hi subtledoctor

    I think I've found a bug. I just started the game to test some mechanics. I have a lvl 1 pure fighter who has: + in greatswords, ++ in two-handed style, has 17 intelligence, and is equipped obviously with a two handed sword.

    From my understanding, my critical hits should appear on hit rolls higher than 16 (+2 for the weapon style and +2 for intelligence bonus). To see if that works, I turned on hit rolls in game menu, so that I can see them, and I can't strike a critical unless I roll 20 or higher, which is super weird, because this is contrary even to vanilla mechanics where, given my ++ two-handed style, I should hit crit from 19 onwards (not even talking about the INT bonus).

    Any suggestions? I installed v. 5.16.3 on BGEE v. 2.5.17

    Edit: Also in-game description of intelligence and its effect on crit differs from that I found in the stats.ini.

    In stats.ini:
    OUTER_SET int_crit_1 = 13 // min INT score for 5% (normal) crit chance
    OUTER_SET int_crit_2 = 15 // min INT score for 10% crit chance
    OUTER_SET int_crit_3 = 18 // min INT score for 15% crit chance

    In-game:
    INT 15 +1 to score crit
    INT 17 +2 to score crit
    INT 19 +3 to score crit

    Post edited by Cyberfan on
  • subtledoctorsubtledoctor Member Posts: 11,336
    INT doesn't affect crit chance anymore. I need to fix the in-game strings, that was an oversight.

  • CyberfanCyberfan Member Posts: 9
    edited July 10
    Ok thanks for clarifying. It would be great if the mod was updated with all the latest mechanics, descriptions and readme file :)

  • HypaspistHypaspist Member Posts: 24
    Got a question about the Yet Another Revised Armor System - should this component also make Bardic casting possible while wearing armour?

    My bard can cast spells in leather armour, but not in chainmail.

  • LemminkainenLemminkainen Member Posts: 4
    edited August 7
    I'm using the Stat Overhaul component of this mod, and none of the Intelligence-based bonus spell memorization slots are showing up. I made an Elf mage with 19 Intelligence. Any clues why this is happening?

    The character record is not showing the bonus mage spells, although the record sheet does correctly show the Wisdom-based bonus spells for the cleric I also built. I did install the "Alter Mage Spell Progression Table -> PnP Table: v9" component of Tweaks Anthology AFTER the Stat Overhaul component of this mod.

    I was able to edit in the corrections using EEKeeper and get them to stick after a rest, but will have to do this manually every-time his intelligence score increases.

    Post edited by Lemminkainen on
  • ReensReens Member Posts: 3
    So it doesn't look like the Stat Bonus Overhaul component actually respects the INI settings for change_STR and change_DEX.

    Poking around the tpa i saw the statmods are applied without any actual check for the settings.
    //EDIT STAT BONUSES__________________________________________________________________
    //
    ACTION_IF NOT FILE_EXISTS_IN_GAME ~d5_yaras.d5~ BEGIN
    COPY ~scales_of_balance/stats/dexmod.2da~ ~override~
    END
    COPY ~scales_of_balance/stats/strmod.2da~ ~override~
    COPY ~scales_of_balance/stats/strmodex.2da~ ~override~
    COPY ~scales_of_balance/stats/mxsplwis.2da~ ~override~
    //COPY ~scales_of_balance/stats/intmod.2da~ ~override~
    COPY ~scales_of_balance/stats/strmod.2da~ ~override~
    COPY ~scales_of_balance/stats/savecndh.2da~ ~override~
    COPY ~scales_of_balance/stats/savecng.2da~ ~override~
    COPY_EXISTING ~abclasrq.2da~ ~override~
    REPLACE_TEXTUALLY ~ 0~ ~ 5~
    // REPLACE_TEXTUALLY ~ 17~ ~ 16~
    BUT_ONLY
    //___________________________________________________________________________________

    Lemminkainen
  • subtledoctorsubtledoctor Member Posts: 11,336
    edited September 10
    I'm using the Stat Overhaul component of this mod, and none of the Intelligence-based bonus spell memorization slots are showing up. I made an Elf mage with 19 Intelligence. Any clues why this is happening?

    Yes. It is because...
    I did install the "Alter Mage Spell Progression Table -> PnP Table: v9" component of Tweaks Anthology AFTER the Stat Overhaul component of this mod.

    This mod tunes the spell tables to be responsive to your stats, and then you overwrote the spell tables and undid the changes needed to make this work.
    I was able to edit in the corrections using EEKeeper and get them to stick after a rest, but will have to do this manually every-time his intelligence score increases.

    I don't know how EEKeeper works and don't really like that program. If possible, go back and undo whatever you did there. Instead, edit MXSPLWIZ.2da, MXSPLBRD.2da, and MXSPLSRC.2da and increase every nonzero value by 2. (Except not in the first column, of course, that represents your level.) Now, the next time you level up, all will be right.

    Post edited by subtledoctor on
    Lemminkainen
  • harticus33harticus33 Member Posts: 22
    Hey there @subtledoctor
    Quick question and maybe I'm an idiot - I can't kill Selaad Gan.
    I just got back from the werewolf island. Sword of Balduran and such killed Karoug and Kaishas just fine. I have the wolfwere necklace thing and the dagger. Nothing I'm doing is hurting Selaad Gan. Is this related to the Weapon Enchantment overhaul?
    I have +3 weapons, I think added by a mod that didn't get recognized by yours, and the sword of balduran which is now +2, with the necklace that adds +4 against lycanthropes, and still can't hurt him. Is this something others have experienced? I can't find anything in this forum. Any help would be appreciated!

  • subtledoctorsubtledoctor Member Posts: 11,336
    harticus33 wrote: »
    Hey there @subtledoctor
    Quick question and maybe I'm an idiot - I can't kill Selaad Gan.
    I just got back from the werewolf island. Sword of Balduran and such killed Karoug and Kaishas just fine. I have the wolfwere necklace thing and the dagger. Nothing I'm doing is hurting Selaad Gan. Is this related to the Weapon Enchantment overhaul?
    I have +3 weapons, I think added by a mod that didn't get recognized by yours, and the sword of balduran which is now +2, with the necklace that adds +4 against lycanthropes, and still can't hurt him. Is this something others have experienced? I can't find anything in this forum. Any help would be appreciated!

    Dunno. One component of this mod makes all magical weapons with a name hit as +3 - so, say, Ashideena +1 should be capable of hitting enemies who need +3 or better.

    I think some of those funky super-werewolves need a weapon with the "cold iron" item flag. None of my mods should mess with that flag, so it is probably something else. (IMHO the whole cold iron thing is idiotic - there is this whole system of '+' that players get used to, and then the game blows that out of the water and uses this whole other concept, just to make their dumb super-werewolves more of a challenge? To me that is not fun, not fair, and not actually a good challenge. I never even play the dumb "werewolf island" adventure anymore. But YMMV.)

    StummvonBordwehr
  • GawainBSGawainBS Member Posts: 508
    How stable are the three great mods at the moment? Any hanging issues?

  • subtledoctorsubtledoctor Member Posts: 11,336
    GawainBS wrote: »
    How stable are the three great mods at the moment? Any hanging issues?

    Well, there's this, which isn't great:
    https://forums.beamdog.com/discussion/comment/1095223/#Comment_1095223

    And there's this, which is pretty minor:
    https://forums.beamdog.com/discussion/comment/1087519/#Comment_1087519

    Those are the only two that stand out in my mental bug list... admittedly I haven't been around here much and I haven't done any kind of modding in a while. The last big effort was with the MacOS mod installed, but that was all Applescript and shell scripts, not Weidu. Truth be told I might be slipping into semi-retirement...

  • GawainBSGawainBS Member Posts: 508
    Thanks! You've made the BG games so much better!

  • ReddbaneReddbane Member Posts: 221
    @subtledoctor
    Is it possible to use your Weapon Category Combination component with the Loosen Item Restrictions for Multi- and Dual-class Clerics from tweaks anthology? If so which component should be installed first to avoid conflict.

  • GawainBSGawainBS Member Posts: 508
    Since 'Keeper messes up scripts apparently, which program would you recommend using for editing stats?

  • ArthasArthas Member Posts: 1,052
    GawainBS wrote: »
    Since 'Keeper messes up scripts apparently, which program would you recommend using for editing stats?
    what? Where did you read that?

    And does it happens for both eekeeper and shadowkeeper?

  • GawainBSGawainBS Member Posts: 508
    It's buried somewhere in one of the threads of the Four Big Mods. EEKeeper definitely does it, apparently. It somehow breaks the new Bards, IIRC.

  • subtledoctorsubtledoctor Member Posts: 11,336
    edited October 16
    Reddbane wrote: »
    @subtledoctor
    Is it possible to use your Weapon Category Combination component with the Loosen Item Restrictions for Multi- and Dual-class Clerics from tweaks anthology? If so which component should be installed first to avoid conflict.

    Should work. Install CDTweaks first, then SoB.
    GawainBS wrote: »
    It's buried somewhere in one of the threads of the Four Big Mods. EEKeeper definitely does it, apparently. It somehow breaks the new Bards, IIRC.

    EEKeeper does some sort of housekeeping as a ‘convenience’ to the player, like restoring you spell slots, resetting some stats, etc. And it doesn’t tell you what precisely it does.

    That has nothing to do with scripts AFAIK - and my mods use almost no scripting. It’s a specific issue with EEKeeper and the way my spontaneous spellcasting system works. (So it affects MnG bards and maybe TnB multiclass sorcerers... but maybe not.) That is as far as the incompatibility goes.

    I think that EEKeeper generally trades too much to be pretty. I much prefer to edit saves in Near Infinity. Just open the .gam file under “savegames” and double-click one of the party members in the top-right window, then change the view to “Edit,” the scroll all the way down and double-click the .cre at the bottom. Now edit whatever you want, then close all sub-windows and save the savegame. Much cleaner IMHO.

    Post edited by subtledoctor on
    StummvonBordwehrMythalar
  • GawainBSGawainBS Member Posts: 508
    Ok, thanks. So Nearinfinity it is.

  • Rik_KirtaniyaRik_Kirtaniya Member Posts: 1,485
    edited October 16
    @subtledoctor I installed the stat bonus overhaul component from this mod (along with most of the other components), and according to the Readme, a 19 intelligence mage should get +2/+2/+2/+1 bonus spell slots for the first four levels respectively. However, my level 7/7 Cleric/Mage (using the kit Monitor of Azuth from Faith and Powers, if that matters anyway), whose base mage spells are 4/3/2/1, and who after the intelligence bonus should be getting 6/5/4/2 spell slots respectively, is only getting 5/4/3/2 spell slots. Is this a bug or am I getting this wrong somehow?

  • subtledoctorsubtledoctor Member Posts: 11,336
    @Rik_Kirtaniya honestly I'm not sure. I can't replicate it right now. If you want stat-based bonus wizard spells, I generally recommend using the Tome & Blood component for that.

    Meantime, I've updated this to v5.18, with some fixes for Spell Evasion and an improved Polish Translation - thanks go to @Etamin for that!

    Etamin
  • EtaminEtamin Member Posts: 787
    edited October 21
    There's an 2 errors during installation with polish language:

    1)
    #[C:\Users\Komputer\Beamdog Library\00783\setup-scales_of_balance.exe] WeiDU version 24600
    #Using Language [Polski (Translation by etamin)]
    #Using .\lang\pl_pl\dialog.tlk and .\lang\pl_pl\dialogf.tlk
    #Installing [WPO - Zmiana systemu bieglosci] [v5.18]
    #Copying 1 file ...
    #Copying and patching 1 file ...
    #Copying and patching 1 file ...
    #Copying and patching 1 file ...
    #Copying and patching 1 file ...
    #Copying and patching 1 file ...
    #Copying and patching 8907 files ...
    #Copying and patching 1 file ...
    #Copying and patching 4182 files ...
    #Copying and patching 8907 files ...
    #WARNING: ALTER_EFFECT does not support file type gˡô
    #ERROR: cannot convert abil_num or %abil_num% to an integer
    #ERROR: [X#SHDR6B.CRE] -> [override/X#SHDR6B.CRE] Patching Failed (COPY) (Not_found)
    #Stopping installation because of error.
    #Stopping installation because of error.
    #Stopping installation because of error.
    #ERROR Installing [WPO - Zmiana systemu bieglosci], rolling back to previous state
    #Will uninstall 169 files for [SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2] component 122.
    #Uninstalled 169 files for [SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2] component 122.
    #ERROR: Not_found
    #Please make a backup of the file: SETUP-SCALES_OF_BALANCE.DEBUG and look for support at: SubtleD
    #Automatically Skipping [WPO - Zmiana systemu bieglosci] because of error.
    #Using Language [Polski (Translation by etamin)]
    #[.\lang\pl_pl\dialog.tlk] created, 308122 string entries
    #[.\lang\pl_pl\dialogf.tlk] created, 308122 string entries
    #NOT INSTALLED DUE TO ERRORS WPO - Zmiana systemu bieglosci
    #
    #WARNING: scales_of_balance : 122 has encounter errors durring installation, exited with ExitCode = 2
    #WARNING: unpausing installation will continue from next component.

    2)

    #[C:\Users\Komputer\Beamdog Library\00783\setup-scales_of_balance.exe] WeiDU version 24600
    #Using Language [Polski (Translation by etamin)]
    #Using .\lang\pl_pl\dialog.tlk and .\lang\pl_pl\dialogf.tlk
    #Installing [WPO - Zwiniecie kategorii broni] [v5.18]
    #Copying and patching 1 file ...
    #Copying and patching 4182 files ...
    #Copying and patching 8907 files ...
    #WARNING: ALTER_EFFECT does not support file type gˡô
    #ERROR: cannot convert abil_num or %abil_num% to an integer
    #ERROR: [X#SHDR6B.CRE] -> [override/X#SHDR6B.CRE] Patching Failed (COPY) (Not_found)
    #Stopping installation because of error.
    #Stopping installation because of error.
    #Stopping installation because of error.
    #ERROR Installing [WPO - Zwiniecie kategorii broni], rolling back to previous state
    #Will uninstall 168 files for [SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2] component 121.
    #Uninstalled 168 files for [SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2] component 121.
    #ERROR: Not_found
    #Please make a backup of the file: SETUP-SCALES_OF_BALANCE.DEBUG and look for support at: SubtleD
    #Automatically Skipping [WPO - Zwiniecie kategorii broni] because of error.
    #Using Language [Polski (Translation by etamin)]
    #[.\lang\pl_pl\dialog.tlk] created, 308122 string entries
    #[.\lang\pl_pl\dialogf.tlk] created, 308122 string entries
    #NOT INSTALLED DUE TO ERRORS WPO - Zwiniecie kategorii broni
    #
    #WARNING: scales_of_balance : 121 has encounter errors durring installation, exited with ExitCode = 2
    #WARNING: unpausing installation will continue from next component.

    Also many string has different numbers between polish and english versions. For instance.

    @10165 = ~Enchanted Battle Axe~
    @10166 = ~Dagger: Heart of the Golem~
    @10167 = ~Enchanted Dagger~
    @10168 = ~Suryris' Blade~
    @10169 = ~War Hammer: Ashideena~
    @10170 = ~War Hammer: Borok's Fist~

    @1065 = ~Magiczny topór bojowy~
    @1066 = ~Sztylet: Serce golema~
    @1067 = ~Magiczny sztylet~
    @1068 = ~Ostrze Suryrisa~
    @1069 = ~Młot bojowy: Ashideena~
    @1070 = ~Młot bojowy: Pięść Boroka~


    I guess that's why i had "mastercraft mornign star" as name of the component during installation.

  • subtledoctorsubtledoctor Member Posts: 11,336
    edited October 21
    @Etamin check that .cre file - X#SHDR6B.CRE. Sounds like it might be corrupted or malformed in some way?

    That's just a wild guess. But ALTER_EFFECT is an extremely widle-used macro and I don't know what would make it fail with "does not support file type."

    Maybe try removing that file from your override folder and running SoB again?

    Meantime I'll look at fixing the tra references.

  • EtaminEtamin Member Posts: 787
    Hmm, i was able to install in on clear SoD and BG2:EE. Previously i was installing it using Project Infinity on EET with few mods. Maybe that's why there were errors.

  • subtledoctorsubtledoctor Member Posts: 11,336
    I forget who the "X#" prefix belongs to, but I feel like I've seen problems with it before...

  • ALIENALIEN Member Posts: 978
    @subtledoctor It's BG1 NPC Project. It doesn't have official 2.5 version so it might cause problems. Latest version is here: https://github.com/Gibberlings3/BG1NPC/tree/eev2.5

    @Etamin Which version of BG1NPC do you have installed? Weidu.log?

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