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

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Comments

  • ArthasArthas Member Posts: 432
    @subtledoctor yeah, I Wanted to play it in my campaign without mages even if I got SCS installed. I want just the essential spells on my barbarian so I can demolish every mage, but I also need the mechanics (like hp loss when casting) whom I'm unable to replicate alone :(

  • RaduzielRaduziel Member Posts: 3,181
    Arthas said:

    Hey,
    any chance for a Runescarred Berserker kit?

    I would be really really interested.

    Already exists.

    Contemplative_HamsterArthas
  • UOLegacyUOLegacy Member Posts: 117
    Don't wish to get too off the topic from the thread, but the Runescarred Berserker is a really nice albeit older kit. The text may need a little updating but it's still pretty functional if you can navigate through the spells.

  • SteelReserveSteelReserve Member Posts: 10
    First off, love your mods @subtledoctor ! I use a huge amount of them! Thanks for sharing all that hard work with us!

    I'm having just a few quick issues. I can't for the life of me get the Bladesinger to have a Bladesong. At first I thought it was due to a mod incompatibility, so, to experiment, I tried the mod with just EET and it still does not work. I'm unsure what to look for but I assumed it would be an innate skill but I can't find anything like it.

    I'm also curious if there is a way to manually add feats every 3-4 levels to a multiclass kitted char? It just seems like a shame to not get to use your sweet feats on a multiclass char.

    Thanks for any help in advance!

  • subtledoctorsubtledoctor Member Posts: 9,350

    I can't for the life of me get the Bladesinger to have a Bladesong. At first I thought it was due to a mod incompatibility, so, to experiment, I tried the mod with just EET and it still does not work.

    I'll take a look.

    I'm also curious if there is a way to manually add feats every 3-4 levels to a multiclass kitted char? It just seems like a shame to not get to use your sweet feats on a multiclass char.

    Problem is, the feats use a dialogue and the dialogue/script actively checks against your class and kit to present you the correct options. To add support for multiclasses would likely be a lot of work, which I don't have time to do.

    Wise_Grimwald
  • SteelReserveSteelReserve Member Posts: 10
    Thanks for the quick response and taking a look!

    Ah, that makes a lot of sense about multiclass kits. I'm definitely not trying to get you to take even more work on! I was just hopeful there was a way I could circumvent the system not working for multi-class kits by adding the points myself. =)

    Again, thanks for all the rad mods!

    Wise_Grimwald
  • UOLegacyUOLegacy Member Posts: 117
    What is the kit name for the Bladesinger? I know there is another Bladesinger mod (installed singularly) by another dev.

  • SteelReserveSteelReserve Member Posts: 10
    Bladesinger I believe is the name of the kit. I only know the Might & Guile version of it. All the features besides Bladesong work (the weapon profs and such).

  • UOLegacyUOLegacy Member Posts: 117
    edited August 12
    This is the other Bladesinger kit:

    https://forums.beamdog.com/discussion/34950/bgee-mod-misdrhaal-hymmets-bladesinger-kit

    Personally, I'm now enjoying both. They don't seem to conflict and they both offer fascinating approaches to how to play the class.

    Post edited by UOLegacy on
    Wise_Grimwald
  • SizzSizz Member Posts: 14
    edited August 30
    Hello. In my swashbuckler description it says that she gets at level 1 the rogue feat, Combat Skill - Trip, but its nowhere to be found...

    EDIT : Also the skill Swashbuckling is nowhere to be found. (I've not installed rogue rebalance kit revisions.)

  • bearcattonybearcattony Member Posts: 17
    Can't install the feat system on the EET. Using BWS. Debug file:


    Copying and patching 1 file ...
    ERROR: cannot convert al_code or %al_code% to an integer
    ERROR: [might_and_guile/feats/d5_rfc1.spl] -> [override] Patching Failed (COPY) (Not_found)
    Stopping installation because of error.
    Stopping installation because of error.

    ERROR Installing [Feat System], rolling back to previous state
    Will uninstall 111 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 200.
    Uninstalled 111 files for [MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2] component 200.
    ERROR: Not_found
    Please make a backup of the file: SETUP-MIGHT_AND_GUILE.DEBUG and look for support at: SubtleD
    Automatically Skipping [Feat System] because of error.
    Using Language [English]


  • ReddbaneReddbane Member Posts: 195
    @subtledoctor
    Hey Subtle, I've been trying to replicate the effect of creating an ability which activates a script (in this case a dialogue), and thus I've been using your Kensai Revision from M&G as a model; specifically D5_KENF1. Now I understand that the conventional wisdom with this among modders is to have said ability temporarily summon an invisible, neutral, invincible, and otherwise non-interactive--creature, which then triggers the script, and thus in this case the dialogue and dialogue options, before it disappears. Now the problem I have at the moment in examining "D5_KENF1" with nearinfinity is that I can't find the area in the spl file where the cre file is referenced. The answer might seem obvious, but given I'd had limited in edited and creating spl files, this can be quite opaque to me; and your spl doesn't seem the match the structure of normal spl files for creature summons.
    Could you offer some guidance? As always, in advance, thank you for your effort and patience.

  • Luke93Luke93 Member, Mobile Tester Posts: 887
    edited September 1
    Sorry, wrong thread.....

  • AnprionsaAnprionsa Member Posts: 82
    Getting this error.

    ERROR: cannot convert al_code or %al_code% to an integer
    ERROR: [might_and_guile/feats/d5_rfc1.spl] -> [override] Patching Failed (COPY) (Not_found)

    WeiDu log: https://www.dropbox.com/s/f7xbajg8rip2wkb/Weidu.7z?dl=0
    Installation log: https://www.dropbox.com/s/u8m0ysukvhe4cc4/Bak-201809040134.7z?dl=0

    This was part of a large install. You can check the discussion of the issue I had with this install:

    http://gibberlings3.net/forums/index.php?showtopic=29544&page=4
    http://baldursextendedworld.com/Vanilla_Forums/discussion/96/latest-ee-mod-setup-issues/p2

  • subtledoctorsubtledoctor Member Posts: 9,350
    Reddbane said:

    I've been trying to replicate the effect of creating an ability which activates a script (in this case a dialogue), and thus I've been using your Kensai Revision from M&G as a model; specifically D5_KENF1. Now I understand that the conventional wisdom with this among modders is to have said ability temporarily summon an invisible, neutral, invincible, and otherwise non-interactive--creature, which then triggers the script, and thus in this case the dialogue and dialogue options, before it disappears. Now the problem I have at the moment in examining "D5_KENF1" with nearinfinity is that I can't find the area in the spl file where the cre file is referenced.

    Honestly I don't remember - the kensai stuff is the oldest code in the mod. But the short answer is, you cast a spell, which summons an invisible creature, and you set the override script of the invisible creature to a script which uses ActionOverride to have LastSummonerOf(me) start a dialogue. Now you have a dialogue which considers the summoner to be "Myself" and you can do whatever you want.

  • subtledoctorsubtledoctor Member Posts: 9,350
    edited September 5

    Being able to swap monks from regular to enhanced punches is a neat idea, but I've noticed one problem - Ki Fist seems to 'wear off' after any sort of travel, meaning I either have to quickly cycle down to normal and back to Ki Fist, or pre-emptively swap to normal fists before traveling and then re-activate ki fists on arrival to my destination.

    Anprionsa said:

    ERROR: cannot convert al_code or %al_code% to an integer
    ERROR: [might_and_guile/feats/d5_rfc1.spl] -> [override] Patching Failed (COPY) (Not_found)

    Both of these should be fixed in v3.7.10.

    Post edited by subtledoctor on
    ThacoBellGusinda
  • AnprionsaAnprionsa Member Posts: 82
    @subtledoctor

    Awesome, I'll try it out on my next install when Shadow Magic and Foundling are updated as well.

    Wise_Grimwald
  • ReddbaneReddbane Member Posts: 195

    Reddbane said:

    I've been trying to replicate the effect of creating an ability which activates a script (in this case a dialogue), and thus I've been using your Kensai Revision from M&G as a model; specifically D5_KENF1. Now I understand that the conventional wisdom with this among modders is to have said ability temporarily summon an invisible, neutral, invincible, and otherwise non-interactive--creature, which then triggers the script, and thus in this case the dialogue and dialogue options, before it disappears. Now the problem I have at the moment in examining "D5_KENF1" with nearinfinity is that I can't find the area in the spl file where the cre file is referenced.

    Honestly I don't remember - the kensai stuff is the oldest code in the mod. But the short answer is, you cast a spell, which summons an invisible creature, and you set the override script of the invisible creature to a script which uses ActionOverride to have LastSummonerOf(me) start a dialogue. Now you have a dialogue which considers the summoner to be "Myself" and you can do whatever you want.
    Could you tell me which file is the cre that is summoned and/or which file is the script it activates? That way I could examine them.

  • subtledoctorsubtledoctor Member Posts: 9,350
    edited September 5
    @Reddbane here's an example that comes more easily to mind: the old multiclass kit code for the pre-2.0 engine is still there. You can buy a item, which casts a spell, which summons a creature, which has an override script, which initiates a script action. The code is:
      COPY ~might_and_guile/mc/d5_blads.itm~ ~override~
    COPY ~might_and_guile/mc/d5_blads.spl~ ~override~
    COPY ~might_and_guile/mc/d5_blads.cre~ ~override~
    COMPILE ~might_and_guile/mc/d5_blads.baf~
    You can examine those files (and rename and reuse them, if you like).
    EDIT - note, summoning a creature directly from a spell creates a visual effect, I think a little purple puff of smoke. Some people don't like this when the creature is invisible and only used to run a script. You can eliminate it by having the spell use opcode 177 and summoning the creature through the associated .EFF. (The .EFF might need to have certain settings to eliminate the visual effect, I don't remember.)
    EDIT 2 - ugh, the new way the forum automatically adds extra spaces between paragraphs is extremely annoying. I have to edit Every. Single. Post. to remove them...

  • Wise_GrimwaldWise_Grimwald Member Posts: 1,799


    EDIT 2 - ugh, the new way the forum automatically adds extra spaces between paragraphs is extremely annoying. I have to edit Every. Single. Post. to remove them...

    Same here. :(

  • AnprionsaAnprionsa Member Posts: 82
    @subtledoctor

    The update has fixed my install error, thanks!

  • Wise_GrimwaldWise_Grimwald Member Posts: 1,799
    Anprionsa said:

    @subtledoctor

    The update has fixed my install error, thanks!

    :)

  • MasterChefMasterChef Member Posts: 40
    Quick question regarding the Bladesinger kit - what exactly does the Bladesong provide a character? I have a BG2 install and it looks like it is providing an extra half-attack and additional point in THAC0, beyond what the class description describes.

  • subtledoctorsubtledoctor Member Posts: 9,350
    edited September 10
    @MasterChef I honestly don't remember. TBH I have grown out of love with that kit. Need some new and better ideas for fighter/mage kits.

    I also have newer ideas for how to do a proper Bladesinger
    - Can reach 3 points in SWS. Mastery in SWS gives an extra 1/2 APR.
    - Must choose a weapon of choice
    - 1-point bonus to AC, damage, and casting speed with weapon of choice
    - 1-point penalty when using any other weapon
    - ... that's it, really. Forget this "alternate Kai/Offensive Spin" innate ability, it's not needed.

    Dunno if/when I'll ever have the time to do that, though... :(

    ThacoBell
  • UOLegacyUOLegacy Member Posts: 117
    Definitely go for it. I would love to see you back on the modding scene delivering packages that makes me want to come back and play it again.

    Wise_Grimwald
  • TyrionBeanTyrionBean Member Posts: 6
    edited September 11
    Hi there,

    I just got into modding a few days ago and I found your mod. It looks mighty fun and interesting, but I have a question about archers:

    Does the +1 to hit and damage every few levels apply in the same way that some creatures cannot be hit by something less than +4 or +5 weapons? I'm curious because I've tried playing an archer before and since there are just so few arrows above +2, it makes it really kind of nerfed playing one against high level creatures (think Kangaxx etc...) So I'm basically looking for a mod which lets archers be archers, and not have to rely on very scant ammo to even start making a dent in really big fights.

    Thanks for any info! Much appreciated.

    EDIT: Yes, I am aware that the bow from Trademeet fires +3 arrows and Gesen fires +4, but you get Gesen really late in the game and I'm looking to hit stuff with +4 or +5 *before* I have to finish the whole "rescue Imoen for a week" phase. Thanks. :)

  • subtledoctorsubtledoctor Member Posts: 9,350
    edited September 11
    @TyrionBean you need this excellent little mod:
    https://forums.beamdog.com/discussion/58374/enchant-the-missile-launchers-ranged-weapon-tweak/p1

    It lets you hit enemies according to the enchantment level of the launcher, if it is higher than that of the ammunition.

    Post edited by subtledoctor on
    Wise_GrimwaldStummvonBordwehrThacoBellTyrionBean
  • GawainBSGawainBS Member Posts: 451
    edited September 11
    @subtledoctor Your Bladesinger idea above looks pretty solid. I assume you'd also allow full Mastery of the Weapon of Choice and limit the armour to Studded Leather and Elven Chainmail?

  • Wise_GrimwaldWise_Grimwald Member Posts: 1,799
    @TyrionBean There is good ammo to be found in Watchers' Keep.

  • subtledoctorsubtledoctor Member Posts: 9,350
    GawainBS said:

    @subtledoctor Your Bladesinger idea above looks pretty solid. I assume you'd also allow full Mastery of the Weapon of Choice and limit the armour to Studded Leather and Elven Chainmail?

    Thanks! Yeah something like that. Maybe something like, limit to proficiency but allow GM with the weapon of choice.

    But dealing with the proficiencies, and adding a new effect to SWS, and making sure the latter works both independently of and in tandem with SoB's SWS bonuses, is just not something I have time for.

    I'm working on something way cooler...

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