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[Mod Release] APR on Spec

subtledoctorsubtledoctor Member Posts: 9,824
edited March 2015 in IWD:EE Mods
I've updated my teeny-tiny mod "APR on Spec" to install on IWD:EE. I don't have the game yet so I cannot test it, and cannot yet see whether I've made any bad assumptions about the presence/absence of various .2da files. So if there seems to be any problem, report them here.

What this does:
This simply allows non-warriors to get extra APR bonuses from specializing in weapons. That includes Swashbucklers, and anyone using spell weapons that grant a certain level of proficiency. Warriors behave normally, getting APR bonuses at levels 7 and 13 as well as the usual specialization/grandmastery bonuses.

This works with all mods kits too - it should be installed after any kit mods. (Don't use this with Scales of Balance - it has its own version of this component.)

Get it here:
https://github.com/subtledoctor/APR_on_Spec/releases/tag/1.5
(Click "download source code (.zip)"

Post edited by subtledoctor on
JuliusBorisovRAM021

Comments

  • subtledoctorsubtledoctor Member Posts: 9,824
    edited March 2015
    Little update to v1.3, just simplified the code to make it more compatible and reduce the chance of bug infestation

    [see above, new download is in the OP]

    Post edited by subtledoctor on
    elminster
  • Lord_TansheronLord_Tansheron Member Posts: 4,087
    Interesting. I've always thought that Swashies deserved the extra APR, and it does sort of make sense that a spell that can turn you into a Grandmaster would be powerful enough to get you some extra APR as well ;)

    RAM021
  • KerthalKerthal Member Posts: 68
    Hello!

    I'm trying to install your mod but I've the following error:

    ERROR: Sys_error("SoB/lib/remove_lines.tpa: No such file or directory")

    I don't find any directory named SoB. Would it be the problem?

    elminster
  • subtledoctorsubtledoctor Member Posts: 9,824
    Yes. That and my poor cutting-and-pasting skills.

    It's fixed now, try the download again.

    elminsterKerthalShikao
  • KerthalKerthal Member Posts: 68

    Yes. That and my poor cutting-and-pasting skills.

    It's fixed now, try the download again.

    Thanks a lot, it's installed now :)

  • subtledoctorsubtledoctor Member Posts: 9,824
    edited March 2015
    Another update: there was a stupid bug 1.3 that meant this mod was not actually doing what it said on the tin. The bug is fixed in v1.4, and the mod should now do what it claims to do.

    [see above, new download is in the OP]

    Post edited by subtledoctor on
  • chalnikkalchalnikkal Member Posts: 1
    it does sort of make sense that a spell that can turn you into a Grandmaster would be powerful enough to get you some extra APR as well ;)

    ________________
    GuL

  • JRHigleyJRHigley Member Posts: 16
    I noticed that you suggested something similar in the thread "WSPATCK for all":

    Wait, really? I didn't know that had been done yet. Or maybe I had seen that it wasn't functioning properly and didn't realize whether it had been fixed.

    In any event, I believe you can 'divorce' prof-based APR increases from level-based APR increases, by:
    1) eliminating all level-based increases from wspatck.2da; and
    2) adding a spell effect increasing APR by .5 to warriors' CLABxx.2da files at levels 7 and 13.

    At least, such a spell effect works in my BGT/TobEx install. I haven't tested it in EE but it should be easy enough when I get home.

    Is this what you have done here?

    (I have been poking around with modifying my android game by dropping .2da files into an override folder. I did a clswpbon.2da mod as you have done here, but found the that this pushed the APR progression for all classes to that originally reserved for warriors. How were you able to, in effect, "back out" the additional APR at 7 and 13 for the non-fighter classes? Or, putting it another way, by using your wspat.2da file (in which no classes receive automatic bonuses at 7 and 13) how did you "add back" the fighter APR bonuses at 7 and 13?)

    I'd love to be aboe to accomplish what you have described here with a couple of 2das in my override:

    Everyone does.

    Warriors:
    - start at 1 apr
    - get + .5 apr at levels 7 and 13
    - get + .5 apr at 2nd pip and again at 5th pip

    Non-warriors:
    - start at 1 apr
    - get + .5 apr at 2nd pip

    So a 13th-level warrior with GM gets 3 apr, just like you would expect. Basically warriors aren't changed at all. (Their apr differs from vanilla in implementation, but the end result does not differ.)

    Non-warriors of any level can get 3/2 apr if they specialize with weapons. So Swashbucklers and mod kits.



    Thanks.

  • subtledoctorsubtledoctor Member Posts: 9,824
    edited February 2015
    Unfortunately it can't be done that easily with just a couple .2da files. It's great that we can change CLSWPBON.2da to let everyone be affected by the rules of WSPATCK.2da, but that's only the first step.
    - Then, you need to "flatten" WSPATCK.2da so that *nobody* gets the increases at levels 7 and 13.
    - Then, you need to create a spell that adds +0.5 APR to a character...
    - and finally, you need to apply that spell at levels 7 and 13 to all warrior's CLAB files to make up for the change you made to WSPATCK.2da.

    This is best done via Weidu.

    Hang on - here, I just ran the mod on my BGEE install and copied the resulting files in /override into this archive. Dropping this into your override folder should achieve the desired effect. (But it will overwrite any other changes you might have made to these files.)

    Post edited by subtledoctor on
  • JRHigleyJRHigley Member Posts: 16
    Wow, thanks! I'll give it a shot!

    Travy
  • JRHigleyJRHigley Member Posts: 16
    edited February 2015
    Hmm. The CLSWPBON.2da and WSPATCK.2da clearly work, but I'm not sure whether the CLABXXX.2da or D5_NUMAT.SPL isn't being picked up....I suspect the .spl. (Unless this requires a new game, though I doubt it should.)

    I'm trying to work through exactly how to get the desired result with just the .2da files: For example, some combination of: 1. adjusting GETS_PROF_APR line of CLSWPBON.2da to give the desired classes additional APR. 2. Adjusting the 1/2/3/4/5 pips lines of WSPATCK.2da, and 3. tweaking both WEAPPROF.2da and PROFSMAX.2da to work around the level 7 and 13 "spells" given by the CLAB files.

    I'm still thinking through that one....maybe drop the ZERO_SKILL_THAC0 line of CLSWPBON.2da to 0. Then maybe adjusting WSPATCK.2da giving 1 pip 3/2 APR at level 7+, then maybe giving 2 pips 3/2 APR (-1) at levels 1-6, and 2 (1) at 7-12, and something more for 3 pips, etc.

    Any thoughts?


    Thanks.

  • subtledoctorsubtledoctor Member Posts: 9,824
    edited February 2015
    I don't know why that wouldn't work.

    Giving extra APR for 1 and 2 pips will not work well because then you'll have wizards and clerics getting extra APR at levels 7 and 13, which is precisely what you don't want.

    BUT you could try this:
    - Edit CLSWPBON.2da to give everyone extra APR from proficiency.
    - Now, in WSPATCK.2da, where it normally shifts the numbers at levels 7 and 13, delete those shifts in the rows for 0 stars, 1 star, and 2 stars (i.e. make those rows the same all the way across). Don't touch the rows for 3, 4, or 5 stars.
    - Finally, you edit WEAPPROF.2da and PROFSMAX.2da to allow rangers and paladins to reach 3 stars.

    Now wizards, clerics and thieves will stay at 1 APR; swashbucklers can get 1.5 APR with 2 stars in a weapon; and warriors will have 1.5 APR with two stars, 2 APR with 3 stars at 7th level, 2.5 APR with 3 stars at 13th level, and 3 APR with 5 stars above 13th level.

    This will be a little bit of a buff for spellcasters who get prof points from spell weapons, because if they get 3 or more, they'll get the level 7/13 bonuses. And it will be a slight nerf for warriors, who won't get the level 7/13 bonuses with weapons they are not skilled at. But, that's the actual PnP rule, so this will give you a system that's technically better than the vanilla BG system. And frankly it makes sense to me.

    I think that's the best you can do with just .2da edits.

  • JRHigleyJRHigley Member Posts: 16
    This may be a stupid question, but with regard to this,

    - Finally, you edit WEAPPROF.2da and PROFSMAX.2da to allow rangers and paladins to reach 3 stars.

    How do these files interact? (Which one controls the number of pips allowed? Does one control weapon proficiencies and the other weapon styles?)

    Looking at the Swashbuckler, for example, profsmax.2da indicates that for the "Thief" FIRST_LEVEL max number of pips should be 1, and OTHER_LEVELS should also be 1. The swashbuckler, as a Thief Kit, can obviously not only get 2 pips in weapon proficiencies, but 3 pips in two weapon style as well. (This is clearly indicated in weapprof.2da). Turning to the Paladin and Ranger, we see the same thing: profsmax.2da shows 2 and 2 for first level and other levels, but both classes can have 3 pips in two weapon style.

    Thanks.

  • subtledoctorsubtledoctor Member Posts: 9,824
    I dunno. Try just editing weapprof.2da, and level up a ranger to see if you can get 3 stars. If so, great, don't change anything else. If not, try changing the OTHER LEVELS value in profsmax.

    Travy
  • wolpakwolpak Member Posts: 384
    I think a good method that is a solid compromise and gives other classes a boost is to just have APR based off of proficiency/level for all classes.

    Give .5 APR per proficiency point, gained every 3 levels.

    Allow
    Mages and Sorcs 1 prof point
    Clerics and Druids 2 prof points
    Thieves and Bards 3 prof points
    Pal, Rang, Barb 4 prof points
    Fighter 5 prof points

    PIPs
    0
    1 Mages and Sorcs max out at 1.5 APR at level 3 (with no DW)
    2 Clerics and Druids max out at 2 APR at level 6
    3 Thieves and Bards max out at 2.5 APR at level 9
    4 Paladins, Rangers and Barbarians max out at 3 APR at level 12
    5 Fighters max out at 3.5 APR at level 15

  • subtledoctorsubtledoctor Member Posts: 9,824
    @wolpak that's not far from the system in my new Proficiency Overhaul component in Scales of Balance. All APR bonuses are given within WSPATCK.2da, all classes get access to it and are only limited by their prof limits. (And certain kits get higher limits - e.g. assassins with an extra pip in daggers get an extra .5 APR, which equals more incentive to be a dagger-wielding assassin!)

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