BEGIN ~Give Monks a cooler Deflect Missiles ability~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~This ability only works on the EE engine.~ DESIGNATED 1000
BEGIN ~Creatures without infravision have -4 THAC0 at night or in dark places~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~~ DESIGNATED 3200
And EET is not listed. The note for monk abilities states EE is required (surely EET qualifies) and there is no note for the Infravision one.
@OlvynChuru I would love to have these in EET. If they should work, but are untested, I am happy to test them. I assume I can just edit the tp2 to say "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"?
BEGIN ~Give Monks a cooler Deflect Missiles ability~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~This ability only works on the EE engine.~ DESIGNATED 1000
BEGIN ~Creatures without infravision have -4 THAC0 at night or in dark places~ REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee~) ~~ DESIGNATED 3200
And EET is not listed. The note for monk abilities states EE is required (surely EET qualifies) and there is no note for the Infravision one.
I would love to have these in EET. If they should work, but are untested, I am happy to test them. I assume I can just edit the tp2 to say "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"?
Yes, just editing them like that to include EET should be fine. I'll do that officially in the next update, but that's still some days away, so you could edit it in your version in the meantime.
Also, this component messes with what creatures are considered "large creatures," so some creatures such as ogres that are normally considered "large creatures" (meaning, for example, that they are immune to Entangle and Web in Icewind Dale) are not large creatures anymore...
What about using opcode #342 instead of editing INI files? That won't probably mess with the "large creature" property...
So just to clarify, this mod *should* be EET compatible as long as the @Atherakhia tweaks are added?
e.g. "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"
I just released version 1.3 of the mod, which fixes those bugs: you should now be able to install those components on EET. You can download the new version here.
Let Rangers and Paladins cast spells at their full caster level
The makers of the Baldur's Gate games really were determined to make Paladin and Ranger spellcasting as crappy as possible. Not only do they get spell slots and new spell levels much slower than Clerics or Druids (which by itself is fine), they also cast spells at a much lower level than they should. Rangers cast spells as if 7 levels lower (so a spell that lasts 1 round/level only lasts 2 rounds if cast by a level 9 ranger), and Paladins cast spells as if 8 levels lower. This component fixes this unnecessary drawback, letting Rangers and Paladins cast spells at their full caster level.
Increase the rate at which warriors get proficiency points
This component lets warriors (particularly fighters) get proficiency points faster. Here are the options:
Fighters get 1 point per 2 levels; Rangers and Paladins still get 1 point per 3 levels
Fighters, Rangers and Paladins get 1 point per 2 levels
Fighters get 1 point per level; Rangers and Paladins get 1 point per 2 levels
Let Rangers and Paladins cast spells at their full caster level
The makers of the Baldur's Gate games really were determined to make Paladin and Ranger spellcasting as crappy as possible. Not only do they get spell slots and new spell levels much slower than Clerics or Druids (which by itself is fine), they also cast spells at a much lower level than they should. Rangers cast spells as if 7 levels lower (so a spell that lasts 1 round/level only lasts 2 rounds if cast by a level 9 ranger), and Paladins cast spells as if 8 levels lower. This component fixes this unnecessary drawback, letting Rangers and Paladins cast spells at their full caster level.
Increase the rate at which warriors get proficiency points
This component lets warriors (particularly fighters) get proficiency points faster. Here are the options:
Fighters get 1 point per 2 levels; Rangers and Paladins still get 1 point per 3 levels
Fighters, Rangers and Paladins get 1 point per 2 levels
Fighters get 1 point per level; Rangers and Paladins get 1 point per 2 levels
Being able to get grandmastery in a weapon is the main class ability of fighters. Giving it to rangers and paladins is like giving Cure Wounds spells to mages. So I don't think it's a good idea.
If paladins and rangers could get grandmastery, there would be no point in playing fighters (aside from their kits I guess) because they'd be almost completely inferior to paladins and rangers. Even if their rate of proficiency points was reduced like in your 1st suggestion, it would simply delay it a little. Eventually paladins and rangers would reach the level where they can get grandmastery in a weapon, then they'd be almost completely superior to fighters.
I see your point and I don’t disagree - I should have been more clear.
I was considering combing number 1 and 2.
If you took the priest and Druid profiency path, you could go as high as master in any weaponstyle as a ranger paladin.
If you took the rogue path you could go as high as high master master.
And if you took the mage path you could GM.
I totally agree that GM is the trait of the fighter. But if you considered the mage path you could take 2 pips a level 1 - and not specialise, then take the 2. Pip at level 6, and so on.
Yes you could as a paladin be a GM in 2 handed swords at level 24. Which as far down the road in BG2 or even ToB
But you would have to wait a long time for the second pip in 2 handed swords whilst playing BG1. And not getting the 1/2 apr strait away.
So a slower progression and serious lack of versatility.
Hope it makes sense, and sorry for clogging the thread with my ideas.
I tried to install the Infravision tweak on BGEE and got an error:
ERROR: illegal 228-byte read from offset 1288 of 1288-byte file AR2624.ARE
ERROR: [AR2624.ARE] -> [override/AR2624.ARE] Patching Failed (COPY) (Failure("AR2624.ARE: read out of bounds"))
Stopping installation because of error.
ERROR Installing [Make Infravision actually do something -> Creatures without infravision have -4 THAC0 at night or in dark places], rolling back to previous state
Unable to Unlink [METweaks/backup/3200/OTHER.3200]: Unix.Unix_error(1, "unlink", "METweaks/backup/3200/OTHER.3200")
[METweaks/backup/3200/UNSETSTR.3200] SET_STRING uninstall info not found
Will uninstall 1987 files for [METWEAKS/METWEAKS.TP2] component 3200.
This is a great mod, containing a lot of useful tweaks.
This is what I’m currently playing with:
~METWEAKS/METWEAKS.TP2~ #0 #400 // Remove the limit of two proficiency points in a weapon at character creation
~METWEAKS/METWEAKS.TP2~ #0 #900 // Let Rangers and Paladins cast spells at their full caster level
~METWEAKS/METWEAKS.TP2~ #0 #1200 // Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
~METWEAKS/METWEAKS.TP2~ #0 #1400 // Power Up Ranger Charm Animal
~METWEAKS/METWEAKS.TP2~ #0 #1500 // Turn Paladin Detect Evil into a passive ability that can be toggled on and off
~METWEAKS/METWEAKS.TP2~ #0 #1600 // Increase Wizard Slayer Magic Resistance
~METWEAKS/METWEAKS.TP2~ #0 #3100 // Make it so the Jacil and Wiven encounters aren't replaced by other quests
Said this, I’ve got two requests:
1) Inside High Power Baldur's Gate, there is a bag of holding component. Would it be possible to add it to this series of tweaks? I tried to install it from High Level Baldur's gate but it gets skipped because it needs the core component.
@OlvynChuru is this mod applicable to IWDEE v2.6.6?
Also:
Add a different kind of chunked death animation
With this component installed, if a slain creature would be chunked, its corpse is sent flying into the air instead.
Would you be so kind and show us how it looks in game? Something like those fantastic gifs you are preparing for IWD2EE?
How do the Infravision components filter out the applicable actors? I have noticed that in my EET tests, the elven PC got Infravision, Neera got it, but Khalid and Jaheira didn't on 2.6.
Just finding out about this mod! Does teh 1.4 version is now compatible with EET ? As it is not yet listed in the EET compatibility list, i guess it is not fully compatible. Which components are EET friendly ?
The general tweaks work with EET (sans the infravision inconsistency which I reported), I never used the BGEE specific tweaks on EET to know if they work.
About the installorder ?:
- BGEE specific tweaks installed on BGEE before EET
- Other OlvynTweaks installed (with PI) after EET_end (between Tweak Anthology and SCS)
Haven't played the game with the mod but it already seems super cool. HOWEVER, I am encountering an error when trying to install the "modify fighting styles".
ERROR Installing [Modify Fighting Styles], rolling back to previous state
Will uninstall 3 files for [METWEAKS/METWEAKS.TP2] component 4000.
Uninstalled 3 files for [METWEAKS/METWEAKS.TP2] component 4000.
ERROR: Failure("SET_STRING out of range")
Please make a backup of the file: SETUP-METWEAKS.DEBUG and look for support at: OlvynChuru
Comments
Tried with EET (and EEex, installed via Project Infinity), got the following errors:
I can provide debug and WeiDU.log if you want them.
Any assistance appreciated.
@Atherakhia I think those components are simply not compatible with EET, that's why were skipped.
@OlvynChuru any chance to make them compatible with EET in the next update?
And EET is not listed. The note for monk abilities states EE is required (surely EET qualifies) and there is no note for the Infravision one.
@OlvynChuru I would love to have these in EET. If they should work, but are untested, I am happy to test them. I assume I can just edit the tp2 to say "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"?
Yes, just editing them like that to include EET should be fine. I'll do that officially in the next update, but that's still some days away, so you could edit it in your version in the meantime.
What about using opcode #342 instead of editing INI files? That won't probably mess with the "large creature" property...
OK, never mind, the issue is still there...
e.g. "REQUIRE_PREDICATE (GAME_IS ~bgee bg2ee iwdee eet~)"
I just released version 1.3 of the mod, which fixes those bugs: you should now be able to install those components on EET. You can download the new version here.
By "at will" it means you can use it any number of times you want.
New components:
Let Rangers and Paladins cast spells at their full caster level
The makers of the Baldur's Gate games really were determined to make Paladin and Ranger spellcasting as crappy as possible. Not only do they get spell slots and new spell levels much slower than Clerics or Druids (which by itself is fine), they also cast spells at a much lower level than they should. Rangers cast spells as if 7 levels lower (so a spell that lasts 1 round/level only lasts 2 rounds if cast by a level 9 ranger), and Paladins cast spells as if 8 levels lower. This component fixes this unnecessary drawback, letting Rangers and Paladins cast spells at their full caster level.
Increase the rate at which warriors get proficiency points
This component lets warriors (particularly fighters) get proficiency points faster. Here are the options:
Download
Your GitHub page for this mod still says it's 1.3.
Hi @OlvynChuru
Great work - as usual.
May I propose some other possible tweaks?
1) let rangers and paladin get prof. points at a slower rate (like thieves, priests or mages)
2) let rangers and paladins GM like fighters.
3) make the mod IWD:ee compatible
Being able to get grandmastery in a weapon is the main class ability of fighters. Giving it to rangers and paladins is like giving Cure Wounds spells to mages. So I don't think it's a good idea.
If paladins and rangers could get grandmastery, there would be no point in playing fighters (aside from their kits I guess) because they'd be almost completely inferior to paladins and rangers. Even if their rate of proficiency points was reduced like in your 1st suggestion, it would simply delay it a little. Eventually paladins and rangers would reach the level where they can get grandmastery in a weapon, then they'd be almost completely superior to fighters.
The mod IS IWD:EE compatible. I just tested it now and all the components that are available in IWD:EE install successfully.
I was considering combing number 1 and 2.
If you took the priest and Druid profiency path, you could go as high as master in any weaponstyle as a ranger paladin.
If you took the rogue path you could go as high as high master master.
And if you took the mage path you could GM.
I totally agree that GM is the trait of the fighter. But if you considered the mage path you could take 2 pips a level 1 - and not specialise, then take the 2. Pip at level 6, and so on.
Yes you could as a paladin be a GM in 2 handed swords at level 24. Which as far down the road in BG2 or even ToB
But you would have to wait a long time for the second pip in 2 handed swords whilst playing BG1. And not getting the 1/2 apr strait away.
So a slower progression and serious lack of versatility.
Hope it makes sense, and sorry for clogging the thread with my ideas.
ERROR: illegal 228-byte read from offset 1288 of 1288-byte file AR2624.ARE
ERROR: [AR2624.ARE] -> [override/AR2624.ARE] Patching Failed (COPY) (Failure("AR2624.ARE: read out of bounds"))
Stopping installation because of error.
ERROR Installing [Make Infravision actually do something -> Creatures without infravision have -4 THAC0 at night or in dark places], rolling back to previous state
Unable to Unlink [METweaks/backup/3200/OTHER.3200]: Unix.Unix_error(1, "unlink", "METweaks/backup/3200/OTHER.3200")
[METweaks/backup/3200/UNSETSTR.3200] SET_STRING uninstall info not found
Will uninstall 1987 files for [METWEAKS/METWEAKS.TP2] component 3200.
This is what I’m currently playing with:
~METWEAKS/METWEAKS.TP2~ #0 #900 // Let Rangers and Paladins cast spells at their full caster level
~METWEAKS/METWEAKS.TP2~ #0 #1200 // Give Rangers the Tracking ability (from Throne of Bhaal) starting at level 1
~METWEAKS/METWEAKS.TP2~ #0 #1400 // Power Up Ranger Charm Animal
~METWEAKS/METWEAKS.TP2~ #0 #1500 // Turn Paladin Detect Evil into a passive ability that can be toggled on and off
~METWEAKS/METWEAKS.TP2~ #0 #1600 // Increase Wizard Slayer Magic Resistance
~METWEAKS/METWEAKS.TP2~ #0 #3100 // Make it so the Jacil and Wiven encounters aren't replaced by other quests
Said this, I’ve got two requests:
1) Inside High Power Baldur's Gate, there is a bag of holding component. Would it be possible to add it to this series of tweaks? I tried to install it from High Level Baldur's gate but it gets skipped because it needs the core component.
2) Please give a thought about this proposal: https://forums.beamdog.com/discussion/comment/1114465/#Comment_1114465
Good modding !
Also:
Would you be so kind and show us how it looks in game? Something like those fantastic gifs you are preparing for IWD2EE?
- BGEE specific tweaks installed on BGEE before EET
- Other OlvynTweaks installed (with PI) after EET_end (between Tweak Anthology and SCS)
French translation done and sent to OlvynChuru.
ERROR Installing [Modify Fighting Styles], rolling back to previous state
Will uninstall 3 files for [METWEAKS/METWEAKS.TP2] component 4000.
Uninstalled 3 files for [METWEAKS/METWEAKS.TP2] component 4000.
ERROR: Failure("SET_STRING out of range")
Please make a backup of the file: SETUP-METWEAKS.DEBUG and look for support at: OlvynChuru
Thanks for the help in advance.