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[MOD] -Might and Guile- a tweak mod and kit pack for warriors and rogues.

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  • scriverscriver Member Posts: 2,072
    All appears to be in working order! Thanks for the quick response.
  • GawainBSGawainBS Member Posts: 523
    I seem to recall a Cleric/Mage kit in this mod, but it's not there. Was it changed, or is it my memory?
  • inethineth Member Posts: 746
    @GawainBS
    Yeah, two actually: "Monitor of Mystra" and "Spellbender".

    I think they were removed in favor of the Faith and Powers mod (which has multiple C/M kits, and even single-class Cleric kits with some mage spells).
  • GawainBSGawainBS Member Posts: 523
    Thanks, I'll wait for Faith & Powers to release as a somewhat definite version.
  • southfla79southfla79 Member Posts: 214
    faith and powers is pretty stable. Any issues reported are typically resolved fairly quickly.
  • rapsam2003rapsam2003 Member Posts: 1,636
    GawainBS said:

    Thanks, I'll wait for Faith & Powers to release as a somewhat definite version.

    It's been a somewhat definite version for ages, and it has been stable for quite some time. I remember it working well for at least 2 years by now.
  • GawainBSGawainBS Member Posts: 523

    GawainBS said:

    Thanks, I'll wait for Faith & Powers to release as a somewhat definite version.

    It's been a somewhat definite version for ages, and it has been stable for quite some time. I remember it working well for at least 2 years by now.
    I don't doubt it works well, it's just that stuff keeps getting added. ;-)
  • StumiesterStumiester Member Posts: 3
    Hey! So, I'm using the "Loremaster" class for a character on my current playthrough of BG:EE.

    First problem: from the class description, he should have UAI, and he does not. I added a version via shadowkeeper but its not ideal.

    Second problem: he has 110 locks/traps. He was able to open all the chests around the bandit camp, but the traps on the first floor of Durlag's can't be disabled - not only that, but they activate when he tries to disable them. These are not the permanent traps, they should be disableable with 110 locks/traps.

    Any advice?
  • hippofanthippofant Member Posts: 35
    edited October 2017
    I think the Thief HLA tables are off. They list a AP_D5_RF52, but there is no D5_RF52. I think it's supposed to be D5_RF42, which is Escape Artist, as promised in the Readme. The Swashbuckler HLA table has it too though, and I don't think Swashbucklers should be getting it again as an HLA. (Using the revised feat system.)
  • JebbleJebble Member Posts: 27
    Is it intentional that multiclass thiefs do not get feats?
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  • JebbleJebble Member Posts: 27
    edited October 2017
    As someone who loves to play around with multiclassing, and want to try out the system with multiclassing in mind, is there a way to enable that feature?
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,866
    The following mod enables kitting multi-classes.
    https://github.com/UnearthedArcana/NPC_EE
    This is the sort of thing that it allows you to do however you can kit any character using EE- Keeper: As well as changing the kit you also have to revise the spells using innate spells tab.
    In my installation several characters were changed to classes that I didn't want due to it being done by BWS which I am not too familiar with.

    ~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #223 // Choose a class for Coran -> Make Coran a bard: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #621 // Choose a class for Neera -> Make Neera a sorcerer: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7
  • JebbleJebble Member Posts: 27

    The following mod enables kitting multi-classes.
    https://github.com/UnearthedArcana/NPC_EE
    This is the sort of thing that it allows you to do however you can kit any character using EE- Keeper: As well as changing the kit you also have to revise the spells using innate spells tab.
    In my installation several characters were changed to classes that I didn't want due to it being done by BWS which I am not too familiar with.

    ~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #223 // Choose a class for Coran -> Make Coran a bard: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #621 // Choose a class for Neera -> Make Neera a sorcerer: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
    ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7

    I am using that mod. It's great. But it does not allow one to use feats with multiclassing.
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  • JebbleJebble Member Posts: 27

    Jebble said:

    As someone who loves to play around with multiclassing, and want to try out the system with multiclassing in mind, is there a way to enable that feature?

    It's been a long time since I delved into the code, but as I recall it, there are numerous ways in which feats don't work for multiclasses. I think the dialogue itself has a class check. But I guess no harm in trying. You could use AddSpell in the console to give yourself "d5feata" , "d5featb" , etc. every four levels or so.
    That is a sufficient fix for me, if I want to try it out. Thank you for your answer and this mod subtledoctor.
  • JebbleJebble Member Posts: 27
    When installing might and guile through Big World I get an error when installing the Corsair and Marksman kits.

    "
    Stopping installation because of error.

    ERROR Installing [Add the Marksman (fighter kit)], rolling back to previous state
    Will uninstall 30 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 320.
    Uninstalled 30 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 320.
    ERROR: Failure("resource [D5_MAGEH.2DA] not found for 'APPEND'")
    PLEASE email the file SETUP-MIGHT_AND_GUILE.DEBUG to SubtleD
    Automatically Skipping [Add the Marksman (fighter kit)] because of error.
    Using Language [English]
    [.\lang\en_us\dialog.tlk] created, 51591 string entries

    NOT INSTALLED DUE TO ERRORS Add the Marksman (fighter kit)

    E:\HDD Games\Beamdog\BG1 Run Might and Guile>

    ERROR: Failure("resource [D5_MAGEH.2DA] not found for 'APPEND'")
    Add the Marksman (fighter kit) (Might and Guile) was not installed due to errors.

    You can try to repair the problem and start the installation of the component again. In this case please select "retry" after the repair.

    If you don't want to
    spent time for that now, you can also continue without the component or exit the program. The BiG World Setup will continue with the installation of that
    component.
    Enter [r]etry, [c]ontinue or [e]xit.
    "

    Seems to be lacking a file D5_MAGES.2DA
  • hippofanthippofant Member Posts: 35
    edited October 2017
    Jebble said:

    Jebble said:

    As someone who loves to play around with multiclassing, and want to try out the system with multiclassing in mind, is there a way to enable that feature?

    It's been a long time since I delved into the code, but as I recall it, there are numerous ways in which feats don't work for multiclasses. I think the dialogue itself has a class check. But I guess no harm in trying. You could use AddSpell in the console to give yourself "d5feata" , "d5featb" , etc. every four levels or so.
    That is a sufficient fix for me, if I want to try it out. Thank you for your answer and this mod subtledoctor.
    There is definitely a kit check, but I'm not sure how BG scripting works in this regard with kitted multi-classes. The feat abilities use d5_feat.eff to summon an invisible creature (d5_feat.cre), which is scripted in d5_feat.bcs to only start dialogues with the summoner if they pass a certain check:
    Kit(LastSummonerOf(Myself),16568)
    Where 16568 is a kit number for an MnG kit. (Differs for different kits and installations.) As I understand it, this should work with kitted multi-classes, since they should still have the correct kit id attached to them, but I'm not sure. It doesn't work with already-dual-classed companions though, so all your BG2 Mage/Thiefs have to go without feats unless you want to hack it.
  • ChroniclerChronicler Member Posts: 1,391
    Hey, I don't do a lot of modding, so I'm sorry if this is stupid.

    When I try and install Might and Guile in BG1EE, the text is all scrambled. I've tried it on BG2EE and that works fine, but BG1EE not so much. I've tried installing everything and I've tried just installing the sniper kit individually.

    Am I doing something wrong?
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  • ChroniclerChronicler Member Posts: 1,391
    That fixed it! Thank you!
  • JebbleJebble Member Posts: 27
    Just encountered a bug while using the dagger of venom against an enemy with shield-fighting. The shield-fighting ability was getting reapplied at each instance of the poison, so my character was perma-stunned.
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  • kjeronkjeron Member Posts: 2,368

    1) The ability just mimics the Fire Shield spell... do you take fire damage with each instance of the poison being applied when you hit someone with Fire Shield?

    Yes, the same thing happens with an unmodded fire shield + poison.


    2) Both this ability and Fire Shield set an opcode 232 contingency with "target hit" as the condition... does the Dagger of Venom count its delayed poison effects as "hits" ??

    Just about all damage does.

    3) The shield bash protects stunned targets from being affected for 5 seconds after being stunned. So it should not (can not) happen more than once in a round. I could possibly extend this to 7 seconds... might be a good idea.

    I think the protection is targeting the wrong resource, _A instead of _B.

    You could disable shield bashing while someone is poisoned (by checking for it same as proficiency), consider them too distracted to make a counter-attack.

    I would also suggest adding a "Protection from Spell(318), Preset Target, Param2= Source(43)" to the _B spell, so they cannot bash themselves from self-inflicted damage.

    The closest alternative would be to trigger it when "attacked" instead of "hit", but that trigger has its own quirks as well, such as ranged attacks triggering twice (once when the attack is rolled, again when(if) it strikes).

  • [Deleted User][Deleted User] Posts: 0
    edited November 2017
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • Pharaun159Pharaun159 Member Posts: 41
    edited November 2017
    Thx for the refer mate. So i installed might and guile and im noticing a weird problem. Rangers stealth is DECREASING as i level. I started with somewhere around 50 hide and by godhood level.. its 13. Any idea why? Im am using your scales of balance and might and guile as my only mods. Has SoB been completely replaced by these new versions?


    EDIT: Ive delved into this a bit more. It seems at level 40 something happens to the stealth tables. It progresses properly, and then suddently tanks your stealth to the absolute minimum. Im going to try without the enhanced experience tables and see if that helps.

    Edit: Without enhanced experience tables from SoB the stealth problem does not happen. Just FYI.

    Post edited by Pharaun159 on
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  • Pharaun159Pharaun159 Member Posts: 41
    @subtledoctor i installed MaG after SoB. I guess that could be why. Sad face though. If i install MaG first then shield proficiency style is removed from ranger list. I like playing a viking style Berserker ranger with shield bash.
  • kjeronkjeron Member Posts: 2,368
    The Stealth tables for Rangers only goes to level 40 (99), so at level 41+ it goes to the default value of 0.
    It's the same for all similar tables:
    SKILLRNG.2DA // Ranger Stealth
    SKILLBRD.2DA // Bard Pickpocket
    SKILLSHM.2DA // Shaman Detect Illusion

    The BGEE/SOD tables only go to level 20 for bard/shaman.
    Just need to extend the tables.
  • Pharaun159Pharaun159 Member Posts: 41
    edited November 2017
    @subtledoctor so i followed instruction to install mag first and then SoB. So now feats are working for ranger barbarian but lost my ability to use perks from sword and shield (sad face). However i was wondering if the weapon focus ability was not working right. Im not seeing axes in there nor am i seeing dual weilding. Is that by design?

    Edit. I keep testing and the "weapon Proficiencies" are all over the place. Ranger berserker cant choose axes, sword and shield, dual wielding, greatswords, or two handed focus. But Beastmaster can choos greatsword focus (which he cant even use) but not twohanded nor axes. Am i doing something wrong here? Im only using your two mods


    Edit: so as far as i can tell im not supposed to be getting the proficiencies feats at all. Something is screwy with the proficiencies tweaks modual.
    Post edited by Pharaun159 on
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