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

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  • IvanKaramazovIvanKaramazov Member Posts: 14
    I don't use IR, so it must be YARAS. I actually thought YARAS intentionally opened armor use for all, at the exchange of dex, thieving, and casting time penalties. Under the current YARAS system it seems even trueclass mages can put on armor (at least in my install, and I don't think TnB is causing it). What's weird is that the trueclass rogues (bards) can wear anything and wield anything, while the duals are restricted to thief weapons/armors; in other words, the fighter/rogue (skald) isn't getting the fighter access to armor and weapons (or shields, despite being able to specialize in shield-fighting), and the fighter/cleric (loresinger) isn't getting access to cleric armor and weapons (despite being able to specialize in the flails, etc.).
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  • [Deleted User][Deleted User] Posts: 0
    edited October 2018
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  • ThacoBellThacoBell Member Posts: 12,235

    I don't think bards need a faster progression than mages. Mages study one thing only; bards develop multiple skills simultaneously.

    But I don't like the idea of being forced to multiclass, since 2E/BG multiclassing is kind of annoying.

    Although counterpoint, originally (1E) bards actually were multiclass...

    Sigh. I'm pretty darn happy with what I've done here, I'm going play with it, at least through SoD, then I'll reconsider.

    Idea: to really get back to the 1E roots of the class, I could make bards into F/M/T kits! That would be kind of perfect in so many ways...
    YEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
  • rapsam2003rapsam2003 Member Posts: 1,636
    ThacoBell said:

    I don't think bards need a faster progression than mages. Mages study one thing only; bards develop multiple skills simultaneously.

    But I don't like the idea of being forced to multiclass, since 2E/BG multiclassing is kind of annoying.

    Although counterpoint, originally (1E) bards actually were multiclass...

    Sigh. I'm pretty darn happy with what I've done here, I'm going play with it, at least through SoD, then I'll reconsider.

    Idea: to really get back to the 1E roots of the class, I could make bards into F/M/T kits! That would be kind of perfect in so many ways...
    YEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
    :/:/:s:'(
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  • ThacoBellThacoBell Member Posts: 12,235
    @subtledoctor Number 2! Pick number 2! The people who think triple multiclasses are too slow must not have played one past level 1. Only the initial levels from 1-2 are slow. Once you get past that hump, Triple classes EXPLODE and you will be gaining levels like mad.

    !st ed bards are my ultimate pipe dream wish when it comes to classes.
  • DjinnDjinn Member Posts: 76
    I vote for option #2 as well :D
  • rapsam2003rapsam2003 Member Posts: 1,636
    I don't think people remember how horrible AD&D1 bards really were...

    In any case, I vote for #3. In all honesty, that seems the most sensible option.
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    edited October 2018
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  • ThacoBellThacoBell Member Posts: 12,235
    *Slumps away to sad violin music*
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  • ThacoBellThacoBell Member Posts: 12,235
    @subtledoctor Oh no, I LOVE what your mod has done with bards. Meistersinger is my favorite class currently. The 1ed Bard is just my ultimate dream class and modding pipe dream. I also ran triple class (specifically F/M/T) charnames exclusively for years, and I wish there were a couple of triple class kits to choose from.
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  • SharsekSharsek Member, Translator (NDA) Posts: 248
    edited October 2018

    Anyone playing rangers, barbarians, or monks: I might have a method to turn Quickstride into a completely passive ability that turns on when you go into combat, and turns off again when combat is over - so you don't split up your group when you're just walking around. This could also be a cool tweak for the Boots of Speed.

    If it works (it's not well-tested at the moment) the downside would be, you wouldn't be able to move faster outside of combat, like for scouting and stuff (barring Haste etc., of course).

    Good trade-off? Would this be cool? Or is the toggleable ability good enough as it is now?

    @subtledoctor first of all, thank you for your mods!
    I'm playing a Stalker right now; IMHO the ability is good as it is now, I'd like to keep the option to toggle it manually.
    By the way, I'm not sure if it's related to my mods setup, but that component didn't install correctly: CLABRNxx.2da didn't get updated, I had to append manually strirang.txt.

    Edit: sorry, I forgot to specify that I had to use version 3.7, because with version 3.8 the component didn't even install; I got a weidu error regarding the function COUNT_2DA_ROWS.
    Post edited by Sharsek on
  • ThacoBellThacoBell Member Posts: 12,235

    Anyone playing rangers, barbarians, or monks: I might have a method to turn Quickstride into a completely passive ability that turns on when you go into combat, and turns off again when combat is over - so you don't split up your group when you're just walking around. This could also be a cool tweak for the Boots of Speed.

    If it works (it's not well-tested at the moment) the downside would be, you wouldn't be able to move faster outside of combat, like for scouting and stuff (barring Haste etc., of course).

    Good trade-off? Would this be cool? Or is the toggleable ability good enough as it is now?

    I like this idea for Quickstride, but not for the Boots of Speed. I like to use the boots to explore maps quickly, and in BG2 I can have them for the whole party (with one person wearing the grandmaster armor).
  • IvanKaramazovIvanKaramazov Member Posts: 14

    Hi subtledoctor, I'm running an all-bard party in MnG (3.8.9) alongside Divine Remix, TnB, and SoB (using your recommended order) and am encountering something I'm guessing is not expected behavior. My single-class bards/rogues (Meistersinger, Blade, Jinxer) can use all helmets, shields, armors, weapons, etc although can only specialize in the ones relevant to their class (all this seems right per SoB). My multiclass bards, however (Loresinger, Skald, and Gallant) can only wear up to studded leather, only use bucklers, and are restricted to thief weapons (despite being able to specialize in those weapons via the abilities button!).

    Sorry, I can't reproduce this. I just installed TnB->MnG->SoB onto IWDEE v2.5, and rolled a Skald, Gallant, Herald, and Loresinger. Everyone can use all sorts of armor and weapons, I'm not seeing what you describe. All I can think is 1) your install order it bad; or 2) DR does something bad to item usability? But I don't know why it would.
    I can't imagine DR messing things up either, so I assumed I must have borked the install somewhere. However, I just wiped everything and did a fresh install again (minus DR), with the same suite of odd behaviors. The multiclass bards can't use large shields, helmets, or any weapon other than thief weapons. Additionally, the Blade isn't getting the spell select dialog option under abilities, while other bards / sorcerers receive it just fine. I've attached my Weidu log below. I'm assuming at this point it's user error on my part, but I'm stumped.
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  • IvanKaramazovIvanKaramazov Member Posts: 14
    edited October 2018
    I'm playing IWDEE, 2.5 on Windows (albeit via parallels on MacOS, though I can't imagine that matters). Weidu log is below:
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #5 // Rebalanced Spell Schools: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #10 // Spell Tweaks: General Rebalancing: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #11 // Spell Tweaks: Revised Illusionary Clones: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #12 // Spell Tweaks: Revised Invisibility: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #20 // Revised Dragon Disciples: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #30 // Sorcerer: Magus: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #60 // Sorcerer: Favoured Soul: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #70 // Sorcerer: Sylvan Disciple: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #80 // Sorcerer: Revenant Disciple: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #90 // Sorcerer: Amorphous Disciple: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #100 // Innate Find Familiar: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #110 // Armored Casting For Bards: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #120 // Arcane Crafting: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #130 // Innate Metamagic: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #141 // Cantrips -> Innate Cantrips: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #150 // Revised Specialists: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #160 // Ability Score Bonuses: 0.8.26
    ~TOMEANDBLOOD/TOMEANDBLOOD.TP2~ #0 #170 // Spell Select Dialog: 0.8.26
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.8.9
    ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // 3E-Inspired Bard Overhaul & Multiclass Bards: 3.8.9
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2357 // Alter Multiclass Restrictions -> Install options one and two (everyone can multiclass anything): v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3092 // Increase Gem and Jewelry Stacking -> Stacks of 80: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3102 // Increase Potion Stacking -> Stacks of 80: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3111 // Increase Scroll Stacking -> Stacks of 40: v7
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v7
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #104 // IWO - IWDEE Item Tweaks: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.13.1
    ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.13.1


    For what it's worth, the prior install where I had the same problems included DR (installed first, no spheres) but nothing from Tweaks Anthology, so it shouldn't be the latter either.

    EDIT - My install seems to be bugged in general. I played a party through the Vale of Shadows, only to discover just now that my Skald's spells have been suddenly wiped clean from his innate abilities. Resting, re-choosing spell select dialog, nor leveling up restore them, although leveling up does add new spells to his now empty abilities tab.
    Post edited by IvanKaramazov on
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    edited October 2018
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  • IvanKaramazovIvanKaramazov Member Posts: 14
    I did activate the bard song, so it's not that. I believe my Skald and Loresinger were restricted to bucklers only (but I'll double-check), as well as being unable to equip the various fighter and cleric weapons (and helmets) they could take proficiencies in as multis (so no maces, flails, axes, etc), and being limited to studded leather (unlike the new true-class bards, where YARAS allowed for all armor types). It's a busy time for work at the moment but I'll try a complete reinstall this weekend without "Armored Casting for Bards" and in various configs to see if I can pinpoint the problem on my end. In your recreation of my install, could the Skald use axes, the Loresinger maces, and so forth?
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  • SharsekSharsek Member, Translator (NDA) Posts: 248
    Sharsek said:

    Anyone playing rangers, barbarians, or monks: I might have a method to turn Quickstride into a completely passive ability that turns on when you go into combat, and turns off again when combat is over - so you don't split up your group when you're just walking around. This could also be a cool tweak for the Boots of Speed.

    If it works (it's not well-tested at the moment) the downside would be, you wouldn't be able to move faster outside of combat, like for scouting and stuff (barring Haste etc., of course).

    Good trade-off? Would this be cool? Or is the toggleable ability good enough as it is now?

    @subtledoctor first of all, thank you for your mods!
    I'm playing a Stalker right now; IMHO the ability is good as it is now, I'd like to keep the option to toggle it manually.
    By the way, I'm not sure if it's related to my mods setup, but that component didn't install correctly: CLABRNxx.2da didn't get updated, I had to append manually strirang.txt.

    Edit: sorry, I forgot to specify that I had to use version 3.7, because with version 3.8 the component didn't even install; I got a weidu error regarding the function COUNT_2DA_ROWS.
    I tried again with a fresh BG2EE installation, without success. I've attached the debug file below.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2018
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    Post edited by [Deleted User] on
  • ThacoBellThacoBell Member Posts: 12,235
    @subtledoctor Is there a value I can edit in EEKeeper to allow multiclass rogues to gain feats?
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  • ThacoBellThacoBell Member Posts: 12,235
    No worries, thats more complicated than I'm willing to attempt anyway. Thanks for replying.
  • IvanKaramazovIvanKaramazov Member Posts: 14
    @subtledoctor Did a full re-install yesterday evening and it appears to have fixed my item issues with the multi-bards, and properly granted spell select dialogue to the Blade, etc. Hooray! My best guess is that there was something leftover in the overdrive folder I missed, as you suggested. Whatever the case, my party led by an axe-wielding Skald is progressing nicely.

    A couple of little things I've noticed: the Blade, despite being able to put points in pickpocket, has a greyed out thieving abilities button and can't pickpocket (not wearing inappropriate armor or anything that should cause that). Finally, though you probably know this, Faith and Powers doesn't play nice with the Loresinger: their cleric spellbook is largely empty unless they use the Select Deity power, but if they do that they're stripped of the class and can no longer sing, and the innate spell select dialog stops functioning.
  • [Deleted User][Deleted User] Posts: 0
    edited November 2018
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