[Kit Mod] The Artisan's Kitpack
TheArtisan
Member Posts: 3,277
The Artisan's Kitpack is a collection of original kits and kit reworks for the PC and certain NPCs.
The Hivemaster and Warhorn Shaman are compatible with Deities and Avatars.
Fighter
Arcane Archer
- Emily (must be installed after kitpack)
Kensai
Vanguard
- Khalid
Ranger
Dark Hunter
Rashemi Berserker
- Minsc only
Paladin
Divine Champion
- Ajantis
- Keldorn
- Sirene
Blackguard
Druid
Elementalist
Hivemaster
Thief
Assassin
- Montaron
- Hexxat
Rogue Archer
- Imoen
- Imoen
Bard
Go check out Bardic Wonders.
Shaman
Warhorn Shaman
- M'khiin
Sorcerer
Dragon Disciple
Pale Master
Post edited by TheArtisan on
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Comments
Congratulations for the release, it is a very impressive kitpack.
Since the Berserker's done now I'll probably do the Barbarian as well. It'll probably be a bit more like Minsc's kit, though not as powerful overall. I know this is weird since that one is named Rashemi Berserker but I wanted Minsc and Korgan to have different niches which is why I made this Berserker different to the other one, so pardon the confusion.
And no, I will not just make Minsc a barbarian. I like Ranger Minsc far too much.
I just rolled up an Arcane Archer and I'm not absolutely loving the magical effect on hit caused by Enhanced Arrow, is there a .EFF that I can edit in NI to remove the visuals/sound? Otherwise perfect.
You can remove the smoke visual in the c0aain1.spl file. Unfortunately the blast sound effect is coded into the magic damage type so you can’t remove it without doing the same to all attacks with using the same type.
Arcane Archer/Mage now displays its kit name next to the XP stats instead of fighter, dwarven berserkers, as per their description, display their kit name as Battleragers (only works after character creation). M'khiin may now be a Warhorn Shaman (hp increases and quarterstaff proficiency point is moved to axes) and Montaron may be installed as a single-class Assassin or a Fighter/Assassin.
Thank you for your response and again, GREAT job on this kitpack!
I made a tiny sound mod that uses Neverwinter Nights' version of magic damage so you don't have to hear that deafening "KA-CHOW" sound every time an arrow hits. I think it's much more pleasant. But this changes the SFX of all magic damage sources in the game (magic missile, horrid wilting, etc.). Put this in your override folder.
@AionZ
On a bug-related note, the Kensai's Ki Focus gives the character a permanent 20% damage boost instead of being limited to 2 rounds.
I rolled a Dark Hunter, but unfortunately I encountered a bug with her ability to Set Traps. Once you get to Level 4, her Set Traps level is reset permanently to 5. I checked the values in EEKeeper and the Set Traps Stat modifier (under Effects) is set as a flat value, rather than a cumulative one. It's easy enough to work around, but it does mean save-game editing every time my character levels up.
I took a Mystic Fire paladin through BG1EE and Siege of Dragonspear, but when I imported him to BG2EE his class was basic Paladin. Wondering if I need to do something on my end to fix his class?
Have you installed the kit on BG2 as well?
What I do is when I am done in BGEE, I create a character save. I then copy that character file to BG2EE character save location. I open the file with EEKeeper and set the kit to what it should be and then use that when starting a new BG2EE game.
I think @argent77 tried to create a mod that allowed for direct importing between 1 & 2, but I could not get it to work for me.
@Necromanx2 I didn't realize that. Hmm. I did end up setting his kit to Mystic Fire using EEKeeper, but after I'd started the game. And when he got his level 2 spells, the arcane spells from the kit were missing. So maybe I'll try editing the save file first and then start a new game.
edit : nvm, after starting a new game he correctly get his kit, weird but anyway.... !
When I make a pure-class Arcane Archer none of that happens.
Also, the ingame attack and damage stats don't reflect the magical arrows (I believe they should), this is true for both versions.
I am on EET with some mods (tweak antology might do something...)
Apparently, there's no Shadow Armor item in that game.
PS: Also, the kit's website still links to the no-longer-existing github repo (from when it was still a separate mod).
– May not wear armor heavier than chain mail.
Is actually coded as:
-May not wear armor heavier than studded leather.
as per the regular Archer. Not sure which is right and which is wrong, so opted to put it here.
If splint is also supposed to be forbidden while chain is not, you'd have to also add Disallow Item effects to whatever .spl files you've got listed in the relevant CLAB file, forbidding individual suits of splint mail by name (like CHAN04 and CHAN05, etc.).
I think it's supposed to be limited to elven chain mail (which is enabled for archers within the component) and the site description doesn't reflect that properly. I just checked, the in-game description is correct - don't ask me how I messed that up, I'm almost certain I copied-pasted.
I'd use the barbarian usability, which I used to, but it's bugged as all hell. The fighter kit can work with it, but the fighter/mage becomes completely unable to use stuff like mage robes and other equipment for no apparent reason. The same applies for dual-classes - some thief items become unusable too. Oh, and you become immune to backstab if you use it because certain kit innates are coded directly into usability. Don’t ask me why.
I can confirm two issues that have been reported above though.
As @Kateling found, progressing to level 4 and above sets the set trap skill to 5. I took a peek with NI, it seems C0DH#04.spl was set to set, rather than increment. I've attached the fixed ability, to drop in override after installing/to include in the mod.
@CantripN reported there are some issues with the Arcane archer/mage multiclass. When leveling the archer part to level 3 and 5 you get the QD_MC#03 and QD_MC#05 innate abilities. These are tied to @Aquadrizzt 's multiclass kit library I think, but how that works is a bit beyond me. Obviously these abilities are not supposed to show up. The kit seems to function like it should up to here though.
Creating a new archer/mage in BG2EE gives the same abilities. When, using eekeeper, to level him further to SoA cap two more of these innates show up, #09 and #13. So they seem to be tied to the level where you're getting a new ability.
The vanilla blackguard isn't necessarily weak, but it is so boring. It's strong at low levels but weak late game. Both its unique abilities, which are the only thing that really distinguishes it, are single use, which I find ridiculous. I've introduced a bunch of new tricks for the blackguard:
- Absorb Health has been renamed to Life Drain. Its damage has been halved to 1 hit point per level, but it adds the health to the blackguard's maximum on top of healing them, and additionally drains THAC0 and Damage for a reasonable duration. However, it can no longer affect non-living creatures like undead and golems. Extra uses are gained at levels 8 and 12.
- Aura of Despair is now a passive effect, which I feel is more thematic. In place of its original effects, it reduces the saving throws, morale, and damage output (a 10-25% reduction of all damage, scaling with level) of enemies within its area of effect. It's not very useful early on, but the -4 save penalty at 21st level is a great utility for your casters. The morale reduction also can cause enemies to immediately flee in terror at the sight of the blackguard, which I find especially entertaining. Non-living creatures are unaffected.
- The blackguard now can backstab up to a maximum of x4. Now, obviously they don't have access to stealth, so they'll need to get invisibility through other means.
- They now use the same Poison Weapon as the kitpack's assassin.
- The blackguard gains a small selection of mage spells: Blindness, Larloch's Minor Drain, Horror, Invisibility (the blackguard's only innate way of making use of their backstab), Vampiric Touch, Hold Undead, Improved Invisibility, Contagion.
- At 12th level, the blackguard gains a new ability called Fiendish Reckoning. This spell gives a sizable boost to THAC0, damage and hit points, but has a low duration of 3 rounds. However, the blackguard can repeatedly reset the duration by killing a creature while it is in effect. However! Be careful, because if the blackguard fails to kill something in the initial duration, they suffer a large amount of magic damage, incur a penalty to THAC0, and their damage is halved for 6 rounds. This makes the buff a bit unusual to use, as instead of a pre-buff it is best used as a finisher.
- Like the kitpack's assassin, a PC blackguard incurs -2 reputation at the start of the game.
Now, this does look like a lot of tools. Most of them are themed around playing dirty - stat drain, save reduction, poison, backstabs. I will say that I think this version of the blackguard is more powerful than the original, but not gamebreakingly so. It's worth noting that Life Drain's damage is much lower than Absorb Health, and Aura of Despair does little to benefit the blackguard himself until the higher levels. I personally have played it a bit (although only through IWDEE) and don't think it's too strong, but it is a lot of fun. I may figure out a reasonable and appropriate disadvantage to add to it in the future.