Refinement's Use Scrolls has been replaced by Use Any Items, however Use Any Item still acts as the prerequisite for Scribe Scrolls so the overall integration is pretty seamless.
Some of these things (like the backstab indicator thing, best I can do is work around it) can’t be fixed, but I’ll do as much as I can. Thanks for the detailed breakdown.
Hello, an issue I ve noticed with the hivemaster druid. When he encounter with hostile spiders, they dont attack him, of course this is correct, he is a hivemaster after all, but even when he attacks them, the spiders, even then, they dont strike him back. Im telling this because in the discription of the kit, it says that the spiders will attack him only if he provoke them or if he attacks them first. Its a really minor issue of course, the mod is great anyway.
I installed the arcane archer fighter kit on BGEE and at 1st level it says I should have an enhanced arrow ability, but I have no abilities to select.
Edit: I see it is a passive ability.
Kit description says can't wear armor heavier than chain mail. If Elven chain was meant, descriptions typically say no heavier than Studded Leather as well as Elven Chain.
I recently started a game with an arcane archer/mage, and I noticed you get an extra spell slot as if you were a specialist mage. Don't know if this is intended or just a consequence from having a kit in the multiclass.
@Endarire
I'm aware this is the default, I thought perhaps there was a fix for it. The kit technically isn't for the mage part of the multiclass, so you shouldn't get the bonus spells.
It's not a problem really, more slots yay, but by the end game (ToB) you actually have more slots than a regular mage, 24 fighter levels and all the benefits that entails, 4 more hla's, all at the cost of 1 slot each for the 7th, 8th, and 9th level.
with eet imoen still doesn't get her rogue archer kit even if starting a new game with 2.0. (in the bg1 part of the game)
solution : eekeeper ! Just edit the save as fast as possible, changer her kit to "rogue archer", then go to the effects tab, click "add kit effects", select "rogue archer" for the kit, from level 1 to level 1, ok, this should add what she needs as the bonus to hit with a missile weapon. Done.
I don't know it she can be dual classed into a mage when using this without using something to change the rules... but anyway it's fine like this ! Normally she should have only 2 effects in this list in the end, the 2 added by this kit.
Pst, Rashemi live in Thay. Rashemaar live in Rashemen. Same ancestry. Different lifestyles. Different countries.
Rashemi Red Wizards exist. In fact the Rashemi make up the common folk and the army. Besides the Rashemi are the Mulan. And then slaves. All of them are Thayan but Thay is not an ethnicity. So Edwin is either Mulan or Rashemi.
I imagine that this close schism is what makes them hate each other. This crap always happens (ancient) political history when brothers stupid spats to claim heirdom.
Hello @AionZ , my Imoen4Ever mod works with a custom Imoen cre (basically a copy of Imoen in Spellhold but with less XP). It would be great if the Kitpack would consider the added cre: c#im_010.cre.
Thanks!
Speaking of Imoen, I designed another thief kit on a whim. It was originally meant to be for Imoen but came out differently from how I originally planned it, with an... unusual gimmick.
I'll have an update with it out for testing soon, but here's the preview of its description:
TRICKSTER: Perhaps the most complex and most difficult type of rogue to define, tricksters have few abilities to truly call their own. Rather than develop their skills through formal training, tricksters make use of their cleverness and strong memory to master the skills of other classes at a near-instant rate and use them as though with many years of practice—a talent often deridingly described as one part wit and two parts luck. Therefore, no two tricksters are truly alike. As a jack-of-all-trades, the trickster differs from the bard in that their skills are learned spontaneously rather through study. While versatile and quick to adapt, their lack of true specialization makes them slower to develop.
Advantages:
– Luck: +1 bonus to Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills.
– Opportunist: The Trickster's critical hits reduce the target's Armor Class, THAC0 and damage by 1 for one round.
– May use the Trickery ability once per day. Gains an extra use every 3 levels.
TRICKERY: The Trickster uses masterful sleight of hand and quick movement to instantly replace themselves with a life-sized replica of themselves for one round, becoming invisible in the process. The trickster's next attack is an automatic critical hit. The deception is so great that illusion-dispelling magicks and even creatures that see through invisibility are fooled and will not attack the trickster while the replica is standing.
– May use the Mimicry ability.
MIMICRY: Whether through careful examination, learning through use, or natural talent, tricksters are able to imitate the skills of almost any profession and adapt them as their own. When used, this ability may be permanently exchanged for one ability or passive effect of another kit.
– 5th level: Gains one use of Mimicry.
– 8th level: Opportunist penalties increased to 2.
– 10th level: Passive Luck bonus is doubled. Gains one use of Mimicry.
– 15th level: Opportunist penalties increased to 3. Gains one use of Mimicry.
– 20th level: Passive Luck bonus is tripled. Gains one use of Mimicry.
Disadvantages:
– May not be of Lawful alignment.
– Overconfidence: -1 penalty to Armor Class.
– Gains 90% of all experience earned.
– Backstab progression is significantly weaker than a normal Thief's:
Level 1-8: x2
Level 9+: x3
Archer: Called Shot
Stalker: +15% Hide In Shadows/Move Silently
Beast Master: Animal Summoning
Cavalier: Remove Fear
Inquisitor: Dispel Magic
Undead Hunter: +1 to hit/damage vs. undead
Blackguard: Absorb Health
Priest of Lathander: Boon of Lathander
Priest of Helm: Seeking Sword
Priest of Talos: Storm Shield
Priest of Tyr: Exaltation
Priest of Tempus: Chaos of Battle
Mage: One mage spell cast per day from level 1 to 4 depending on level
Assassin: Poison Weapon
Bounty Hunter: Set Special Snare
Swashbuckler: +1 proficiency in Two-Weapon Fighting
Shadowdancer: Shadowstep
Blade: Defensive Spin
Jester: Fool's Gambit (Jester battlesong effects for 3 rounds, single use)
Skald: War Chant (Skald battlesong effects for 3 rounds, single use)
Dark Moon Monk: Frozen Fist (gain monk fists as magic weapon for 1 turn)
Sun Soul Monk: Flaming Fists (gain monk fists as magic weapon for 1 turn)
Dragon Disciple: Breath Weapon
Yes, it doesn't entirely make sense to copy things like priest innates and dragon disciple's breath weapon, but I decided to take a few liberties. Call it magic.
Turning into a werewolf at level 1 (Shapeshifter bonus) is a surprisingly powerful ability. That's 1d6+2 base weapon damage (magical, enchantment level 2), 2 APR, 19 strength, 20 MR, and a base AC of 1. And since you're not a spellcaster, you can just stay transformed all day; all you're really giving up is the ability to use ranged attacks like a bow and arrow and only having 16 Dex. Being able to hit harder than all but the very strongest warriors at that early stage is worth the tradeoff.
It's less impressive later on, but it makes you an engine of destruction throughout the early levels. Maybe put a time limit on it, so you can't just go werewolf full-time?
The other shapeshift (Avenger bonus) has similar issues with being a form you could just stay in all day. It's less impressive in direct combat with only 1 APR, but that 19 dexterity means your thieving skills are operating at or above full efficiency.
Gaining a point in two-weapon fighting (Swashbuckler bonus) ... if you do this before taking a natural point, you won't be able to do that at all, and you'll have to mimic that ability again later if you want to dual-wield without penalties to the primary weapon. It's great if you know what you're doing, but provides the ability to frustratingly screw up your character by taking it too early.
I really like the kits from this mod, but there is a bug with Cloak of Shadows not coming back if your assassin dies while it is on cooldown. I've had this happen a couple times with Hexxat. She died in a waylay after using Cloak of Shadows, and hasn't gotten it back after traveling to D'arnise Keep and resting multiple times.
I removed and re added her to the party and it came back.
Actually, that would be an issue with any ability with that use pattern.
I assume this is handled in the obvious way; using the ability removes the ability immediately, then grants it again with a delay.
The problem is, dying during the cooldown removes that delayed ability, so you never get it back.
It might be possible to make things work beyond death, but that would require script trickery for every ability like this. There's definitely no easy fix.
For a workaround ... try dismissing Hexxat from the party and then bringing her back. That should restore the ability. It wouldn't help with a protagonist Assassin, but then again the protagonist isn't allowed to die so this shouldn't come up.
The werewolf shapeshift is a big on the strong side at level 1 but I'm not entirely convinced it's a trickster issue - it's just that the werewolf form is probably too strong for BG1, period. It is true that the trickster lacks the spellcasting that makes it theoretically worthwhile for the shapeshifter to remain in normal form. But to be honest, are the two or three early druid spells so strong that the shapeshifter would want to change back anyway? And there is an opportunity cost - that's one use of Mimicry dedicated to an entirely early-game ability as opposed to something that would probably be far more useful later. It's also worth noting I decided to make Imoen join with her first Mimicry already spent on Spellcasting - by design it's to make her make sense as a single-class thief continuity-wise in BG2, but it also means she can't start off with the werewolf if she's used as a trickster.
It's unfortunately kind of a limitation regarding the swashbuckler dual-wielding proficiency. You could theoretically also waste Mimicry uses by putting them all into the swashbuckler perk for 2 extra proficiency points that do nothing. I count on players knowing to avoid that pitfall. I suppose I could just change it to something like +1 off-hand THAC0 per use to imitate proficiency without actually giving points, though that would retain the main-hand THAC0 penalty.
I've been considering a slight overhaul on the Assassin and Cloak of Shadows may be one of the things to go. The total non-detection aspect would become a passive stealth effect instead. This is unfortunately a drawback to 'cooldown'-mechanic abilities that can be hard to work around. However, I think Hexxat could get the ability back if you kick her out and let her rejoin so her kit resets.
EDIT:
Just saw in your stickied post that you don't support IWD, which is fine. I didn't see that when I originally made this comment so apologies.
EDIT2 (10 months later): I made and uploaded an IWDEE compatiblity patch here. It also has some other general fixes for the v2.1 version of this mod (for BGEE games as well).
I recently completed a playthrough of BG1 with my game bookclub. Here are the thoughts on this kitpack from our playthrough.
Artisan's Kitpack: This ended up mostly being used for the NPC kits (Rashemi Berserker for Minsc, Vanguard for Khalid, Montaron Assassin). All good additions. I am playing a melee Dragon Disciple and the stat boosts are helping keep him relevant to the end of BG1, though the lack of additional attacks per round is going to limit the character going forward. Still, a good collection of kits and worth it for the NPC kits in my opinion.
I'm unsure if I'm missing something but I installed it on steam BG1EE and it works flawlessly. But, if I enable dragonspear then while still working all the text is mixed up. Like class and spell descriptions are dragonspear character and quest descriptions. Is there something I need to do to make it work properly with dragonspear?
I'm unsure if I'm missing something but I installed it on steam BG1EE and it works flawlessly. But, if I enable dragonspear then while still working all the text is mixed up. Like class and spell descriptions are dragonspear character and quest descriptions. Is there something I need to do to make it work properly with dragonspear?
If you've got Siege of Dragonspear from Steam or GoG you must install DLC Merger prior to installing any other mod. The most often result of not doing so is jumbled text, exactly like you see now.
@Ivyr
I experienced the "What is this text and why is it here when it shouldn't be?!" problem from lack of installing DLCMerger first. Installing DLCMerger first fixed it.
Comments
Artisan's Kitpack Warhorn Shaman kit
Edit: I see it is a passive ability.
By default, all kitted Mages get an extra spell slot per spell level.
I'm aware this is the default, I thought perhaps there was a fix for it. The kit technically isn't for the mage part of the multiclass, so you shouldn't get the bonus spells.
It's not a problem really, more slots yay, but by the end game (ToB) you actually have more slots than a regular mage, 24 fighter levels and all the benefits that entails, 4 more hla's, all at the cost of 1 slot each for the 7th, 8th, and 9th level.
solution : eekeeper ! Just edit the save as fast as possible, changer her kit to "rogue archer", then go to the effects tab, click "add kit effects", select "rogue archer" for the kit, from level 1 to level 1, ok, this should add what she needs as the bonus to hit with a missile weapon. Done.
I don't know it she can be dual classed into a mage when using this without using something to change the rules... but anyway it's fine like this ! Normally she should have only 2 effects in this list in the end, the 2 added by this kit.
Rashemi Red Wizards exist. In fact the Rashemi make up the common folk and the army. Besides the Rashemi are the Mulan. And then slaves. All of them are Thayan but Thay is not an ethnicity. So Edwin is either Mulan or Rashemi.
I imagine that this close schism is what makes them hate each other. This crap always happens (ancient) political history when brothers stupid spats to claim heirdom.
Thanks!
Speaking of Imoen, I designed another thief kit on a whim. It was originally meant to be for Imoen but came out differently from how I originally planned it, with an... unusual gimmick.
I'll have an update with it out for testing soon, but here's the preview of its description:
Advantages:
– Luck: +1 bonus to Saving Throws, attack rolls, and minimum damage/healing rolls as well as +5% to all thieving skills.
– Opportunist: The Trickster's critical hits reduce the target's Armor Class, THAC0 and damage by 1 for one round.
– May use the Trickery ability once per day. Gains an extra use every 3 levels.
TRICKERY: The Trickster uses masterful sleight of hand and quick movement to instantly replace themselves with a life-sized replica of themselves for one round, becoming invisible in the process. The trickster's next attack is an automatic critical hit. The deception is so great that illusion-dispelling magicks and even creatures that see through invisibility are fooled and will not attack the trickster while the replica is standing.
– May use the Mimicry ability.
MIMICRY: Whether through careful examination, learning through use, or natural talent, tricksters are able to imitate the skills of almost any profession and adapt them as their own. When used, this ability may be permanently exchanged for one ability or passive effect of another kit.
– 5th level: Gains one use of Mimicry.
– 8th level: Opportunist penalties increased to 2.
– 10th level: Passive Luck bonus is doubled. Gains one use of Mimicry.
– 15th level: Opportunist penalties increased to 3. Gains one use of Mimicry.
– 20th level: Passive Luck bonus is tripled. Gains one use of Mimicry.
Disadvantages:
– May not be of Lawful alignment.
– Overconfidence: -1 penalty to Armor Class.
– Gains 90% of all experience earned.
– Backstab progression is significantly weaker than a normal Thief's:
Level 1-8: x2
Level 9+: x3
MIMICRY
The Trickster may choose among the following:
Berserker: Enrage
Wizard Slayer: +4% Magic Resistance
Kensai: Kai
Dwarven Defender: Defensive Stance
Archer: Called Shot
Stalker: +15% Hide In Shadows/Move Silently
Beast Master: Animal Summoning
Cavalier: Remove Fear
Inquisitor: Dispel Magic
Undead Hunter: +1 to hit/damage vs. undead
Blackguard: Absorb Health
Priest of Lathander: Boon of Lathander
Priest of Helm: Seeking Sword
Priest of Talos: Storm Shield
Priest of Tyr: Exaltation
Priest of Tempus: Chaos of Battle
Totemic Druid: Summon Spirit Animal
Shapeshifter: Shapeshift Werewolf
Avenger: Shapeshift Fire Salamander
Mage: One mage spell cast per day from level 1 to 4 depending on level
Assassin: Poison Weapon
Bounty Hunter: Set Special Snare
Swashbuckler: +1 proficiency in Two-Weapon Fighting
Shadowdancer: Shadowstep
Blade: Defensive Spin
Jester: Fool's Gambit (Jester battlesong effects for 3 rounds, single use)
Skald: War Chant (Skald battlesong effects for 3 rounds, single use)
Dark Moon Monk: Frozen Fist (gain monk fists as magic weapon for 1 turn)
Sun Soul Monk: Flaming Fists (gain monk fists as magic weapon for 1 turn)
Dragon Disciple: Breath Weapon
It's less impressive later on, but it makes you an engine of destruction throughout the early levels. Maybe put a time limit on it, so you can't just go werewolf full-time?
The other shapeshift (Avenger bonus) has similar issues with being a form you could just stay in all day. It's less impressive in direct combat with only 1 APR, but that 19 dexterity means your thieving skills are operating at or above full efficiency.
Gaining a point in two-weapon fighting (Swashbuckler bonus) ... if you do this before taking a natural point, you won't be able to do that at all, and you'll have to mimic that ability again later if you want to dual-wield without penalties to the primary weapon. It's great if you know what you're doing, but provides the ability to frustratingly screw up your character by taking it too early.
I removed and re added her to the party and it came back.
I assume this is handled in the obvious way; using the ability removes the ability immediately, then grants it again with a delay.
The problem is, dying during the cooldown removes that delayed ability, so you never get it back.
It might be possible to make things work beyond death, but that would require script trickery for every ability like this. There's definitely no easy fix.
For a workaround ... try dismissing Hexxat from the party and then bringing her back. That should restore the ability. It wouldn't help with a protagonist Assassin, but then again the protagonist isn't allowed to die so this shouldn't come up.
The werewolf shapeshift is a big on the strong side at level 1 but I'm not entirely convinced it's a trickster issue - it's just that the werewolf form is probably too strong for BG1, period. It is true that the trickster lacks the spellcasting that makes it theoretically worthwhile for the shapeshifter to remain in normal form. But to be honest, are the two or three early druid spells so strong that the shapeshifter would want to change back anyway? And there is an opportunity cost - that's one use of Mimicry dedicated to an entirely early-game ability as opposed to something that would probably be far more useful later. It's also worth noting I decided to make Imoen join with her first Mimicry already spent on Spellcasting - by design it's to make her make sense as a single-class thief continuity-wise in BG2, but it also means she can't start off with the werewolf if she's used as a trickster.
It's unfortunately kind of a limitation regarding the swashbuckler dual-wielding proficiency. You could theoretically also waste Mimicry uses by putting them all into the swashbuckler perk for 2 extra proficiency points that do nothing. I count on players knowing to avoid that pitfall. I suppose I could just change it to something like +1 off-hand THAC0 per use to imitate proficiency without actually giving points, though that would retain the main-hand THAC0 penalty.
@MrBaquan
I've been considering a slight overhaul on the Assassin and Cloak of Shadows may be one of the things to go. The total non-detection aspect would become a passive stealth effect instead. This is unfortunately a drawback to 'cooldown'-mechanic abilities that can be hard to work around. However, I think Hexxat could get the ability back if you kick her out and let her rejoin so her kit resets.
For shapeshifting, maybe you could borrow the improved shapeshifting component from SCS ? That way, the werefolf form is balanced for early levels.
As always, I'm very impressed by your kits.
Just saw in your stickied post that you don't support IWD, which is fine. I didn't see that when I originally made this comment so apologies.
EDIT2 (10 months later): I made and uploaded an IWDEE compatiblity patch here. It also has some other general fixes for the v2.1 version of this mod (for BGEE games as well).
Artisan's Kitpack: This ended up mostly being used for the NPC kits (Rashemi Berserker for Minsc, Vanguard for Khalid, Montaron Assassin). All good additions. I am playing a melee Dragon Disciple and the stat boosts are helping keep him relevant to the end of BG1, though the lack of additional attacks per round is going to limit the character going forward. Still, a good collection of kits and worth it for the NPC kits in my opinion.
If you've got Siege of Dragonspear from Steam or GoG you must install DLC Merger prior to installing any other mod. The most often result of not doing so is jumbled text, exactly like you see now.
I experienced the "What is this text and why is it here when it shouldn't be?!" problem from lack of installing DLCMerger first. Installing DLCMerger first fixed it.