Just thought I'd leave a short review of my playthrough with the Arcane Archer / mage multiclass I did last year.
Played as an Elf to really lean into the stereotype. Went through BG1 and SoA with no trouble. This class is really powerful. In BG1 ranged combat is very useful, and like the regular Archer kit this class is absolutely great at it. In SoA ranged is still very good, and with the bonuses this class gets you will keep on dealing a lot of damage. Didn't play ToB, but I imagine your relative damage contribution goes down a bit, but is still respectable.
And then you still have your mage spells. This class is great for casting some (crowd) control spells when needed, and otherwise just keep on shooting from the back. Later on in SoA I also helped out with the mage duels. To me this was great, it's a pretty easy class to play that will do fine just auto attacking, but compared to the regular Archer your character will feel a bit more hands-on due to casting spells.
I didn't use the special abilities all that much, hardly ever felt like they would be better to use over casting a spell. I imagine if you're playing the single class they'd become more important.
Like I mentioned in an earlier post, the class gets an extra spell slot as if they were a specialist mage (I know this is due to how the engine works). I feel this is overpowered. The disadvantages of this class are already pretty minor when you just lean into it's strengths, getting extra spell slots is just unnecessary. If possible I would remove these.
All in all I had a great time with the Arcane Archer / mage, would recommend to anyone wanting to play a ranged character that does more than just auto attack.
@AionZ , I thought I'd post this for anyone who might be interested. I made a small weidu mod for myself that makes the kits from this mod fully compatible with IWD:EE. This includes giving proper iwd abilities, some bug fixes, some edits to descriptions. It doesn't install any kits. It detects kits already installed and applies available fixes.
It also fixes some other issues I noticed (for the BGEE games as well). Some of this might be subjective, but I'll list them here, in case there's anything you didn't know about that you want to fix in the base mod:
Assassin
- fixed icons when selecting backstab abilities
- it now shows one icon only, which names the current backstab mode
Rogue Archer
- removed mention of bonus apr from the description (from weapon specialization). I didn't remove the bonus. The kit already wasn't getting it. This feature can be added with the Tweaks Anthology component.
Magekiller
- fixed Spellstrike HLA not being given (was pointing to the wrong resource in C0MK#008.SPL)
Arcane Archer/Mage
- spell slots reduced by 1 per spell level (removes the specialist bonus slots)
- note that the extra slots are removed after game start (extra spells memorized during character creation will be unmemorized)
Dragon Disciple
- restored missing info for Breath Weapon progression (both spell and kit description)
- fixed stat bonuses being given again each time exported/imported
Trickster
- fixed Trickster kit being able to put 3 slots in ranged weapons
Rashemi Berserker
- Berserk ability, when ending, was dropping max HP back down to normal before doing 15 HP damage. It will now do the damage first, before taking away the max HP bonus. This is how the Berserker kit's Enrage works, and how Minsc's vanilla Berserk ability works in BG:EE and classic BG2.
Edit: forgot to mention, this is for Artisan's Kitpack v2.1
EDIT4: uploaded an improved patch, including fixing an install error that could happen if none of the Thief kits from Artisan's kitpack were detected
Updated the patch in the post above (again for Artisan's kitpack v2.1). Info:
v0.3
added proper Sneak Attack progression to various kits. This is meant for IWDEE, but I made it installable on the BGEE games as well. Progression info is in the readme-Sneakattack.txt file.
this will also correct/extend Sneak Attack progression for base game kits up to level 50, but only if the tables are already extended to level 50 (i.e. if Assassin rework from Artisan's kitpack is installed).
fixed Trickster kit being able to put 3 slots in ranged weapons
minor text fixes
As stated, this is mainly for IWDEE, but a few fixes are also for the BGEE games. I don't want to fill this thread with too many of my posts, so this will probably be the final time I post about this in here. Complete info, including IWDEE fixes, can be found in the readme.
UPDATE: Fixes a possible error during install if your game has messed up sneakatt.2da or crippstr.2da files. Also adds backstab.spl to the game, if it doesn't already exist.
I installed rogue archer for Imoen and rashemi berserker for Minsc, and there are few minor problems.
Imoen had one point in short swords and two points in short bows. That's one point too many at level 1. Also I don't know if this is a bug or not, but you can be lawful good rogue archer.
Minsc had 12 HP, when he should have 14 HP at level 1 with the kit. Again I don't know if this is a bug or not, but after berserk rage Minsc doesn't just lose the temporary HP, but also takes 15 HP worth of damage. I tried this out with a fighter berserker, and she only lost the temporary HP and didn't take any extra damage. Though, when enraged she did say "When berserk state ends, Minsc will take 15 points of damage." Which was quite weird.
after berserk rage Minsc doesn't just lose the temporary HP, but also takes 15 HP worth of damage. I tried this out with a fighter berserker, and she only lost the temporary HP and didn't take any extra damage.
I'm not the mod author, but I took a look at the Minsc Rage HP thing. This looks like a bug with BG2:EE (I only checked v2.6.6). Even without Artisan's Kitpack, the Minsc Berserk ability takes away the max HP bonus before inflicting the 15 damage, so the damage is always to his normal HP pool. I'm guessing no one noticed because no one uses his vanilla Berserk.
In BG:EE, as well as in classic BG2, it works the same as Berserker kit. It does the damage first, then one second later lowers max HP back to normal, so the damage is to the bonus amount first. The Rashemi kit probably uses the BG2:EE version as a base.
I've updated my fix mod above, which switches the timings around so the damage will hit before the max hp bonus ends. It also fixes Magekiller and Rogue Archer being able to be Lawful Good.
Hiho i encountered an Install Error of the Inquisitor Overhaul Component with Version 2.5.
//Installing [Artisan's Kitpack: Inquisitor Overhaul] [2.5]
//Copying and patching 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying and patching 1 file ...
//Appending to files ...
//Copying and patching 1 file ...
//Appending to files ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//WARNING: no effects altered on C0INQ01a.SPL
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//[.\lang\en_us\dialog.tlk] created, 127402 string entries
//INSTALLED WITH WARNINGS Artisan's Kitpack: Inquisitor Overhaul
//
//WARNING: ArtisansKitpack : 3003 has encounter errors durring installation, exited with ExitCode = 3
//WARNING: unpausing installation will continue from next component.
I hit this same problem on my Project Infinity install. "Inquisitor Overhaul" got installed with errors, and "Make Montaron into a Fighter/Assassin" component outright failed. The latter, I can honestly live without. But Inquisitor is my favorite paladin kit, and Keldorn a staple of my Good-aligned parties. Would love a fix or a workaround.
1. When Edwin's Red Wizard class was downloaded, it's impossible to memorize a spell for the last spell slot for Edwin's level 2 and level 6 spells.
2. Eldritch Knights and Arcane Tricksters don't get HLAs
3. Arcane Archers can't wear chain mail even though their class description says they can (Edit: nvm, saw that it's supposed to be that they can only wear elven chain)
I'm encountering a bug with the elementalist.
The acid storm isn't listed in the game, so it's not given. (I can see that with keeper).
It's listed on the wizard table though (I'm also using the IWD spell mode from scs)
Hi, it's not a bug but I was not able to install Divine Champion, Mystic Fire and Martyr Kits because they are dependent on Paladin Overhaul being installed.
As a suggestion I think it should be made more evident in the documentation/installer, something like "Mystic Fire Paladin Kit (Paladin Overhaul Required)", just to save time (I "wasted" an EET install not knowing it).
Another bug is when I used Korgan's Enrage ability, he takes damage even though he makes his save vs death. It also lasts longer than one turn, I think, because he took damage more than six times. The class description says his Enrage ability shouldn't make him take 10% of HP damage per turn if he is able to make his save vs death.
For the Monk, the HLA "Faster than the Eye" should be able to be used an infinite number of times, so its numeric value inside its ability icon was intended to always be one. However, upon resting, this numeric value changes to 1 + "the number of times you've ever used the ability".
Also activating the Thousand Strikes ability is permanent, even though the description says it lasts 2 rounds.
With the new Fighter Overhaul, all the unique abilities that were supposed to be gained by the Eldritch Knight is no longer attained upon level up. I suspect the same thing happened to the Arcane Trickster.
Very excited by the Ranger Overhaul, but unfortunately it failed to install on BG2EE (latest version, clean install.)
Copying 1 file ...
Appending to files ...
Appending to files ...
Appending to files ...
In state 55, I expected one of these tokens:
[2] ~~
Parse error (state 55) at END
[ArtisansKitpack/lib/ranger.tpa] PARSE ERROR at line 11 column 1-3
Near Text: END
GLR parse error
[ArtisansKitpack/lib/ranger.tpa] ERROR at line 11 column 1-3
Near Text: END
Parsing.Parse_error
ERROR: parsing [ArtisansKitpack/lib/ranger.tpa]: Parsing.Parse_error
Stopping installation because of error.
ERROR Installing [Artisan's Kitpack: Ranger Overhaul (required for kit components)], rolling back to previous state
Will uninstall 71 files for [ARTISANSKITPACK/ARTISANSKITPACK.TP2] component 2000.
Uninstalled 71 files for [ARTISANSKITPACK/ARTISANSKITPACK.TP2] component 2000.
In state 55, I expected one of these tokens:
[2] ~~
Parse error (state 55) at END
[ArtisansKitpack/lib/ranger.tpa] PARSE ERROR at line 11 column 1-3
Near Text: END
GLR parse error
[ArtisansKitpack/lib/ranger.tpa] ERROR at line 11 column 1-3
Near Text: END
Parsing.Parse_error
ERROR: parsing [ArtisansKitpack/lib/ranger.tpa]: Parsing.Parse_error
Error Uninstalling [ARTISANSKITPACK/ARTISANSKITPACK.TP2] component 2000:
Parsing.Parse_error
ERROR: Parsing.Parse_error
Please make a backup of the file: SETUP-ARTISANSKITPACK.DEBUG and look for support at: Artemius_I
Fixes have definitely made the new ranger kits playable, although hilariously, I think the Beast Master might be a little broken now. The Beast Friend bonuses are definitely stacking in a way that is not intended. Within sight of my Beast Master, all her summons end up with crazy shit like -20 AC, -25 THAC0, huge damage buffs (Mountain Bear, for example). If I had to hazard a guess, the effect is cumulative or multiplying, rather than the flat bonus it should be recieving.
In the meantime, enjoy the most widely derided class rolfstomp the game with a single cast of Animal Summoning I.
When starting BG1 with a level 1 Eldritch Knight, wearing leather or studded leather prevents spellcasting even though class description says it shouldn't.
When starting BG1 with a level 1 Eldritch Knight, wearing leather or studded leather prevents spellcasting even though class description says it shouldn't.
I'm almost positive it's something in the fighter overhaul that's causing that. I even tried using the "allow arcane spellcasting in armor" feature in Klatu tweaks but there's still something in the mod that's putting a hard stop to armored spellcasting for fighter/mage multiclass's when it shouldn't.
There is a bug with fighter proficiency at level 20. When he reaches level 20, fighter is specialised in all weapon as expected. But if fighter had more than ** in a weapon proficiency before reaching level 20, then proficiency in this weapon decreases at ** once the fighter reaches level 20.
With Wizard Slayer, I have a message which doesn't display correctly when I select Spellslayer Strike.
Does anyone know how this mod's modal abilities work?
I installed the Rashemi Ranger kit and gave it to Minsc. When I select Power Attack in his special abilities, there is a "Minsc : Power Attack" notification in the dialog box, but no other effect that I can see, either in the character screen or in combat. Since no duration is indicated in the description, I suppose that it is a toggleable ability, but in that case, how do you know if it is currently activated or not?
Weird. There isn't one in my install. Minsc's Berserker rage gives him a portrait icon but not his Power Attack. Could it be because I didn't install the other Fighter-related components of the mod? Maybe the portrait icon is part of another component.
EDIT : Turns out I was partly right. Indeed, some files necessary for Power Attack to work are not installed if you choose just the Minsc component. But it wasn't the icon that was missing. It was c0fig01a.2da and c0fig01a.2da (located in the Fighter subfolder of the kitpack). I added them to my override folder and it fixed the problem.
I made Khalid a Vanguard and he has none of the abilities listed in his class description, except the vanilla version of Defensive Stance. No Fortitude, no Shield Bash, no immunity to Stun and Displacement...
This is a bit messy. You should probably not install this mod unless you intend to install all components. Because apparently some abilities of the kits you pick and choose might only be available if you installed some other kits/overhauled classes. I wish there was one main component that installed ALL of the spells and abilities needed for the kits to function.
EDIT : I hope my comment didn't seem harsh. Obviously I'm still thankful for this great mod.
You should probably not install this mod unless you intend to install all components. Because apparently some abilities of the kits you pick and choose might only be available if you installed some other kits/overhauled classes. I wish there was one main component that installed ALL of the spells and abilities needed for the kits to function.
Interesting... @TheArtisan do you know whether the monk compnents have any dependencies on other parts of the mod, or whether they can be safely installed by themselves?
I think the monk is fine because there is no overlap with other classes/kits.
But you shouldn't install the Rashemi Berserker unless you install the Fighter Overhaul, so that Power Attack works.
And you shouldn't install the Vanguard unless you install the Dwarven Defender (with which he shares almost all of its special abilities).
Having specific kits rely on a base class overhaul is terrible for compatibility though. That's a real shame! I guess it might be fine to copy over the relevant files without overwriting the base class fighter, for instance?
Comments
https://github.com/ArtemiusI/The-Artisan-s-Kitpack/blob/master/ArtisansKitpack/The Artisan's Kitpack.pdf
Played as an Elf to really lean into the stereotype. Went through BG1 and SoA with no trouble. This class is really powerful. In BG1 ranged combat is very useful, and like the regular Archer kit this class is absolutely great at it. In SoA ranged is still very good, and with the bonuses this class gets you will keep on dealing a lot of damage. Didn't play ToB, but I imagine your relative damage contribution goes down a bit, but is still respectable.
And then you still have your mage spells. This class is great for casting some (crowd) control spells when needed, and otherwise just keep on shooting from the back. Later on in SoA I also helped out with the mage duels. To me this was great, it's a pretty easy class to play that will do fine just auto attacking, but compared to the regular Archer your character will feel a bit more hands-on due to casting spells.
I didn't use the special abilities all that much, hardly ever felt like they would be better to use over casting a spell. I imagine if you're playing the single class they'd become more important.
Like I mentioned in an earlier post, the class gets an extra spell slot as if they were a specialist mage (I know this is due to how the engine works). I feel this is overpowered. The disadvantages of this class are already pretty minor when you just lean into it's strengths, getting extra spell slots is just unnecessary. If possible I would remove these.
All in all I had a great time with the Arcane Archer / mage, would recommend to anyone wanting to play a ranged character that does more than just auto attack.
I haven't yet tried to play the modded game, but this seems a bit ominous for Montaron.
hello! the link to the mod is outdated and does not work, could you drop the working link to the mod
https://github.com/ArtemiusI/The-Artisan-s-Kitpack/releases
It also fixes some other issues I noticed (for the BGEE games as well). Some of this might be subjective, but I'll list them here, in case there's anything you didn't know about that you want to fix in the base mod:
- fixed icons when selecting backstab abilities
- it now shows one icon only, which names the current backstab mode
Rogue Archer
- removed mention of bonus apr from the description (from weapon specialization). I didn't remove the bonus. The kit already wasn't getting it. This feature can be added with the Tweaks Anthology component.
Magekiller
- fixed Spellstrike HLA not being given (was pointing to the wrong resource in C0MK#008.SPL)
Arcane Archer/Mage
- spell slots reduced by 1 per spell level (removes the specialist bonus slots)
- note that the extra slots are removed after game start (extra spells memorized during character creation will be unmemorized)
Dragon Disciple
- restored missing info for Breath Weapon progression (both spell and kit description)
- fixed stat bonuses being given again each time exported/imported
Trickster
- fixed Trickster kit being able to put 3 slots in ranged weapons
Rashemi Berserker
- Berserk ability, when ending, was dropping max HP back down to normal before doing 15 HP damage. It will now do the damage first, before taking away the max HP bonus. This is how the Berserker kit's Enrage works, and how Minsc's vanilla Berserk ability works in BG:EE and classic BG2.
Edit: forgot to mention, this is for Artisan's Kitpack v2.1
EDIT4: uploaded an improved patch, including fixing an install error that could happen if none of the Thief kits from Artisan's kitpack were detected
v0.3
As stated, this is mainly for IWDEE, but a few fixes are also for the BGEE games. I don't want to fill this thread with too many of my posts, so this will probably be the final time I post about this in here. Complete info, including IWDEE fixes, can be found in the readme.
UPDATE: Fixes a possible error during install if your game has messed up sneakatt.2da or crippstr.2da files. Also adds backstab.spl to the game, if it doesn't already exist.
Imoen had one point in short swords and two points in short bows. That's one point too many at level 1. Also I don't know if this is a bug or not, but you can be lawful good rogue archer.
Minsc had 12 HP, when he should have 14 HP at level 1 with the kit. Again I don't know if this is a bug or not, but after berserk rage Minsc doesn't just lose the temporary HP, but also takes 15 HP worth of damage. I tried this out with a fighter berserker, and she only lost the temporary HP and didn't take any extra damage. Though, when enraged she did say "When berserk state ends, Minsc will take 15 points of damage." Which was quite weird.
I'm not the mod author, but I took a look at the Minsc Rage HP thing. This looks like a bug with BG2:EE (I only checked v2.6.6). Even without Artisan's Kitpack, the Minsc Berserk ability takes away the max HP bonus before inflicting the 15 damage, so the damage is always to his normal HP pool. I'm guessing no one noticed because no one uses his vanilla Berserk.
In BG:EE, as well as in classic BG2, it works the same as Berserker kit. It does the damage first, then one second later lowers max HP back to normal, so the damage is to the bonus amount first. The Rashemi kit probably uses the BG2:EE version as a base.
I've updated my fix mod above, which switches the timings around so the damage will hit before the max hp bonus ends. It also fixes Magekiller and Rogue Archer being able to be Lawful Good.
//Installing [Artisan's Kitpack: Inquisitor Overhaul] [2.5]
//Copying and patching 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying 1 file ...
//Copying and patching 1 file ...
//Appending to files ...
//Copying and patching 1 file ...
//Appending to files ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//WARNING: no effects altered on C0INQ01a.SPL
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//Copying and patching 1 file ...
//[.\lang\en_us\dialog.tlk] created, 127402 string entries
//INSTALLED WITH WARNINGS Artisan's Kitpack: Inquisitor Overhaul
//
//WARNING: ArtisansKitpack : 3003 has encounter errors durring installation, exited with ExitCode = 3
//WARNING: unpausing installation will continue from next component.
I hit this same problem on my Project Infinity install. "Inquisitor Overhaul" got installed with errors, and "Make Montaron into a Fighter/Assassin" component outright failed. The latter, I can honestly live without. But Inquisitor is my favorite paladin kit, and Keldorn a staple of my Good-aligned parties. Would love a fix or a workaround.
1. When Edwin's Red Wizard class was downloaded, it's impossible to memorize a spell for the last spell slot for Edwin's level 2 and level 6 spells.
2. Eldritch Knights and Arcane Tricksters don't get HLAs
3. Arcane Archers can't wear chain mail even though their class description says they can (Edit: nvm, saw that it's supposed to be that they can only wear elven chain)
The acid storm isn't listed in the game, so it's not given. (I can see that with keeper).
It's listed on the wizard table though (I'm also using the IWD spell mode from scs)
As a suggestion I think it should be made more evident in the documentation/installer, something like "Mystic Fire Paladin Kit (Paladin Overhaul Required)", just to save time (I "wasted" an EET install not knowing it).
Anyway thanks, your kits are very cool.
Also activating the Thousand Strikes ability is permanent, even though the description says it lasts 2 rounds.
Copying 1 file ...
Appending to files ...
Appending to files ...
Appending to files ...
In state 55, I expected one of these tokens:
[2] ~~
Parse error (state 55) at END
[ArtisansKitpack/lib/ranger.tpa] PARSE ERROR at line 11 column 1-3
Near Text: END
GLR parse error
[ArtisansKitpack/lib/ranger.tpa] ERROR at line 11 column 1-3
Near Text: END
Parsing.Parse_error
ERROR: parsing [ArtisansKitpack/lib/ranger.tpa]: Parsing.Parse_error
Stopping installation because of error.
ERROR Installing [Artisan's Kitpack: Ranger Overhaul (required for kit components)], rolling back to previous state
Will uninstall 71 files for [ARTISANSKITPACK/ARTISANSKITPACK.TP2] component 2000.
Uninstalled 71 files for [ARTISANSKITPACK/ARTISANSKITPACK.TP2] component 2000.
In state 55, I expected one of these tokens:
[2] ~~
Parse error (state 55) at END
[ArtisansKitpack/lib/ranger.tpa] PARSE ERROR at line 11 column 1-3
Near Text: END
GLR parse error
[ArtisansKitpack/lib/ranger.tpa] ERROR at line 11 column 1-3
Near Text: END
Parsing.Parse_error
ERROR: parsing [ArtisansKitpack/lib/ranger.tpa]: Parsing.Parse_error
Error Uninstalling [ARTISANSKITPACK/ARTISANSKITPACK.TP2] component 2000:
Parsing.Parse_error
ERROR: Parsing.Parse_error
Please make a backup of the file: SETUP-ARTISANSKITPACK.DEBUG and look for support at: Artemius_I
In the meantime, enjoy the most widely derided class rolfstomp the game with a single cast of Animal Summoning I.
I'm almost positive it's something in the fighter overhaul that's causing that. I even tried using the "allow arcane spellcasting in armor" feature in Klatu tweaks but there's still something in the mod that's putting a hard stop to armored spellcasting for fighter/mage multiclass's when it shouldn't.
With Wizard Slayer, I have a message which doesn't display correctly when I select Spellslayer Strike.
I installed the Rashemi Ranger kit and gave it to Minsc. When I select Power Attack in his special abilities, there is a "Minsc : Power Attack" notification in the dialog box, but no other effect that I can see, either in the character screen or in combat. Since no duration is indicated in the description, I suppose that it is a toggleable ability, but in that case, how do you know if it is currently activated or not?
EDIT : Turns out I was partly right. Indeed, some files necessary for Power Attack to work are not installed if you choose just the Minsc component. But it wasn't the icon that was missing. It was c0fig01a.2da and c0fig01a.2da (located in the Fighter subfolder of the kitpack). I added them to my override folder and it fixed the problem.
This is a bit messy. You should probably not install this mod unless you intend to install all components. Because apparently some abilities of the kits you pick and choose might only be available if you installed some other kits/overhauled classes. I wish there was one main component that installed ALL of the spells and abilities needed for the kits to function.
EDIT : I hope my comment didn't seem harsh. Obviously I'm still thankful for this great mod.
Interesting... @TheArtisan do you know whether the monk compnents have any dependencies on other parts of the mod, or whether they can be safely installed by themselves?
But you shouldn't install the Rashemi Berserker unless you install the Fighter Overhaul, so that Power Attack works.
And you shouldn't install the Vanguard unless you install the Dwarven Defender (with which he shares almost all of its special abilities).